[SP] Indiana Evil
Quote from ziland on July 26, 2011, 9:12 pmI was going for an IndianaJones meets resident evil vibe set in the portal2 universe (without the zombies)
This is Final Release.
Enjoy
Comments, suggestions, bugs welcome.File Name: IndyEvil.zip
File Size: 9.2 MiB
Click here to download Indiana Evil
I was going for an IndianaJones meets resident evil vibe set in the portal2 universe (without the zombies)
This is Final Release.
Enjoy ![]()
Comments, suggestions, bugs welcome.
File Name: IndyEvil.zip
File Size: 9.2 MiB
Click here to download Indiana Evil
Quote from infernet89 on July 27, 2011, 8:46 amThat was so dark...
That was so dark...
(I'll stop recording if i die.)
Quote from burgerking316 on July 27, 2011, 3:12 pmLoved it. However, I didn't need to go into one of the rooms and I didn't go through that scary laser maze thing. I don't know if there are multiple ways to solve it, but great job nonetheless.
Loved it. However, I didn't need to go into one of the rooms and I didn't go through that scary laser maze thing. I don't know if there are multiple ways to solve it, but great job nonetheless.
Quote from ziland on July 27, 2011, 3:29 pmThank you so much for the feedback. Which room were you able to skip? How did you get past the laser field maze?
Thank you so much for the feedback. Which room were you able to skip? How did you get past the laser field maze?
Quote from xdiesp on July 27, 2011, 5:21 pmMad people are blessed to Allah, because God only knows what of Indy and RE should be in here. Map's unpresentable: dark and ugly, it's actually trying to be foreboding - but the mapping doesn't elevate above Clean and any escapade out is like bat country.
Not everything is like that, those Clean styled chambers are indeed there and sometimes interesting with one original mechanic - the flying cube detector. But I doubt people will stick around after the false start, my suggestion is to extract the valid tibits, downsize them all and mash them together (in Clean).
Bugs: every door has nodraw textures; you can skip the funnel+cube area by funneling up the railing; the glass room can be skipped by walking on its outer walls from outside; invisible fizzlers are confusing; it may not be, but the sensation of seeing those ceilings replaced with floating tiles is that of a bug not showing them from below in the first place (and tbh it's not logic either, to die when you fall there).
Mad people are blessed to Allah, because God only knows what of Indy and RE should be in here. Map's unpresentable: dark and ugly, it's actually trying to be foreboding - but the mapping doesn't elevate above Clean and any escapade out is like bat country.
Not everything is like that, those Clean styled chambers are indeed there and sometimes interesting with one original mechanic - the flying cube detector. But I doubt people will stick around after the false start, my suggestion is to extract the valid tibits, downsize them all and mash them together (in Clean).
Bugs: every door has nodraw textures; you can skip the funnel+cube area by funneling up the railing; the glass room can be skipped by walking on its outer walls from outside; invisible fizzlers are confusing; it may not be, but the sensation of seeing those ceilings replaced with floating tiles is that of a bug not showing them from below in the first place (and tbh it's not logic either, to die when you fall there).
Quote from ziland on July 27, 2011, 8:33 pm-Which doors specifically?
-Can you run a demorec of the funnel up the railing maneuver.
-will fix the glass room shortcut.
-fizzlers were there to aid the player as not to be confused and get portalled into slime by accident,they were never meant to be seen.
-the false ceilings are there to provide illusion of a closed space from below. will remove the death triggerI should've clarified, this is not a traditional mapping style; hence, the name. but thank you for your honesty. all suggestions, tips, bugs welcome.
-Which doors specifically?
-Can you run a demorec of the funnel up the railing maneuver.
-will fix the glass room shortcut.
-fizzlers were there to aid the player as not to be confused and get portalled into slime by accident,they were never meant to be seen.
-the false ceilings are there to provide illusion of a closed space from below. will remove the death trigger
I should've clarified, this is not a traditional mapping style; hence, the name. but thank you for your honesty. all suggestions, tips, bugs welcome.
Quote from xdiesp on July 27, 2011, 8:57 pmziland wrote:-Which doors specifically?All doors.
ziland wrote:-Can you run a demorec of the funnel up the railing maneuver.It's really basic: float up for a meter or so, head for the railing.
ziland wrote:-fizzlers were there to aid the playerIn this game, fizzlers aid the player and are visible. Players which see oddities as this happen will come to the conclusion it's a bug or sloppy mapping.
ziland wrote:the false ceilings are there to provide illusion of a closed space from belowYour call, I immediately assumed you had botched the worldportal given the rest of the map
All doors.
It's really basic: float up for a meter or so, head for the railing.
In this game, fizzlers aid the player and are visible. Players which see oddities as this happen will come to the conclusion it's a bug or sloppy mapping.
Your call, I immediately assumed you had botched the worldportal given the rest of the map
Quote from Saturn on July 28, 2011, 10:12 amNeat map. Liked the platforming feel and the cube-lazer grid mechanic. The dark parts are indeed too dark but my main suggestion would be putting indicators next to the doors of the 3 'chambers'. After i completed one of them i wasn't sure if i finished it or missed the obejective, so i would continue to the next chamber not knowing what i'm expected of.
I would just put a X sign near every door, and when you finish it the sign would change to a tick.
Neat map. Liked the platforming feel and the cube-lazer grid mechanic. The dark parts are indeed too dark but my main suggestion would be putting indicators next to the doors of the 3 'chambers'. After i completed one of them i wasn't sure if i finished it or missed the obejective, so i would continue to the next chamber not knowing what i'm expected of.
I would just put a X sign near every door, and when you finish it the sign would change to a tick.
Quote from ziland on July 28, 2011, 10:34 amThanks Saturn. I'll add indicators.
I wanted the player to have a choice of what they did first.
I agree, it's too dark in certain areas. I wanted a dark cavernous feel, ominous.
Thanks Saturn. I'll add indicators.
I wanted the player to have a choice of what they did first.
I agree, it's too dark in certain areas. I wanted a dark cavernous feel, ominous.
Quote from Saturn on July 28, 2011, 1:13 pmOh, it's great that you can choose which to do but i was a little confused if i did what i had to do in them.
Oh, it's great that you can choose which to do but i was a little confused if i did what i had to do in them.
