[SP] Interruption
Quote from Misterpixel on May 24, 2011, 2:21 amA simple puzzle with a bunch of environmental effects and cinematic-like sequences - my first map.
Updated to stop you from avoiding the end by hiding in the door, and made it automatically load the next map ("Destruction") if it is downloaded.
File Name: interruption.rar
File Size: 2.83 MiB
Click here to download Interruption
A simple puzzle with a bunch of environmental effects and cinematic-like sequences - my first map.
Updated to stop you from avoiding the end by hiding in the door, and made it automatically load the next map ("Destruction") if it is downloaded.
File Name: interruption.rar
File Size: 2.83 MiB
Click here to download Interruption
Quote from Kibate on May 24, 2011, 3:24 amNice little puzzle
And even though the effects in the beginning were ncie, not really neccecary for such a small map.
Nice little puzzle
And even though the effects in the beginning were ncie, not really neccecary for such a small map.
Quote from Nidonocu on May 24, 2011, 3:48 amThe cinematics were very nice, [spoiler]breaking the glass and giving of the Portal gun in particular.[/spoiler]. I got a few sound errors at the end but the puzzle its self was fun!
The cinematics were very nice,
Quote from xdiesp on May 24, 2011, 6:10 amKudos to the mapper: even if just a small map, with all these chiseled details it gets away much bigger than it is. Quality over quantity!
Kudos to the mapper: even if just a small map, with all these chiseled details it gets away much bigger than it is. Quality over quantity!
Quote from taboo54 on May 24, 2011, 8:00 amI really loved the detail work in this map, but I was disappointed at the end when the map ended (not to say that's a bad thing)
I really loved the detail work in this map, but I was disappointed at the end when the map ended (not to say that's a bad thing)
Quote from Hanzik on May 24, 2011, 11:35 amGreat job. I like the place where in which you situated your map. The puzzle was quite ok with the difficulty, I hope you will keep up the good work.
Great job. I like the place where in which you situated your map. The puzzle was quite ok with the difficulty, I hope you will keep up the good work.
Quote from Techno Cat on May 24, 2011, 7:52 pmThe puzzle was great. What I didn't like was the ending. For a series of puzzles, that would've been okay if [spoiler]after you fall down the hole (you could make that a GLaDOS betrayal) , you somehow escape, and then...[/spoiler]I don't know, really. But I'm sure you can think of something. But for a one-puzzle map, it might have been better to [spoiler]just have the elevator[/spoiler].
The puzzle was great. What I didn't like was the ending. For a series of puzzles, that would've been okay if
Quote from mickyficky on May 24, 2011, 10:12 pmVery nice map, the puzzle is cool, the attention to detail is amazing.
Acquisition of the portal device and the ending look nice but are somewhat unnecessary on a small map that isn't embedded in in a chain of chambers. If you just wanted to try it out: well done
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I hope you keep up the good work and make something longer and more challenging next time. But keep up the great visuals, there are far too few maps that look as interesting as their puzzles are/want to be.
Very nice map, the puzzle is cool, the attention to detail is amazing.
Acquisition of the portal device and the ending look nice but are somewhat unnecessary on a small map that isn't embedded in in a chain of chambers. If you just wanted to try it out: well done
I hope you keep up the good work and make something longer and more challenging next time. But keep up the great visuals, there are far too few maps that look as interesting as their puzzles are/want to be.
Quote from Misterpixel on May 25, 2011, 12:51 amThanks everyone!
I probably did go over the top with scenery vs gameplay. Next one (which will follow on from the fall at the end of this) will be a bit heavier with the puzzles.
I didn't want to use the elevators because I wanted it to seem somewhat separated from the official map chambers; blocking off the proper exit via elevator and instead having the drop was supposed to give the feeling of "you're not supposed to be here, we've got other plans for you."
The sounds were being horrible through the whole creation process but hopefully they play fine, even though they give errors in the console.
Thanks everyone!
I probably did go over the top with scenery vs gameplay. Next one (which will follow on from the fall at the end of this) will be a bit heavier with the puzzles.
I didn't want to use the elevators because I wanted it to seem somewhat separated from the official map chambers; blocking off the proper exit via elevator and instead having the drop was supposed to give the feeling of "you're not supposed to be here, we've got other plans for you."
The sounds were being horrible through the whole creation process but hopefully they play fine, even though they give errors in the console.
