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[SP] Interruption

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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

Nice little puzzle
And even though the effects in the beginning were ncie, not really neccecary for such a small map.

The cinematics were very nice,

Spoiler
breaking the glass and giving of the Portal gun in particular.
. I got a few sound errors at the end but the puzzle its self was fun!

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!

the hills are alive... with the sound of music

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)

All worked fine. Short and easy. Thanks for mapping

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.

The truth is written all over our faces.

The 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...
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
.

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.

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.

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