[SP] Into the opera VII - Massive
Quote from KFredje on May 22, 2012, 5:06 pmFinally finding your way up is so satisfying that you forget how big this place actually is.
For the full "Into the opera" serie: http://steamcommunity.com/sharedfiles/f ... d=71854336
(all maps are made in PeTI) (Into the opera VII - Massive is playable as PeTI version or the PeTI(Hammer edit) version (this one))Note:
This is my very first map I've done in Hammer. It's base is done with the PeTI and refining has been done with Hammer. I'd like to hear your comments on this try.
Finally finding your way up is so satisfying that you forget how big this place actually is.
For the full "Into the opera" serie: http://steamcommunity.com/sharedfiles/f ... d=71854336
(all maps are made in PeTI) (Into the opera VII - Massive is playable as PeTI version or the PeTI(Hammer edit) version (this one))
Note:
This is my very first map I've done in Hammer. It's base is done with the PeTI and refining has been done with Hammer. I'd like to hear your comments on this try.
Quote from sicklebrick on May 24, 2012, 3:42 pmCheers, bit of a slow starter but it was nice when it opened up ^^
The cube spawn button didn't deliver the cube accross the acid the first 4-5 times, and the [spoiler]seekrit opening wall in the same room[/spoiler] was a little off putting, but nothing major
Cheers, bit of a slow starter but it was nice when it opened up ^^
The cube spawn button didn't deliver the cube accross the acid the first 4-5 times, and the

Quote from KennKong on May 29, 2012, 7:23 pmOverall, the layout of the maps in this series is pretty good. They give a good sense of making progress, like the original game. Most of the puzzles were rather linear, and not very challenging. Some of them were exploitable, and there were some annoying bugs.
I - The Entrance - introduces the concept of unforeseeable death, an unpleasant theme which rears its ugly head occasionally throughout the series.
III - The Basement - sliding down the ramp often leads to instant death. The puzzle can be exploited, never using the floor buttons or the angled panel. I solved it with just 5 portals.
IV - The Vault - one of the better puzzles, insofar as it isn't completely linear. If you wouldn't automatically drop the first cube, you could avoid shortcutting the map.
V - Frame-up - one of the better layouts here. Again, you don't need to auto-drop the first cube, but it doesn't lead to a shortcut. There is a bug. When I rode the funnel above the one which leads to the second button, it just dropped me, leading to death. I tried this several times, and it happened almost half the time. The turrets at the end are a return to the unforeseeable death theme.
VI - Companion - perhaps the best laid out, because although the puzzle is linear, it certainly doesn't look like it as you play it. I got stuck when I stepped on the button which raises a panel immediately next to it while holding the cube. It knocked the cube out of my grip and destroyed it, leaving me no way back to the entrance to get another one.
VII - Massive - I'm not sure that "biggest PTI map" is a category worth competing in, but at least it wasn't just huge and empty. This was the second best map in terms of giving the sense of going somewhere, after Companion. Watching spheres roll off the edge wasn't exactly great entertainment, but also not map-breaking.Overall, this is a good series with a consistent theme. It could be improved by some more variety in the puzzles, since there's a heavy reliance on just moving a cube from one room to the next. Also, less reliance on surprises will give the maps some replay legs.
I won't be adding this to my Favorite Puzzle Maps collection, but it has made me consider creating a collection of maps which are notable for some other exceptional quality. In this case, that quality is finding a good theme, and fully fleshing it out.
Overall, the layout of the maps in this series is pretty good. They give a good sense of making progress, like the original game. Most of the puzzles were rather linear, and not very challenging. Some of them were exploitable, and there were some annoying bugs.
I - The Entrance - introduces the concept of unforeseeable death, an unpleasant theme which rears its ugly head occasionally throughout the series.
III - The Basement - sliding down the ramp often leads to instant death. The puzzle can be exploited, never using the floor buttons or the angled panel. I solved it with just 5 portals.
IV - The Vault - one of the better puzzles, insofar as it isn't completely linear. If you wouldn't automatically drop the first cube, you could avoid shortcutting the map.
V - Frame-up - one of the better layouts here. Again, you don't need to auto-drop the first cube, but it doesn't lead to a shortcut. There is a bug. When I rode the funnel above the one which leads to the second button, it just dropped me, leading to death. I tried this several times, and it happened almost half the time. The turrets at the end are a return to the unforeseeable death theme.
VI - Companion - perhaps the best laid out, because although the puzzle is linear, it certainly doesn't look like it as you play it. I got stuck when I stepped on the button which raises a panel immediately next to it while holding the cube. It knocked the cube out of my grip and destroyed it, leaving me no way back to the entrance to get another one.
VII - Massive - I'm not sure that "biggest PTI map" is a category worth competing in, but at least it wasn't just huge and empty. This was the second best map in terms of giving the sense of going somewhere, after Companion. Watching spheres roll off the edge wasn't exactly great entertainment, but also not map-breaking.
Overall, this is a good series with a consistent theme. It could be improved by some more variety in the puzzles, since there's a heavy reliance on just moving a cube from one room to the next. Also, less reliance on surprises will give the maps some replay legs.
I won't be adding this to my Favorite Puzzle Maps collection, but it has made me consider creating a collection of maps which are notable for some other exceptional quality. In this case, that quality is finding a good theme, and fully fleshing it out.
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