[SP] Introduction to PUNT
Quote from FelixGriffin on January 7, 2013, 10:16 pmI just got a call from someplace called Vectronic saying my cube order shipped. No idea what that is, but I found some tests marked VECTRONIC, and I'm sending you through them. Must have been one of GLaDOS's old plans.
Credit to Reepblue for the mod PUNT! You should all play it when it comes out!
I just got a call from someplace called Vectronic saying my cube order shipped. No idea what that is, but I found some tests marked VECTRONIC, and I'm sending you through them. Must have been one of GLaDOS's old plans.
Credit to Reepblue for the mod PUNT! You should all play it when it comes out!
Quote from Lpfreaky90 on January 7, 2013, 11:29 pmWhilst it's a fun level I think it's not a really good introduction level.
Some general remarks about the level:
1) I got stuck in the first room because I could enter again after getting both the cubes in the second room.
2) There is a lack of indicator lights. I did not see what did what that led me to solve the level without the second faithplate and the funnel.
3) Usually the textures for faith plates are the other way around: blue active, orange inactive.
4) Some strange things are happening: when the cube falls down the lightbridge magically enables, why?
5) When you hit the wall with the faithplate the funnel randomly turns on- why?Why this level is not a really good tutorial:
1) There are two cubes introduced at once, I couldn't tell the difference at first, whilst they had different textures at a first glance they looked the same.
2) There are various test elements added with the new test elements. If you're introducing new stuff: give them their own chamber first. Try to think of the most basic way to use your test element first.For example: With the "Lock-in-position cube" have a room where there are two cube droppers dropping them in water. So you have to lock them in the air so you can jump safely to the other side. That shows you what they do.
For the "gravity-changing cube" make two buttons; one on the ceiling, one on the floor and have a few laser fields, bottom deactivates 1 and 3, top 2 and 4.
Those very very easy tests show what the elements do. After people know that it's time for the next step: the combination of the two, which can be done similar to how you did it in this map, though I'd get rid of the lightbridges, the active faithplate and make the puzzle less distracting.
All in all it's not a bad map but I think the map would've been a far better tutorial if it would've been simpler. Remember: tutorials are there to teach stuff, they don't need to be tough puzzles. After you've properly introduced stuff you can make tough puzzles!
Whilst it's a fun level I think it's not a really good introduction level.
Some general remarks about the level:
1) I got stuck in the first room because I could enter again after getting both the cubes in the second room.
2) There is a lack of indicator lights. I did not see what did what that led me to solve the level without the second faithplate and the funnel.
3) Usually the textures for faith plates are the other way around: blue active, orange inactive.
4) Some strange things are happening: when the cube falls down the lightbridge magically enables, why?
5) When you hit the wall with the faithplate the funnel randomly turns on- why?
Why this level is not a really good tutorial:
1) There are two cubes introduced at once, I couldn't tell the difference at first, whilst they had different textures at a first glance they looked the same.
2) There are various test elements added with the new test elements. If you're introducing new stuff: give them their own chamber first. Try to think of the most basic way to use your test element first.
For example: With the "Lock-in-position cube" have a room where there are two cube droppers dropping them in water. So you have to lock them in the air so you can jump safely to the other side. That shows you what they do.
For the "gravity-changing cube" make two buttons; one on the ceiling, one on the floor and have a few laser fields, bottom deactivates 1 and 3, top 2 and 4.
Those very very easy tests show what the elements do. After people know that it's time for the next step: the combination of the two, which can be done similar to how you did it in this map, though I'd get rid of the lightbridges, the active faithplate and make the puzzle less distracting.
All in all it's not a bad map but I think the map would've been a far better tutorial if it would've been simpler. Remember: tutorials are there to teach stuff, they don't need to be tough puzzles. After you've properly introduced stuff you can make tough puzzles!
Quote from FelixGriffin on January 8, 2013, 8:36 amThanks for your review! I'll fix this asap.
1) Definitely a glitch.
2) There should be, but looking at it now I see that they have no brush faces. I forgot to fix them after clipping a hole for the faithplate.
3) I'll change that, I was trying to go wih P2's color scheme.
4) That was a last-minute fix to stop the cube from landing in an unreachable corner. An angled panel might be better.
5) Um, I'm not even really sure why I put that in. I think I was mapping too late at night.And I'll try to add a better tutorial chamber. My current problem is that these cubes don't work in cube droppers due to the slight amount of scripting, but I'll try to fix that. New version coming today!
Thanks for your review! I'll fix this asap.
1) Definitely a glitch.
2) There should be, but looking at it now I see that they have no brush faces. I forgot to fix them after clipping a hole for the faithplate.
3) I'll change that, I was trying to go wih P2's color scheme.
4) That was a last-minute fix to stop the cube from landing in an unreachable corner. An angled panel might be better.
5) Um, I'm not even really sure why I put that in. I think I was mapping too late at night.
And I'll try to add a better tutorial chamber. My current problem is that these cubes don't work in cube droppers due to the slight amount of scripting, but I'll try to fix that. New version coming today!
Quote from Lpfreaky90 on January 8, 2013, 11:02 amI don't see why you just couldn't get rid of the laser field though
I don't see why you just couldn't get rid of the laser field though
Quote from FelixGriffin on January 8, 2013, 4:44 pmMostly because I'm trying to keep it close to the original PUNT map, which had a playerclip there. It doesn't serve any real purpose, but it shows the player that they aren't supposed to go in.
Mostly because I'm trying to keep it close to the original PUNT map, which had a playerclip there. It doesn't serve any real purpose, but it shows the player that they aren't supposed to go in.