[SP] [JFTC] Repulsive Welcome

Quote from RectorRocks on July 22, 2012, 1:01 amHey guys! I'm back with another map in the series, this time its underground! This is my first time releasing an underground map, so maybe its not that good. Sorry. This map is an easy test chamber that tests the Repulsion Gel, nothing else. Enjoy!
The .rar file contains 3 maps:
-Hard Decision (BTS) [sp_hard_decision_bts.bsp]
In this map, you continue from where you stop at Test Chamber 04, at the BTS section of the Enrichment Center.
You walk forward and theres two ways you can go. Turn left and go back up to the modern facility or turn right and go down underground. You choose!-BTS to Underground Train Ride (Tunnel) [bts_underground_train_ride.bsp]
You chosen to go Underground, now you must ride the train to the Underground section of the Enrichment Center. The station design is similar to Singapore's train station design.-Repulsive Welcome (Underground) [sp_u_repulsive_welcome.bsp]
Welcome to the Underground facility! Now you must complete tests to go back up to the modern facility for your cake! Good luck!IMPORTANT NOTE:
-There are 3 maps in the .rar file. Play "sp_hard_decision_bts.bsp" first. After completion, the map will change by its own, no scripts involved as I used point_clientcommand.
-Remember to drag the materials from the materials folder too! It contains alot of stuff.
-The fizzler in the right room acts as the same as a Laser Field (or Discouragement Field). It'll kill the player upon contact with it.Difficulty: Easy
Size: Medium
Date: Somewhere in 1940Testing elements involved:
-Repulsion Gel
-Nothing elseRemember to comment and rate this map! Give me feedback and how I can improve in my next map. Blindruns and walkthroughs would be very much appreciated!
Have fun and enjoy the map!
File Name: sp_u_repulsive_welcome.rar
File Size: 3.26 MiB
Click here to download [JFTC] Repulsive Welcome
Hey guys! I'm back with another map in the series, this time its underground! This is my first time releasing an underground map, so maybe its not that good. Sorry. This map is an easy test chamber that tests the Repulsion Gel, nothing else. Enjoy!
The .rar file contains 3 maps:
-Hard Decision (BTS) [sp_hard_decision_bts.bsp]
In this map, you continue from where you stop at Test Chamber 04, at the BTS section of the Enrichment Center.
You walk forward and theres two ways you can go. Turn left and go back up to the modern facility or turn right and go down underground. You choose!
-BTS to Underground Train Ride (Tunnel) [bts_underground_train_ride.bsp]
You chosen to go Underground, now you must ride the train to the Underground section of the Enrichment Center. The station design is similar to Singapore's train station design.
-Repulsive Welcome (Underground) [sp_u_repulsive_welcome.bsp]
Welcome to the Underground facility! Now you must complete tests to go back up to the modern facility for your cake! Good luck!
IMPORTANT NOTE:
-There are 3 maps in the .rar file. Play "sp_hard_decision_bts.bsp" first. After completion, the map will change by its own, no scripts involved as I used point_clientcommand.
-Remember to drag the materials from the materials folder too! It contains alot of stuff.
-The fizzler in the right room acts as the same as a Laser Field (or Discouragement Field). It'll kill the player upon contact with it.
Difficulty: Easy
Size: Medium
Date: Somewhere in 1940
Testing elements involved:
-Repulsion Gel
-Nothing else
Remember to comment and rate this map! Give me feedback and how I can improve in my next map. Blindruns and walkthroughs would be very much appreciated! Have fun and enjoy the map!
File Name: sp_u_repulsive_welcome.rar
File Size: 3.26 MiB
Click here to download [JFTC] Repulsive Welcome
Quote from Bluntman on July 22, 2012, 7:27 amAbout the puzzle:
Well,can't really say too much.There wasn't anything special,just a few fling puzzles.As you mentioned above,the difficulty is easy, even too easy,i would say.You don't really have to think what to do,everything is self-explanatory and straightforward.IMO it would be nice to raise the difficulty in your future maps.About the design:
First room feels really empty,maybe add some catwalks,vacuum tubes,etc..,(or maybe decrease a size of the room a little).
Also misaligned textures herehttp://steamcommunity.com/id/terminalvelocity/screenshot/957263850848175692?tab=public and a few other places.Second room was a nice little addition,really liked the idea with train.
http://steamcommunity.com/id/terminalve ... tab=public
The hole should be a little wider (so textures will fit nicely) and higher(it's a bit strange that you fell from the big height it previous map,but here the tube is too short)
Also something is wrong with these brushes:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848220680?tab=public and
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848225102?tab=public
They are lighted differently depending on the player position.
And just a little idea:what about merging two maps together?They are really too short to be separate maps,i think.And the third map.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848222510?tab=public
Intersecting brushes.Also you can easily pass through the grate from the other side.http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848107869?tab=public
Strange hole here and misaligned textures.It's a bit hard to press the button,you need to move a bit around it.http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848106960?tab=public
Strange.And little nitpicks like this:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848108956?tab=public
Extend the brushes a bit a retexture the faces.Also it's really weird that after pressing the button [spoiler]the grate simply disappears[/spoiler]
Maybe made it so it will open like a door, or something like that,but now it just looks strange.In conclusion,its nice little underground map, but needs some work.
Good luck on your future maps.
About the puzzle:
Well,can't really say too much.There wasn't anything special,just a few fling puzzles.As you mentioned above,the difficulty is easy, even too easy,i would say.You don't really have to think what to do,everything is self-explanatory and straightforward.IMO it would be nice to raise the difficulty in your future maps.
About the design:
First room feels really empty,maybe add some catwalks,vacuum tubes,etc..,(or maybe decrease a size of the room a little).
Also misaligned textures herehttp://steamcommunity.com/id/terminalvelocity/screenshot/957263850848175692?tab=public and a few other places.
Second room was a nice little addition,really liked the idea with train.
http://steamcommunity.com/id/terminalve ... tab=public
The hole should be a little wider (so textures will fit nicely) and higher(it's a bit strange that you fell from the big height it previous map,but here the tube is too short)
Also something is wrong with these brushes:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848220680?tab=public and
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848225102?tab=public
They are lighted differently depending on the player position.
And just a little idea:what about merging two maps together?They are really too short to be separate maps,i think.
And the third map.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848222510?tab=public
Intersecting brushes.Also you can easily pass through the grate from the other side.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848107869?tab=public
Strange hole here and misaligned textures.It's a bit hard to press the button,you need to move a bit around it.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848106960?tab=public
Strange.
And little nitpicks like this:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848108956?tab=public
Extend the brushes a bit a retexture the faces.
Also it's really weird that after pressing the button
Maybe made it so it will open like a door, or something like that,but now it just looks strange.
In conclusion,its nice little underground map, but needs some work.
Good luck on your future maps.

Quote from RectorRocks on July 22, 2012, 8:03 amBluntman wrote:About the puzzle:
Well,can't really say too much.There wasn't anything special,just a few fling puzzles.As you mentioned above,the difficulty is easy, even too easy,i would say.You don't really have to think what to do,everything is self-explanatory and straightforward.IMO it would be nice to raise the difficulty in your future maps.About the design:
First room feels really empty,maybe add some catwalks,vacuum tubes,etc..,(or maybe decrease a size of the room a little).
Also misaligned textures herehttp://steamcommunity.com/id/terminalvelocity/screenshot/957263850848175692?tab=public and a few other places.Second room was a nice little addition,really liked the idea with train.
http://steamcommunity.com/id/terminalve ... tab=public
The hole should be a little wider (so textures will fit nicely) and higher(it's a bit strange that you fell from the big height it previous map,but here the tube is too short)
Also something is wrong with these brushes:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848220680?tab=public and
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848225102?tab=public
They are lighted differently depending on the player position.
And just a little idea:what about merging two maps together?They are really too short to be separate maps,i think.And the third map.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848222510?tab=public
Intersecting brushes.Also you can easily pass through the grate from the other side.http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848107869?tab=public
Strange hole here and misaligned textures.It's a bit hard to press the button,you need to move a bit around it.http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848106960?tab=public
Strange.And little nitpicks like this:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848108956?tab=public
Extend the brushes a bit a retexture the faces.Also it's really weird that after pressing the button [spoiler]the grate simply disappears[/spoiler]
Maybe made it so it will open like a door, or something like that,but now it just looks strange.In conclusion,its nice little underground map, but needs some work.
Good luck on your future maps.ARGH!! Too many screenshots, haha! Thanks, I released this in a rush. I made some last minute changes and forgot about the textures later on. Sorry. :/ This map was made to be easy, as it progresses the story of the mappack.
Feedback reply
[spoiler]First room being empty:
Indeed, sorry. Didn't know how to make proper BTS maps. :/Grate mysteriously disappearing:
I couldn't think of anything that could be shot through, I tried using a Laser Field (or Discouragement Field) but its weird because the emitters will have to float and the gel will land on the laser instead of the white floor. Also, its in the 1940s, I dont think theres any Laser Fields at that time. Most mechanics are made in 1998.Strange Hole and Hard to press the button:
The button was placed sideways, thats why its hard to press.
(By sideways, I mean the little metal thing at the bottom of the button turns 90 degrees)
About the hole, sorry, I forgot about extending the ceiling.Elevator Support, Brush misalignment:
I did some last minute work and forgot about it. Sorry.Support of train signs:
This is caused by the lights above the sign.-End of feedback replying-[/spoiler]
Thanks, its my first underground to be released. (First underground made was a co-op map, but it was not released as it was too easy. I made it to playtest with my friend)
Don't worry, I'll increase the difficulty in my future maps, as its main focus now is the puzzle instead of the story.Thanks again!
Well,can't really say too much.There wasn't anything special,just a few fling puzzles.As you mentioned above,the difficulty is easy, even too easy,i would say.You don't really have to think what to do,everything is self-explanatory and straightforward.IMO it would be nice to raise the difficulty in your future maps.
About the design:
First room feels really empty,maybe add some catwalks,vacuum tubes,etc..,(or maybe decrease a size of the room a little).
Also misaligned textures herehttp://steamcommunity.com/id/terminalvelocity/screenshot/957263850848175692?tab=public and a few other places.
Second room was a nice little addition,really liked the idea with train.
http://steamcommunity.com/id/terminalve ... tab=public
The hole should be a little wider (so textures will fit nicely) and higher(it's a bit strange that you fell from the big height it previous map,but here the tube is too short)
Also something is wrong with these brushes:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848220680?tab=public and
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848225102?tab=public
They are lighted differently depending on the player position.
And just a little idea:what about merging two maps together?They are really too short to be separate maps,i think.
And the third map.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848222510?tab=public
Intersecting brushes.Also you can easily pass through the grate from the other side.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848107869?tab=public
Strange hole here and misaligned textures.It's a bit hard to press the button,you need to move a bit around it.
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848106960?tab=public
Strange.
And little nitpicks like this:
http://steamcommunity.com/id/terminalvelocity/screenshot/957263850848108956?tab=public
Extend the brushes a bit a retexture the faces.
Also it's really weird that after pressing the button
Maybe made it so it will open like a door, or something like that,but now it just looks strange.
In conclusion,its nice little underground map, but needs some work.
Good luck on your future maps.
ARGH!! Too many screenshots, haha! Thanks, I released this in a rush. I made some last minute changes and forgot about the textures later on. Sorry. :/ This map was made to be easy, as it progresses the story of the mappack.
Feedback reply
Indeed, sorry. Didn't know how to make proper BTS maps. :/
Grate mysteriously disappearing:
I couldn't think of anything that could be shot through, I tried using a Laser Field (or Discouragement Field) but its weird because the emitters will have to float and the gel will land on the laser instead of the white floor. Also, its in the 1940s, I dont think theres any Laser Fields at that time. Most mechanics are made in 1998.
Strange Hole and Hard to press the button:
The button was placed sideways, thats why its hard to press.
(By sideways, I mean the little metal thing at the bottom of the button turns 90 degrees)
About the hole, sorry, I forgot about extending the ceiling.
Elevator Support, Brush misalignment:
I did some last minute work and forgot about it. Sorry.
Support of train signs:
This is caused by the lights above the sign.
-End of feedback replying-
Thanks, its my first underground to be released. (First underground made was a co-op map, but it was not released as it was too easy. I made it to playtest with my friend)
Don't worry, I'll increase the difficulty in my future maps, as its main focus now is the puzzle instead of the story.
Thanks again!
Quote from Bluntman on July 22, 2012, 8:27 amNo problem,it's nice to see that someone makes underground maps (really,these PTI themed maps are getting annoying).
Don't rush in ,carefully playtest your maps and fix these little visual flaws.
Once again,good luck and have a nice day!
No problem,it's nice to see that someone makes underground maps (really,these PTI themed maps are getting annoying).
Don't rush in ,carefully playtest your maps and fix these little visual flaws.
Once again,good luck and have a nice day!

Quote from RectorRocks on July 22, 2012, 8:35 amBluntman wrote:No problem,it's nice to see that someone makes underground maps (really,these PTI themed maps are getting annoying).
Don't rush in ,carefully playtest your maps and fix these little visual flaws.
Once again,good luck and have a nice day!Thanks, I will. You have a nice day too!
(Its night in here now.
)
Don't rush in ,carefully playtest your maps and fix these little visual flaws.
Once again,good luck and have a nice day!

Thanks, I will. You have a nice day too! (Its night in here now.
)
Quote from Shakky on July 22, 2012, 8:56 amBluntman did a good job pointing out all the visual flaws so I will consentrate on the puzzle side.
The first part with the button can be done easily without the walls the way I did it in my blindrun. If you bounce from the walls you tend to hit the death fizzler if you have any blue on the last 2 surfaces.Also using the fizzler texture for death field is pretty wierd.
Biggest flaws appear when you press the button at the top. I don't understand why did you have to make the grid disapear. You could just have added a portal surface there or a way to shoot at a portal surface at the first puzzle. After you go through the door the playerclip on the grid comes back and you can get yourself stuck (see the video)
I also though it was wierd that the last room didn't use gel at all because I thought the gel was the theme of this map.
On my second playthrough I discovered that you can just shoot a portal at the last surface and skip the puzzle entirely. This can be seen in the video also.
Overall the puzzle was way too easy. I understand if you don't want to make super hard puzzles but in my opinion this was too straight forward. Still don't let these comments get you down. You are getting better. I'd recommend playtesting and making sure everything is done before releasing these maps because most of these are really easy fixes.
and finally here is the blindrun I mentioned earlier:
[spoiler]Xm-HBs_8rU0[/spoiler]
Bluntman did a good job pointing out all the visual flaws so I will consentrate on the puzzle side.
The first part with the button can be done easily without the walls the way I did it in my blindrun. If you bounce from the walls you tend to hit the death fizzler if you have any blue on the last 2 surfaces.Also using the fizzler texture for death field is pretty wierd.
Biggest flaws appear when you press the button at the top. I don't understand why did you have to make the grid disapear. You could just have added a portal surface there or a way to shoot at a portal surface at the first puzzle. After you go through the door the playerclip on the grid comes back and you can get yourself stuck (see the video)
I also though it was wierd that the last room didn't use gel at all because I thought the gel was the theme of this map.
On my second playthrough I discovered that you can just shoot a portal at the last surface and skip the puzzle entirely. This can be seen in the video also.
Overall the puzzle was way too easy. I understand if you don't want to make super hard puzzles but in my opinion this was too straight forward. Still don't let these comments get you down. You are getting better. I'd recommend playtesting and making sure everything is done before releasing these maps because most of these are really easy fixes.
and finally here is the blindrun I mentioned earlier:
My maps: Bits , Color Me Rainbow and Spank Me Skyward

Quote from RectorRocks on July 22, 2012, 9:43 amShakky wrote:Bluntman did a good job pointing out all the visual flaws so I will consentrate on the puzzle side.The first part with the button can be done easily without the walls the way I did it in my blindrun. If you bounce from the walls you tend to hit the death fizzler if you have any blue on the last 2 surfaces.Also using the fizzler texture for death field is pretty wierd.
Biggest flaws appear when you press the button at the top. I don't understand why did you have to make the grid disapear. You could just have added a portal surface there or a way to shoot at a portal surface at the first puzzle. After you go through the door the playerclip on the grid comes back and you can get yourself stuck (see the video)
I also though it was wierd that the last room didn't use gel at all because I thought the gel was the theme of this map.
On my second playthrough I discovered that you can just shoot a portal at the last surface and skip the puzzle entirely. This can be seen in the video also.
Overall the puzzle was way too easy. I understand if you don't want to make super hard puzzles but in my opinion this was too straight forward. Still don't let these comments get you down. You are getting better. I'd recommend playtesting and making sure everything is done before releasing these maps because most of these are really easy fixes.
and finally here is the blindrun I mentioned earlier:
[spoiler]Xm-HBs_8rU0[/spoiler]Thanks for your blindrun and feedback. Ok first, I'll reply to all of your feedback.
Feedback reply
[spoiler]First puzzle:
Yes, bouncing from the walls is dangerous, but its still possible to get over to the other side.
The death field's texture being a fizzler's is weird. I can't possible add the Laser Field's laser texture, right? Its in the 1940s and with the underground fizzler, it looks really ugly. Also, I tried adding a red light but it tends to light the whole room red so I reduced the brightness to 20. I don't think you can see the light, though. So I decided to use the fizzler texture.Button pressing at the top:
I tried many ways to make the player escape the first building, but I can't find a suitable way to do it, so I had to use a grate.
I tried using a Laser Field but its emitters will be floating and the gel will stick on the laser instead of the white floor. It looks really ugly.
I also tried using a fizzler, but a fizzler doesn't allow portals to be shot through.
I never tried using a light bridge but that would be ugly too.Playerclip:
Sorry about that. I can't fix it, its caused by the disabling of the grate.Second building not using gel:
Yes, the theme of the map is the gel. The second building was not intended to be that easy at the first place. It changes 3 times, from crazy box style to light bridge style to the current style. I finally chose the final style because the crazy box style and light bridge style didn't work properly.Skipping the entire puzzle:
I'm aware of that, I too noticed that before I released the map and I thought having to place an invisible wall and then disappear when the player completes the first building. But then I was afraid that the playerclip might come back again so I ignored it.-End of feedback replying-[/spoiler]
Thanks, I understand. I'll make harder maps in the future.
Thanks again!
The first part with the button can be done easily without the walls the way I did it in my blindrun. If you bounce from the walls you tend to hit the death fizzler if you have any blue on the last 2 surfaces.Also using the fizzler texture for death field is pretty wierd.
Biggest flaws appear when you press the button at the top. I don't understand why did you have to make the grid disapear. You could just have added a portal surface there or a way to shoot at a portal surface at the first puzzle. After you go through the door the playerclip on the grid comes back and you can get yourself stuck (see the video)
I also though it was wierd that the last room didn't use gel at all because I thought the gel was the theme of this map.
On my second playthrough I discovered that you can just shoot a portal at the last surface and skip the puzzle entirely. This can be seen in the video also.
Overall the puzzle was way too easy. I understand if you don't want to make super hard puzzles but in my opinion this was too straight forward. Still don't let these comments get you down. You are getting better. I'd recommend playtesting and making sure everything is done before releasing these maps because most of these are really easy fixes.
and finally here is the blindrun I mentioned earlier:
Thanks for your blindrun and feedback. Ok first, I'll reply to all of your feedback.
Feedback reply
Yes, bouncing from the walls is dangerous, but its still possible to get over to the other side.
The death field's texture being a fizzler's is weird. I can't possible add the Laser Field's laser texture, right? Its in the 1940s and with the underground fizzler, it looks really ugly. Also, I tried adding a red light but it tends to light the whole room red so I reduced the brightness to 20. I don't think you can see the light, though. So I decided to use the fizzler texture.
Button pressing at the top:
I tried many ways to make the player escape the first building, but I can't find a suitable way to do it, so I had to use a grate.
I tried using a Laser Field but its emitters will be floating and the gel will stick on the laser instead of the white floor. It looks really ugly.
I also tried using a fizzler, but a fizzler doesn't allow portals to be shot through.
I never tried using a light bridge but that would be ugly too.
Playerclip:
Sorry about that. I can't fix it, its caused by the disabling of the grate.
Second building not using gel:
Yes, the theme of the map is the gel. The second building was not intended to be that easy at the first place. It changes 3 times, from crazy box style to light bridge style to the current style. I finally chose the final style because the crazy box style and light bridge style didn't work properly.
Skipping the entire puzzle:
I'm aware of that, I too noticed that before I released the map and I thought having to place an invisible wall and then disappear when the player completes the first building. But then I was afraid that the playerclip might come back again so I ignored it.
-End of feedback replying-
Thanks, I understand. I'll make harder maps in the future.
Thanks again!
Quote from quatrus on July 23, 2012, 11:20 amThanks for working in the underground style. I can see the entry decision area and the train station as part of a continuing map series, but I agree they were relatively uninteresting visually - and then repulsion starts. Agree with earlier comments that the main map puzzle was not too challenging - just execution. Adding in the text of what was happening made it even less challenging - try sounds, grate falling down etc.
thanks for creating - enjoyed it.
Thanks for working in the underground style. I can see the entry decision area and the train station as part of a continuing map series, but I agree they were relatively uninteresting visually - and then repulsion starts. Agree with earlier comments that the main map puzzle was not too challenging - just execution. Adding in the text of what was happening made it even less challenging - try sounds, grate falling down etc.
thanks for creating - enjoyed it.

Quote from RectorRocks on July 23, 2012, 11:43 amquatrus wrote:Thanks for working in the underground style. I can see the entry decision area and the train station as part of a continuing map series, but I agree they were relatively uninteresting visually - and then repulsion starts. Agree with earlier comments that the main map puzzle was not too challenging - just execution. Adding in the text of what was happening made it even less challenging - try sounds, grate falling down etc.
thanks for creating - enjoyed it.Thanks! I'll improve in my next map.
thanks for creating - enjoyed it.
Thanks! I'll improve in my next map.