[SP] Layers sewing
Quote from Ido47 on May 11, 2012, 12:39 pmhttp://steamcommunity.com/sharedfiles/f ... d=71243956
4 puzzles in the map, 2 difficult 2 hard.
You'll need to sew layers.There was supposed to be an Exile vilify song+videoclip in the first room but I couldn't zip it to the bsp, so just pretend it's there.
http://steamcommunity.com/sharedfiles/f ... d=71243956
4 puzzles in the map, 2 difficult 2 hard.
You'll need to sew layers.
There was supposed to be an Exile vilify song+videoclip in the first room but I couldn't zip it to the bsp, so just pretend it's there.
Quote from taco on May 11, 2012, 1:55 pmThere are some decent ideas at work here but the whole thing is marred by poor execution. Also, am I right to assume that some of this (especially the last part) is modified from a workshop-created map?
Screenshot taken with 'r_drawclipbrushes 1' enabled.This image portrays exactly what is wrong with this map - design decisions that make no sense at all to the player. If you don't want a player to be able to jump/portal/walk/etc. somewhere, don't just put an invisible player clip brush.
There are other places where the player presses a button and it opens a path that stays open... unless you touch the floor (to prevent the player from taking a particular path). You are obviously trying to prevent certain methods but it just comes across as bad design.
The puzzles themselves are very lose in that you can often complete them in (most likely) unintended fashion, making some of the puzzles trivial in nature.
Visually, the map looks like you were trying to make it interesting and then got tired of trying about half-way though, said screw it, and then then compiled. It lacks any sort of detail in some areas and indicator strips are usually bad or absent.
It's a good effort, but you should put in some more time to fix the plethora of issues that currently exist.
Also: after pressing the button in the last room that turns off the fizzlers, the game sound stopped playing and I was hit with a crazy amount of slow down. I saved and then loaded to fix the issue.
There are some decent ideas at work here but the whole thing is marred by poor execution. Also, am I right to assume that some of this (especially the last part) is modified from a workshop-created map?
Screenshot taken with 'r_drawclipbrushes 1' enabled.
This image portrays exactly what is wrong with this map - design decisions that make no sense at all to the player. If you don't want a player to be able to jump/portal/walk/etc. somewhere, don't just put an invisible player clip brush.
There are other places where the player presses a button and it opens a path that stays open... unless you touch the floor (to prevent the player from taking a particular path). You are obviously trying to prevent certain methods but it just comes across as bad design.
The puzzles themselves are very lose in that you can often complete them in (most likely) unintended fashion, making some of the puzzles trivial in nature.
Visually, the map looks like you were trying to make it interesting and then got tired of trying about half-way though, said screw it, and then then compiled. It lacks any sort of detail in some areas and indicator strips are usually bad or absent.
It's a good effort, but you should put in some more time to fix the plethora of issues that currently exist.
Also: after pressing the button in the last room that turns off the fizzlers, the game sound stopped playing and I was hit with a crazy amount of slow down. I saved and then loaded to fix the issue.
Quote from Ido47 on May 11, 2012, 2:18 pmThanks for the feedback
"poor execution" does sound like me.
-the third puzzle was indeed made with the new editor.
-I'll add a buzz noise for the floor thing, thanks, but I can't see how I can give it up.
-The noclip shown in the picture was just a safeguard, I assumed players would not try to jump to the light bridge because of the glass. I think it's fine.
-the screw it thing is accurate.If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
Thanks for the feedback "poor execution" does sound like me.
-the third puzzle was indeed made with the new editor.
-I'll add a buzz noise for the floor thing, thanks, but I can't see how I can give it up.
-The noclip shown in the picture was just a safeguard, I assumed players would not try to jump to the light bridge because of the glass. I think it's fine.
-the screw it thing is accurate.
If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
Quote from taco on May 11, 2012, 2:25 pmIdo47 wrote:-The noclip shown in the picture was just a safeguard, I assumed players would not try to jump to the light bridge because of the glass. I think it's fine.If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
It's not fine - I tired to jump and had no idea what I was running into until I enabled console commands. Make the glass wider, add an object there, move the light bridge further away (or higher) - you have a lot of options that are better than this.
I'll see what I can do about making a video with my solutions.
If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
It's not fine - I tired to jump and had no idea what I was running into until I enabled console commands. Make the glass wider, add an object there, move the light bridge further away (or higher) - you have a lot of options that are better than this.
I'll see what I can do about making a video with my solutions.
Quote from Ido47 on May 11, 2012, 2:52 pmI'd really appreciate a video, I hope it's not too much trouble though..
I've made some changes, however I want to wait to fix the solutions before releasing a new version.Thanks again.
I'd really appreciate a video, I hope it's not too much trouble though..
I've made some changes, however I want to wait to fix the solutions before releasing a new version.
Thanks again.
Quote from taco on May 11, 2012, 3:28 pmHere is a short video showing the (probably) biggest unintended exploit in the map. I'm going to make a full run video next that doesn't involve this exploit so you can see the way I solve each room.
Unintended solution video
[spoiler]IHBYMQabCnc[/spoiler]
Here is a short video showing the (probably) biggest unintended exploit in the map. I'm going to make a full run video next that doesn't involve this exploit so you can see the way I solve each room.
Unintended solution video
Quote from Ido47 on May 11, 2012, 3:44 pmtaco wrote:Here is a short video showing the (probably) biggest unintended exploit in the map. I'm going to make a full run video next that doesn't involve this exploit so you can see the way I solve each room.
Unintended solution video
[spoiler]IHBYMQabCnc[/spoiler]wow that was awful XD
Thanks man, I fixed it and released a new version, it's nice how everything automatically updates for you nowadays.
Unintended solution video
wow that was awful XD
Thanks man, I fixed it and released a new version, it's nice how everything automatically updates for you nowadays.
Quote from Ido47 on May 11, 2012, 3:54 pmoh, yea, I misunderstood the 'refresh' button's meaning
should be good nowedit: went to sleep, so there'd be no response from me in the next few hours.
oh, yea, I misunderstood the 'refresh' button's meaning
should be good now
edit: went to sleep, so there'd be no response from me in the next few hours.
Quote from taco on May 11, 2012, 6:17 pmThis is how I play your map.
[spoiler]2CUNZK3eU-I[/spoiler]
Issues not in the video:
1. If you throw the cubes in the first section up toward the door to the second section, you can't get them back down.
2. It is possible to permanently trap yourself between 2 of the doors at the very end of the map.
This is how I play your map.
Issues not in the video:
1. If you throw the cubes in the first section up toward the door to the second section, you can't get them back down.
2. It is possible to permanently trap yourself between 2 of the doors at the very end of the map.