[SP] Mamba
Quote from Trooper on June 30, 2011, 6:09 pmA SP map with 3 chambers and medium difficult.
Enjoy!
Tro0p3r'File Name: Mamba.rar
File Size: 5.09 MiB
Click here to download Mamba
A SP map with 3 chambers and medium difficult.
Enjoy!
Tro0p3r'
File Name: Mamba.rar
File Size: 5.09 MiB
Click here to download Mamba
Quote from Lpfreaky90 on July 1, 2011, 1:57 amHey!
A few things: it's very much appreciated if a singleplayer map starts with sp_ in it's name (so sp_mamba would be better.
The first room looks a bit unpolished, the black pieces of the wall stick out. Try cutting out a piece of wall and place a black wall there, that makes the map looks nicer.
The fizzler in the first room is just a tiny bit too high. [spoiler]If I speed my cube with an infinite drop it will only touch the fizzler, and it won't fizzle.[/spoiler]
The turrets in the second room can't be taken out, they keep shutting me down =/.
The jumps in the second part are a bit tricky.
While falling down to the third room you can move, resulting you won't hit the faith plate.
The third room was quite ok, however: after the first fling you can hang around near the second. If you have placed a portal on both surfaces you can then place a portal on the fourth ramp on the left side of the map (seen from the start) to launch you directly into the end button.
I miss the start and end elevators
other than those few things, it's quite a nice map, but those few thing have to be taken care of!
~Lp
Hey!
A few things: it's very much appreciated if a singleplayer map starts with sp_ in it's name (so sp_mamba would be better.
The first room looks a bit unpolished, the black pieces of the wall stick out. Try cutting out a piece of wall and place a black wall there, that makes the map looks nicer.
The fizzler in the first room is just a tiny bit too high.
The turrets in the second room can't be taken out, they keep shutting me down =/.
The jumps in the second part are a bit tricky.
While falling down to the third room you can move, resulting you won't hit the faith plate.
The third room was quite ok, however: after the first fling you can hang around near the second. If you have placed a portal on both surfaces you can then place a portal on the fourth ramp on the left side of the map (seen from the start) to launch you directly into the end button.
I miss the start and end elevators
other than those few things, it's quite a nice map, but those few thing have to be taken care of!
~Lp
Quote from Trooper on July 1, 2011, 4:20 amHello,
For start sorry for my english, that will be not easy for you to all understand and thanks for this post.For "sp_", it's true i have forget this details.
The black pieces of the wall are just here for block one other way more easy for disable the bridge. And the fizzler is just to good high, me and my tester dont got this problem, maybe u use wrong way.
The turrets can be destroy! And the 3 jumps are bit tricky, yes. But it's the objectif.
In clear the map can be resolved 100%. They is not problem, u can fizzle the cube companion and kill turret.
Spoiler:[spoiler]For kill turrets in second room, use the laser from the 1st romm, if they is not emancipation grid, it's for good reason.[/spoiler]I have try to make impossible to go directly to the end without use any jumps. I dont see exactly the way u use, can u record demo?
The elevators are not systematic, a little change in map is not bad.
Ps: I will wait and maybe make a beta version, without problem, accompagned to video on youtube and with sp_
Tro0p3r'
Hello,
For start sorry for my english, that will be not easy for you to all understand and thanks for this post.
For "sp_", it's true i have forget this details.
The black pieces of the wall are just here for block one other way more easy for disable the bridge. And the fizzler is just to good high, me and my tester dont got this problem, maybe u use wrong way.
The turrets can be destroy! And the 3 jumps are bit tricky, yes. But it's the objectif.
In clear the map can be resolved 100%. They is not problem, u can fizzle the cube companion and kill turret.
Spoiler:
I have try to make impossible to go directly to the end without use any jumps. I dont see exactly the way u use, can u record demo?
The elevators are not systematic, a little change in map is not bad.
Ps: I will wait and maybe make a beta version, without problem, accompagned to video on youtube and with sp_
Tro0p3r'
Quote from xdiesp on July 1, 2011, 5:51 am3 chambers-long medium map, crudely built but most importantly out of wack with difficulty. Basic jump & catapults puzzles leave no room for mistakes... unsuggested.
I.e. room 2 is hard for the wrong reasons: what's really needed to win, is to land correctly at speed on the first bridge - which however is at random distance, requiring many tries to get the jump right. Check Overgrown, another map which did the same but calibrated its jump at precisely walk-fall distance. 3rd room wouldn't be so hard if you could actually where you are going: ok, keep the reflex check in, but don't cover my view with black structures on black background until the last sec.
3 chambers-long medium map, crudely built but most importantly out of wack with difficulty. Basic jump & catapults puzzles leave no room for mistakes... unsuggested.
I.e. room 2 is hard for the wrong reasons: what's really needed to win, is to land correctly at speed on the first bridge - which however is at random distance, requiring many tries to get the jump right. Check Overgrown, another map which did the same but calibrated its jump at precisely walk-fall distance. 3rd room wouldn't be so hard if you could actually where you are going: ok, keep the reflex check in, but don't cover my view with black structures on black background until the last sec.
Quote from quatrus on July 1, 2011, 7:57 pmGood concepts but I found parts of the chambers not playable. First I could not get the cube up unless I got it into free fall, very difficult placement.
The second room, the concept is good but it took many tries to get to the third bridge and then unfortunately I lost interest and didn't try your 3rd room. Sorry.
Thanks for mapping.
Good concepts but I found parts of the chambers not playable. First I could not get the cube up unless I got it into free fall, very difficult placement.
The second room, the concept is good but it took many tries to get to the third bridge and then unfortunately I lost interest and didn't try your 3rd room. Sorry.
Thanks for mapping.
Quote from thehermit2 on July 2, 2011, 7:10 amThe first chamber is actually pretty doable; the height of the fizzler seemed very intentional and I enjoyed the challenge of figuring it out. Likewise the way the turrets were supposed to be eliminated. It was a fun puzzle.
I agree with the other posters' criticisms of the second. It took me about ten tries, and I never felt like I was doing anything wrong, only that the puzzle wasn't designed properly, which caused me to quit early when I encountered similar problems in part three. I would either try to [spoiler]space the first jump so you can hit it at speed and space everything else based on that or else increase the number of portal surfaces and amount of blue gel so that the player can choose his landing points[/spoiler]. Or maybe just lose the goo pool so the player can start over instead of dying every time they miss.
I gave up on the third one. I haven't played around with trigger_catapult entities too much, but I think you can set it up with a "Launch target" linked to an entity like an info_target and prevent the player from messing up their own aim by setting the "Air Control Supression Time". I would also space out the panels a bit more to give the player more time to aim, and again I would suggest losing the goo so the player can start over if neccessary.
I don't know if you have tried using func_instance entities in your map, but that is the easiest way to make elevator entrances and exits. Check out how they are used in the sample map that comes with the editor, "zoo_mechanics.vmf".
If you do decide to keep the goo, you can make it look prettier by changing the "texture scale" of the goo texture on the Face Edit Sheet. The easiest way is to click the "Fit" tab under "Justify" on the Face Edit Sheet. This prevents it from looking like a grid.
Also, glass blocks instead of nice looking windows always annoy me; there are some prop_static window frame models available if you don't feel like making your own.
You're off to a decent start. Keep on mapping.
The first chamber is actually pretty doable; the height of the fizzler seemed very intentional and I enjoyed the challenge of figuring it out. Likewise the way the turrets were supposed to be eliminated. It was a fun puzzle.
I agree with the other posters' criticisms of the second. It took me about ten tries, and I never felt like I was doing anything wrong, only that the puzzle wasn't designed properly, which caused me to quit early when I encountered similar problems in part three. I would either try to
I gave up on the third one. I haven't played around with trigger_catapult entities too much, but I think you can set it up with a "Launch target" linked to an entity like an info_target and prevent the player from messing up their own aim by setting the "Air Control Supression Time". I would also space out the panels a bit more to give the player more time to aim, and again I would suggest losing the goo so the player can start over if neccessary.
I don't know if you have tried using func_instance entities in your map, but that is the easiest way to make elevator entrances and exits. Check out how they are used in the sample map that comes with the editor, "zoo_mechanics.vmf".
If you do decide to keep the goo, you can make it look prettier by changing the "texture scale" of the goo texture on the Face Edit Sheet. The easiest way is to click the "Fit" tab under "Justify" on the Face Edit Sheet. This prevents it from looking like a grid.
Also, glass blocks instead of nice looking windows always annoy me; there are some prop_static window frame models available if you don't feel like making your own.
You're off to a decent start. Keep on mapping.
Quote from Trooper on July 2, 2011, 8:56 amYes i know that thehermit2, but i dont want make map during many hours. It's sure, she is not beautiful but the principal it's the players got some puzzle for search and got headache. I searched to add difficult, because when u see the campaign and mod coop from valve. they are boring, little much easy. My map require to got one good control the gameplay.
For player who think again my map is impossible, they can look this video:
http://www.youtube.com/watch?v=l_RUDJhjvZA
Yes i know that thehermit2, but i dont want make map during many hours. It's sure, she is not beautiful but the principal it's the players got some puzzle for search and got headache. I searched to add difficult, because when u see the campaign and mod coop from valve. they are boring, little much easy. My map require to got one good control the gameplay.
For player who think again my map is impossible, they can look this video:
http://www.youtube.com/watch?v=l_RUDJhjvZA
Quote from Endrey on July 2, 2011, 10:10 amI like this map quite a lot esp the ending - nothing specail but was a lot of fun and didnt tried to be too smart - good 4/5
I like this map quite a lot esp the ending - nothing specail but was a lot of fun and didnt tried to be too smart - good 4/5
Quote from mironos on July 2, 2011, 4:32 pmI tend to agree w/ xdiesp -- the difficulty in this map comes w/ timing/placing things just right, which is NOT the kind of map I want to play.
For example, in the first room, it took me about 15 seconds to figure out what I should do, but much longer to line my portals up correctly. I eventually got annoyed and just noclipped [spoiler]the companion cube into the fizzler, rather than trying to get the alignment perfect[/spoiler]. In my opinion, perfect physical execution and timing is not what a good Portal 2 map is about.
I quit in the second chamber when I had to struggle to get enough height on my jumps to proceed, again knowing WHAT to do but having too much trouble actually doing it.
Add to this the fairly bland and uniform texturing, and I just didn't like this one. Sorry.
Final note -- you mention in one of your comments that you knew that your texturing wasn't pretty, but that you didn't want to spend time fixing it. I'm not saying every map has to be a work of art, but if you can't be bothered to spend time making even a basic effort to make a map look halfway decent, why should I spend time bothering to play it?
I tend to agree w/ xdiesp -- the difficulty in this map comes w/ timing/placing things just right, which is NOT the kind of map I want to play.
For example, in the first room, it took me about 15 seconds to figure out what I should do, but much longer to line my portals up correctly. I eventually got annoyed and just noclipped
I quit in the second chamber when I had to struggle to get enough height on my jumps to proceed, again knowing WHAT to do but having too much trouble actually doing it.
Add to this the fairly bland and uniform texturing, and I just didn't like this one. Sorry.
Final note -- you mention in one of your comments that you knew that your texturing wasn't pretty, but that you didn't want to spend time fixing it. I'm not saying every map has to be a work of art, but if you can't be bothered to spend time making even a basic effort to make a map look halfway decent, why should I spend time bothering to play it?
Quote from Nahor on July 3, 2011, 3:35 pmI was able to shortcut most of the third room by [spoiler]put in a portal on the last wall while in the last horizontal white platform[/spoiler]
I didn't like that last two rooms. I prefer puzzle where the difficulty is in finding the solution, not in the execution/reflexes.
The first room was better. My solution after getting the reflector cube:
[spoiler]- Put the companion cube at grabbing distance but far enough not to fall in a portal place right under you
- Look straight up and put a portal on the ceiling
- Look straight down and put a portal on the floor
- While falling, quickly put a portal on the floor under the fizzler
- Grab the cube when going through the portal
For some reason, the player flings far higher than the cube alone would, so reaching the fizzler becomes easy.
If you really want to fling the cube alone, the portal placement should forced by the game to avoid misalignment.[/spoiler]
I was able to shortcut most of the third room by
I didn't like that last two rooms. I prefer puzzle where the difficulty is in finding the solution, not in the execution/reflexes.
The first room was better. My solution after getting the reflector cube:
- Look straight up and put a portal on the ceiling
- Look straight down and put a portal on the floor
- While falling, quickly put a portal on the floor under the fizzler
- Grab the cube when going through the portal
For some reason, the player flings far higher than the cube alone would, so reaching the fizzler becomes easy.
If you really want to fling the cube alone, the portal placement should forced by the game to avoid misalignment.