[SP] Marlow's Undergound AFP's
Quote from baca25 on June 20, 2011, 12:45 amCheeseofdoom wrote:This map is beautiful. The aesthetics are great, the puzzles are unique, and it's rather fun.I didn't have much trouble figuring things out, the first puzzle was a bit troublesome, butin a good way (it made me think.)
I agree. Map looks great, and figuring out how to get the cube on the button was pretty good, but the rest of the puzzle was very clear what to do.
I didn't have much trouble figuring things out, the first puzzle was a bit troublesome, butin a good way (it made me think.)
I agree. Map looks great, and figuring out how to get the cube on the button was pretty good, but the rest of the puzzle was very clear what to do.
Mapping Since May 21, 2011
Quote from quatrus on June 20, 2011, 1:20 pmExcellent map, I didn't look for cheat methods and think I used all the intended solutions (used everything which worked fine). Enjoyed it. Thanks much for creating.
Excellent map, I didn't look for cheat methods and think I used all the intended solutions (used everything which worked fine). Enjoyed it. Thanks much for creating.
Quote from xdiesp on June 20, 2011, 1:29 pmQuality map for Old Aperture, charming at times but flawed. Don't get me wrong, it's all good but the devil is in the details.
Take the first puzzle: both brilliant (the slope) and uninspired ([spoiler]sniping while flinging, behind a grate[/spoiler]). Afterwards, things quite go on autopilot which is a pity. Also worth mentioning that the gel controls might be... excessive in a test room. I would still work on adding more "game" to it.
Bug: close to the first catapult you can take, is a grate with a portable yellow wall behind.
Quality map for Old Aperture, charming at times but flawed. Don't get me wrong, it's all good but the devil is in the details.
Take the first puzzle: both brilliant (the slope) and uninspired (
Bug: close to the first catapult you can take, is a grate with a portable yellow wall behind.
Quote from Marlovious on June 22, 2011, 9:57 pmYou're not given a gun? First time I've seen that since you start standing on a gun. You actually get 2 guns (1 you spawn on, and then the global_ents upgrade to a potatogun as the entry elevator starts moving. I think you guys may want to verify integrity of game files.
You're not given a gun? First time I've seen that since you start standing on a gun. You actually get 2 guns (1 you spawn on, and then the global_ents upgrade to a potatogun as the entry elevator starts moving. I think you guys may want to verify integrity of game files.
Quote from Enigmaphase on June 23, 2011, 5:45 pmSo I'm assuming I wasn't supposed to spawn without a portal gun...
Edit: Apparently if you change the name of the .bsp you don't get a portal gun. Changed the name back to original and it's working fine.
So I'm assuming I wasn't supposed to spawn without a portal gun...
Edit: Apparently if you change the name of the .bsp you don't get a portal gun. Changed the name back to original and it's working fine.
Quote from Marlovious on June 24, 2011, 12:26 pmWhy would you change the name of the bsp?
Why would you change the name of the bsp?
Quote from rellikpd on June 24, 2011, 2:44 pmMaking my reply before reading everyone else's. Then will go back and edit if need be.
Let me say I REALLY loved this map. It was beautiful, well put together, and FUN! It had some neat ideas, and wasn't overly hard, or complicated. Even had some LOLDOH! Moments [spoiler](Like when I tried to grab the cube out of the air, and instead it stopped me and we both plummeted to our deaths lol)[/spoiler].
The rest of what I have to say will be in a spoiler tag for obvious reasons:
[spoiler]First thing I noticed was it is possible to get stuck in atleast one area, I took a screen shot here http://steamcommunity.com/id/rellikpd/screenshot/595815243027694996. The area I'm standing in is just behind the area that drops the cube. You get here by: There is an area that has a catapult, and you're supposed to put a portal on the angled panel, and the flat panel (while flying through the air), and by doing this you will go through the floor above you, and the door shuts. Well I was (purposely) trying to break the map, and look for exploits/bugs. and I found that you can simply walk off, land on the area below/behind the box dropper, and have no way back/out unless you load an earlier save, or jump into the acid.
Final Note: I FREAKING LOVED! the final catapult-flinging sequence, it had all the fun of complex/long flings, without having to over think too much (until near the end) so you could just sorta sit back and enjoy the ride (until near the end).
EDIT2: Also, I loved the idea of a semi-Terminal Velocity setup (like you see in coop maps) but that you are able to do yourself using the blue paint!
Not sure if this was the entirely intended solution, but i had fun with it none-the-less![/spoiler]
Loved it. And would have liked to seen this get an honorable mention.
edit: there are also some clipping issues regarding the "hand rails" throughout. In some areas you can use the cube to jump over the rails, and in other places you can't. In some cases i understand why, because it would just be to easy to exploit the map... But if it looks like you can jump over something, you should be able to. or make it so they can't take the cube into those areas.
Making my reply before reading everyone else's. Then will go back and edit if need be.
Let me say I REALLY loved this map. It was beautiful, well put together, and FUN! It had some neat ideas, and wasn't overly hard, or complicated. Even had some LOLDOH! Moments
The rest of what I have to say will be in a spoiler tag for obvious reasons:
Final Note: I FREAKING LOVED! the final catapult-flinging sequence, it had all the fun of complex/long flings, without having to over think too much (until near the end) so you could just sorta sit back and enjoy the ride (until near the end).
EDIT2: Also, I loved the idea of a semi-Terminal Velocity setup (like you see in coop maps) but that you are able to do yourself using the blue paint!
Not sure if this was the entirely intended solution, but i had fun with it none-the-less!
Loved it. And would have liked to seen this get an honorable mention.
edit: there are also some clipping issues regarding the "hand rails" throughout. In some areas you can use the cube to jump over the rails, and in other places you can't. In some cases i understand why, because it would just be to easy to exploit the map... But if it looks like you can jump over something, you should be able to. or make it so they can't take the cube into those areas.
Quote from Marlovious on June 25, 2011, 12:41 pmrellikpd wrote:Making my reply before reading everyone else's. Then will go back and edit if need be.Let me say I REALLY loved this map. It was beautiful, well put together, and FUN! It had some neat ideas, and wasn't overly hard, or complicated. Even had some LOLDOH! Moments [spoiler](Like when I tried to grab the cube out of the air, and instead it stopped me and we both plummeted to our deaths lol)[/spoiler].
The rest of what I have to say will be in a spoiler tag for obvious reasons:
[spoiler]First thing I noticed was it is possible to get stuck in atleast one area, I took a screen shot here http://steamcommunity.com/id/rellikpd/screenshot/595815243027694996. The area I'm standing in is just behind the area that drops the cube. You get here by: There is an area that has a catapult, and you're supposed to put a portal on the angled panel, and the flat panel (while flying through the air), and by doing this you will go through the floor above you, and the door shuts. Well I was (purposely) trying to break the map, and look for exploits/bugs. and I found that you can simply walk off, land on the area below/behind the box dropper, and have no way back/out unless you load an earlier save, or jump into the acid.
Final Note: I FREAKING LOVED! the final catapult-flinging sequence, it had all the fun of complex/long flings, without having to over think too much (until near the end) so you could just sorta sit back and enjoy the ride (until near the end).
EDIT2: Also, I loved the idea of a semi-Terminal Velocity setup (like you see in coop maps) but that you are able to do yourself using the blue paint!
Not sure if this was the entirely intended solution, but i had fun with it none-the-less![/spoiler]
Loved it. And would have liked to seen this get an honorable mention.
edit: there are also some clipping issues regarding the "hand rails" throughout. In some areas you can use the cube to jump over the rails, and in other places you can't. In some cases i understand why, because it would just be to easy to exploit the map... But if it looks like you can jump over something, you should be able to. or make it so they can't take the cube into those areas.
Glad to see how much you liked it. As for the screen shot, I don't think there is a clip on the gantry holding the angled panel. I'll add one in.
In response to your 2nd edit, yes this is exactly intended since [spoiler]the button to open the exit door is in the "super bounce" area.[/spoiler] Maybe I'll add to this room so this is the only way to complete it. Some people were [spoiler]bouncing off the gel on the floor near the angled panel[/spoiler] which was not the intended solution.
Marlow
Let me say I REALLY loved this map. It was beautiful, well put together, and FUN! It had some neat ideas, and wasn't overly hard, or complicated. Even had some LOLDOH! Moments
The rest of what I have to say will be in a spoiler tag for obvious reasons:
Final Note: I FREAKING LOVED! the final catapult-flinging sequence, it had all the fun of complex/long flings, without having to over think too much (until near the end) so you could just sorta sit back and enjoy the ride (until near the end).
EDIT2: Also, I loved the idea of a semi-Terminal Velocity setup (like you see in coop maps) but that you are able to do yourself using the blue paint!
Not sure if this was the entirely intended solution, but i had fun with it none-the-less!
Loved it. And would have liked to seen this get an honorable mention.
edit: there are also some clipping issues regarding the "hand rails" throughout. In some areas you can use the cube to jump over the rails, and in other places you can't. In some cases i understand why, because it would just be to easy to exploit the map... But if it looks like you can jump over something, you should be able to. or make it so they can't take the cube into those areas.
Glad to see how much you liked it. As for the screen shot, I don't think there is a clip on the gantry holding the angled panel. I'll add one in.
In response to your 2nd edit, yes this is exactly intended since
Marlow
