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[SP] Momentum

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I enjoyed this map, some very unique puzzles you have there. I originally played beta2, nice to see all the additions and fixes you've done.

Glad you liked it and thank you very much for having taken the time to write.

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Puzzle 1:
- There's a visible nodraw surface on the back of the cube drop area in puzzle 1 (while standing next to the funnel emitter

Sorry, can't see what you mean but will keep an open eye to spot the issue. A screenshot might be helpful in that case to fix this.

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Puzzle 2:
- It's possible to hold a cube into the drop area on puzzle two, increase the counter, and retrieve it

Ooooops!!! I did it again.......Yes, what an epic failure! Don't know what to do to avoid things like that. I'm running out of ideas.
Will of course fix this as soon as I find out why Hammer doesn't compile logic_timers correctly anymore. Right now the bsp-output is corrupt and several things don't work properly. Might have to reinstall everything since validating the game cache hasn't solved anything :(

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- A laser cube became stuck in one of the glass / metal structures (specifically the one in front of where the last cube is placed), forcing me to load from last save; maybe collision-ify the areas that shouldn't have a cube.

Yes, as you've written in rare cases some strange errors occur. As I've pointed out a few times I adhered to the minimum requirements for openings (height/width), however certain problems during game play can't be always be prevented.

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- And this is probably extremely rare, but it happened:
http://cloud.steampowered.com/ugc/61271 ... 9E7C6CCD7/

Same as above. There are several trigger_pushes that are meant to wipe out that area from falling debris. No idea why under certain circumstances they don't seem to work. Maybe a certain internal timing issue or something. In that case it really fits exactly in the opening leaving no room to push it away. Sorry! A certain amount of randomness bears the danger of running into issues like these.

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Puzzle 3:
- I thought I had to retrieve the cube by going around the other side of the force field; when I was shoved out, I thought I had glitched the triggers

I must honestly admit that I don't understand the exact thing that happened here but I know that in some rare cases (who knows why) the clip_vphysics fails to work which allows the cube to cross that brush entity. Might have been that issue you experienced here(?!?)

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Other than that, great map, great atmosphere, and great surprises.

Thanks again Seizure22, hope you'll like the next map I'm working on, too.

The last time I played this map was back in early beta.

I just decided to come download the latest version to see if it's improved at all (since it had so much potential), and I must say I'm very, very pleased with how this has turned out now. Not only did you fix everything, but you also added significantly to the overall content and quality. The improvement over time in this map is incredible, and you put a lot of work into this.

Portal 2 Engineer - A map designed to make you think.
Ruien wrote:
The last time I played this map was back in early beta.

I just decided to come download the latest version to see if it's improved at all (since it had so much potential), and I must say I'm very, very pleased with how this has turned out now. Not only did you fix everything, but you also added significantly to the overall content and quality. The improvement over time in this map is incredible, and you put a lot of work into this.

Thank you very much for your nice comment Ruien. Glad you liked it.
I have had some big fails while doing this and still have the same kind of problems with the map I am currently creating.
Well, it was my first (probably too ambitious) attempt and at least the latest version should be quite okay...

For all intents and purposes, this was an absolutely outstanding map. That it is your first map makes it that much more incredible. You've got a bright mapping future ahead of you and I'll be lining up to play.

I have a few comments. In section one, I had two moments of frustration, both of which I realized later was because I was doing it wrong. Not sure either is truly an exploit. I used a different method of

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getting the first cube in the receptacle, requiring only one button. I set it in free fall, falling past the vertical relays, then shot it toward the platform using a sloping wall, then hit the button. Most of the time it went every which way, but I did finally get it in. Later I realised why there were 2 buttons, lol. I'm a little slow sometimes! The other exploit has to do with the laser catcher up top. I couldn't for the life of me figure it out. After watching josepezdj's video I felt like an idiot, considering I had had to use a cube pointing up just before that. My solution is in the screenshot. I used the funnel to get it on the ledge. Not elegant, but it worked.

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2012-03-06_00001.jpg


Also, you can get stuck if you don't
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take the companion cube with you through the first door that leads towards the elevator.
At least, I got stuck. Luckily I had a save.

I didn't like the final solution in section 2. I spent about an hour trying to figure out how to

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get a cube back in the room to restart the funnel, before I accidentally hit it on the fizzler and it reappeared in the room from the chute. I don't think it is a logical outcome that a cube grabbed from one room with a chute would reappear in another room with its own separate chute.
This really bogged down an otherwise very nicely paced puzzle.

In the final section, I had the same problem as seizure22, namely:

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I thought I had to retrieve the cube by going around the other side of the force field; when I was shoved out, I thought I had glitched the triggers. The steps leading up to the other side from the pit really push you toward that conclusion. I'm all for red herrings and all, but this drove me crazy. I still don't know why it would force you out from behind like that. None of the other anti-player fields react like that. It seemed really out of place.

I don't want to sound too picky. To be honest, I rarely ever bother to note my objections on other maps. But Momentum is so close to greatness, it's worth getting it perfect. Regardless, it sure is fun as hell, and is one of the best maps I have played, either Valve or user created!

TaiMai wrote:
For all intents and purposes, this was an absolutely outstanding map. That it is your first map makes it that much more incredible. You've got a bright mapping future ahead of you and I'll be lining up to play

Glad you liked and enjoyed 'Momentum' and thank you very much for your comments.
After more than 1000 downloads and only 12 votes I don't think that it can be that good, though.

I could answer some of your objections in detail but I think it's much better to tell you that I will redo many things as soon as I've finished the current map I'm working on.
Only one question, yet. If a fizzler is directly connected with a cube dispenser, right in front of your eyes connected with indicator lights, where would you expect the fizzled cube to spawn? Why does this depend on where the cube came from?
Spawn where you were born?
However, I will surely change that, too!

neco wrote:
If a fizzler is directly connected with a cube dispenser, right in front of your eyes connected with indicator lights, where would you expect the fizzled cube to spawn? Why does this depend on where the cube came from?

I'm not quite sure what you mean. I don't believe I've ever seen a fizzler connected with a dispenser. In my experience, both are things that are usually connected to a button, plate, catcher, relay, etc. so that they can be activated or deactivated. I played through the map again to see if I had missed an obvious clue. The fizzler downstairs doesn't appear to be connected to anything. It just

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breaks when the button is pushed. The upstairs one is connected with the panels that block the turrets and the speed gel, via the laser catcher from the stacking room.
I'm sorry if I'm blind, but the indicator lights just don't seem to suggest the fizzler is connected to the dispenser in the room. Of all the maps I've ever played, I've never once seen a cube from one dispenser appear in a separate dispenser if it is destroyed. That's not to say you shouldn't do it. I just think it maybe needs slightly better implementation. It doesn't appear anyone has had this problem though, so maybe I'm just behind the 8 ball!

Sorry TaiMai,

you're right I could have sworn that I added those indicator lights from below the opening to the fizzler.
Seems as if this was one of the things I had on my to-do list but simply forgot. Should either add those indicator lights or change the whole concept there.
Apart from that as far as cubes received from a certain dispenser you're right; they usually are respawn there but the cubes already placed in the map have no certain source, so to speak. That's what I meant.
Thanks again for pointing out the flaw there...

No worries. I see what you mean now about the already placed cubes. I agree, there is no reason to assume a source for them. Can't wait to play your next map.

Oh, and I've rated now. Sorry, I thought I already had. Easily 5/5!

This map started out great, then went downhill, but still ends up being a 5/5 for me. What sets this map apart from most are the many novel elements. What it has in common with other top maps are length, sophisticated puzzles, and tremendous visual detailing.

Room 1 is a gem, with the cube volleyball concept. I encountered a glitch which didn't affect the solvability, but had me confused for a bit. Even though I was standing on the button when the cube went in the chute, it fizzled. The funnel was activated, so I continued. But after I left the room, I thought the cube was history, so it took me a while to just say, "screw it", and push the button for another.

The first part of room 2 was a lot of fun, despite me not seeing the angled panel in the hallway for a long time. I like manipulating objects by remote control, so I enjoyed this one, once I got it going. I did encounter one glitch requiring a quick load. Two of the cubes got stuck in the glass wall. This could be a physics glitch almost certainly beyond your control.

The second part was a drudge, because I hate the cube-handling physics of the game. The puzzle itself was fine, but considering how much of a pain it is to handle all those cubes, I would have designed it with just five cubes.

The final room was a letdown only because it was so short. I was ready for a long, hard lesson in lightbridge abuse, only to have it end after just one clever trick. After all the laser, cube and funnel abuse of the first two rooms, I was really expecting more.

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This map certainly was an adventure. It took me about 5 hours, but I managed to get through it in one pass.

Room 1: It took a while before the light bulb went on and I figured out how to get the cube into the chute. Unlike KennKong (my brother), I was not confused by the fact that it fizzled after it served that particular purpose -- that made perfect sense to me. I just mashed the button and got another one. Much of the time I spent here was due to me not noticing how certain elements of the room changed as I completed more of the puzzle. Nice "red herring", too, with

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the one "launcher" platform in front of the laser receiver that you do not need
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Room 2: Also took me a while on this one until I figured out what the "selective/bouncy grilles" were about. Great concept! I agree with KennKong about the laser puzzle. That was tedious mainly because of the way cubes behave when you're trying to move them around in tight spaces. I liked the concept of the puzzle itself -- very cool to see a 3D laser maze with no portals required. It's only a shortcoming of the game itself that lessened its fun factor.

Room 3: I was expecting more here as well. Interesting use of light bridges and selective grilles. The only real probem I had here was due to my own clumsiness. It wasn't all that difficult to figure out what to do.

Solid 5/5 from me. Great job!

"I ache, therefore I am or, in my case, I am, therefore I ache."
--Marvin, the Paranoid Android
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