[SP] Oil change pit
Quote from lucsteen on January 2, 2014, 5:13 amSecond map made in hammer. I have nobody to test.
Please give feedback and ways you solved the test. Thank You.
If you are stuck in obs room use hammer.
Second map made in hammer. I have nobody to test.
Please give feedback and ways you solved the test. Thank You.
If you are stuck in obs room use hammer.
Quote from Shakky on January 2, 2014, 7:45 pmGreat stuff. The map was a great deal of fun and the puzzle was well planned out for the most part but there are some things I would recommend focusing on.
1.Textures weren't lined up properly and some white surfaces were not portalable. If you want to have white parts of the map that are not portalable I would recommend using a different texture than all your portal surfaces.
As for lining up the textures, there are plenty of great tutorial for that in these forums. I would recommend building main walls on a 128 pixel grid and smaller platforms on a 32 or 64 one. This allows you to basically just alt + right click your way past the texturing part if you don't wish to use multiple textures.
2.Watch out for useless space. The map was very large and many of the rooms could have been much smaller and still worked the same way. See what is necessary for the puzzle and the feel and cut everything useless out. This will save the player from a bunch of running and make the puzzle easier to understand.
3. Stuff inside stuff. There were a bunch of overlapping brushes and objects like fizzler models inside each other. This makes the engine confused and it will show flickering walls and such.
Also for the fizzler over the goal button, you could have just put a roof there right? Death field and a fizzler inside each other is hard to spot so either leave a space between them or use that texture most mappers seem to use for a field like that.Here is my unintended solution for the chamber:
[spoiler]DZBECjvA-6U[/spoiler]I would like to end this by saying that please either take this all as constructive critism or just ignore it all.
That hammer part was great! Cheers!
Great stuff. The map was a great deal of fun and the puzzle was well planned out for the most part but there are some things I would recommend focusing on.
1.Textures weren't lined up properly and some white surfaces were not portalable. If you want to have white parts of the map that are not portalable I would recommend using a different texture than all your portal surfaces.
As for lining up the textures, there are plenty of great tutorial for that in these forums. I would recommend building main walls on a 128 pixel grid and smaller platforms on a 32 or 64 one. This allows you to basically just alt + right click your way past the texturing part if you don't wish to use multiple textures.
2.Watch out for useless space. The map was very large and many of the rooms could have been much smaller and still worked the same way. See what is necessary for the puzzle and the feel and cut everything useless out. This will save the player from a bunch of running and make the puzzle easier to understand.
3. Stuff inside stuff. There were a bunch of overlapping brushes and objects like fizzler models inside each other. This makes the engine confused and it will show flickering walls and such.
Also for the fizzler over the goal button, you could have just put a roof there right? Death field and a fizzler inside each other is hard to spot so either leave a space between them or use that texture most mappers seem to use for a field like that.
Here is my unintended solution for the chamber:
I would like to end this by saying that please either take this all as constructive critism or just ignore it all.
That hammer part was great! Cheers!
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from RogerL on January 2, 2014, 11:22 pm@lucsteen: I'm sorry, but I'm not as nice as Shakky. This map was a mess: gel coming out of cube droppers, glass with no frames, invisible fizzlers, an absolute certainty that you will get stuck in the observation room.
@Shakky: You could make your run a little shorter by not bothering to put the cube on the button that reveals the angled portable surface because it is portable without it. Yep, black tiles that are portable and white tiles that are not.
@lucsteen: I'm sorry, but I'm not as nice as Shakky. This map was a mess: gel coming out of cube droppers, glass with no frames, invisible fizzlers, an absolute certainty that you will get stuck in the observation room.
@Shakky: You could make your run a little shorter by not bothering to put the cube on the button that reveals the angled portable surface because it is portable without it. Yep, black tiles that are portable and white tiles that are not.
Quote from lucsteen on January 3, 2014, 1:39 amThank you all for the comment. I will work on it. If you use the hammer in obs room you wil not get stuck. First time a see that the gel is coming out of a cube dropper.
What do you mean with the invisible fizzlers?
Thank you all for the comment. I will work on it. If you use the hammer in obs room you wil not get stuck. First time a see that the gel is coming out of a cube dropper.
What do you mean with the invisible fizzlers?
Quote from RogerL on January 3, 2014, 9:27 amThis:
Shakky wrote:Also for the fizzler over the goal button, you could have just put a roof there right? Death field and a fizzler inside each other is hard to spot...
This:
Quote from lucsteen on January 3, 2014, 1:40 pmIf i place a roof there you can walk over it when you come out off the obs room.
I've placed a field for the cube as well because otherwise you can put the cube on the goal button from above.
If i place a roof there you can walk over it when you come out off the obs room.
I've placed a field for the cube as well because otherwise you can put the cube on the goal button from above.
Quote from quatrus on January 4, 2014, 4:25 pmWelll, I've played worse first maps...agree with the comments above, especially the portalable black surface and unportalable whites...misaligned textures - yeah saw them...
As a very short solution I also [spoiler]slid the cube down[/spoiler] and exited (never needed the funnel), but I did play the rest of map.
Some good concepts, I like big open maps but a little confusing on where to go, the glass walls didn't help much - maybe a few 1,2,3 dots or something would help...?
I did use the hammer, but it didn't look much like a hammer? - maybe a rock or chair would have been just as good?
Good start - look forward to more....thanks for mapping.
Welll, I've played worse first maps...agree with the comments above, especially the portalable black surface and unportalable whites...misaligned textures - yeah saw them...
As a very short solution I also
Some good concepts, I like big open maps but a little confusing on where to go, the glass walls didn't help much - maybe a few 1,2,3 dots or something would help...?
I did use the hammer, but it didn't look much like a hammer? - maybe a rock or chair would have been just as good?
Good start - look forward to more....thanks for mapping.