Quote from
BlooMeth on March 6, 2012, 4:28 pm
Gig wrote:
Holy Fuck, no it isn't, i need to change that, you need to make the box float up and down between 2 floor portals then switch one to the button, so the cube falls on it
I would never have figured out that solution if I hadn't have come here.
To me, a key part of good design is introducing a concept to the player before ratcheting up the complexity. Most custom maps don't have to adhere to this because their concepts have already been introduced by Valve in the main campaign. With a trick like this, which I haven't encountered before, a strong hint or a simple introduction would make a big difference.
That's just my two cents, great map anyway, 4/5.
Gig wrote:
Holy Fuck, no it isn't, i need to change that, you need to make the box float up and down between 2 floor portals then switch one to the button, so the cube falls on it
I would never have figured out that solution if I hadn't have come here.
To me, a key part of good design is introducing a concept to the player before ratcheting up the complexity. Most custom maps don't have to adhere to this because their concepts have already been introduced by Valve in the main campaign. With a trick like this, which I haven't encountered before, a strong hint or a simple introduction would make a big difference.
That's just my two cents, great map anyway, 4/5.