[SP] Outskirts Testing
Quote from eladiozro on August 5, 2012, 11:59 pmMy entry in the contest.
UPDATED.
My entry in the contest.
UPDATED.
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from wstrika on August 6, 2012, 2:55 pmThis overall great quality outdoor map is marred only by the fact that the final jump is really buggy. Sometimes it works, sometimes it doesn't.
EDIT:
So I just played it again, and I got to the end without running into the bug that I mentioned before. I'm not sure what I did differently, but the test worked properly.EDIT EDIT:
Well, I just played the problematic section of the map about five more times, and had a successful conclusion each time. The bug with the trajectory seems to occur with the crossbar that the player collides with right after flinging. In later releases of your map, just remove that one brush, and you probably won't have any more trajectory errors.
This overall great quality outdoor map is marred only by the fact that the final jump is really buggy. Sometimes it works, sometimes it doesn't.
EDIT:
So I just played it again, and I got to the end without running into the bug that I mentioned before. I'm not sure what I did differently, but the test worked properly.
EDIT EDIT:
Well, I just played the problematic section of the map about five more times, and had a successful conclusion each time. The bug with the trajectory seems to occur with the crossbar that the player collides with right after flinging. In later releases of your map, just remove that one brush, and you probably won't have any more trajectory errors.
Quote from eladiozro on August 6, 2012, 4:27 pmYeah that brush was for [spoiler]blocking the funnel so you cant use it for getting outside[/spoiler] but I know how I will fix it later.
Yeah that brush was for

- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from BEARD! on August 7, 2012, 9:32 amAesthetics
By setting itself outdoors, the map has set itself up for a new visual style. While we can see giant girders and structures supporting the chamber, the interior is largely the same as a clean style chamber (with some grass for good measure). It's different, but not entirely! The chamber felt open, with a lack of 'complete' walls and ceilings. There were some nice touches such as the metal beams, pipes and walkways running around the outside of the first chamber. The second chamber could have benefitted from a little more texture variation, however: almost everything is made of 32*32 small tiles.There's plenty of opportunities to peer through metal gratings and sneak a glimpse of the outside. I think it was lacking some detail - as I was travelling up the final funnel ride, I thought "I could use more stuff to look at!". It would have been nice to have a (2D) skybox that wasn't completely white - but of course you were building the map under a time constraint.
Gameplay
The puzzles were straightforward - I found them easy. The [spoiler]turret[/spoiler] in the first chamber was a nice touch, preventing me from pressing the button and giving me an intermediate obstacle to deal with. The light bridge was quite high, meaning I had to crouch to get through. It was a tiny bit annoying, but I suppose it's to stop redirecting the laser with a cube on the light bridge.I was a bit confused that the first chamber exit didn't work, and that we had to go round the side. After that I was pleased to see that the tower (which I'd noticed previously) was part of the puzzle. The funnel ride up built tension (although it was higher than neccesary for the fling), and it was satisfying (if a little fiddley) to pull off the final fling. You could consider speeding up the funnel, too, since it doesn't serve a purpose other than transport.
Bugs and Mapping Details
[spoiler]* The second faith plate has an arrow pointing forwards but instead it flings you upwards
* Near the first chamber exit door, some pipes are visible which clip (overlap)
* The fog cloud was maybe a bit too intensive, I felt my framerate drop ever so slightly
* The ending of the map killed me. Was that intentional? Certainly it should have opened the Workshop vote dialogue afterwards.[/spoiler]
Aesthetics
By setting itself outdoors, the map has set itself up for a new visual style. While we can see giant girders and structures supporting the chamber, the interior is largely the same as a clean style chamber (with some grass for good measure). It's different, but not entirely! The chamber felt open, with a lack of 'complete' walls and ceilings. There were some nice touches such as the metal beams, pipes and walkways running around the outside of the first chamber. The second chamber could have benefitted from a little more texture variation, however: almost everything is made of 32*32 small tiles.
There's plenty of opportunities to peer through metal gratings and sneak a glimpse of the outside. I think it was lacking some detail - as I was travelling up the final funnel ride, I thought "I could use more stuff to look at!". It would have been nice to have a (2D) skybox that wasn't completely white - but of course you were building the map under a time constraint.
Gameplay
The puzzles were straightforward - I found them easy. The
I was a bit confused that the first chamber exit didn't work, and that we had to go round the side. After that I was pleased to see that the tower (which I'd noticed previously) was part of the puzzle. The funnel ride up built tension (although it was higher than neccesary for the fling), and it was satisfying (if a little fiddley) to pull off the final fling. You could consider speeding up the funnel, too, since it doesn't serve a purpose other than transport.
Bugs and Mapping Details
* Near the first chamber exit door, some pipes are visible which clip (overlap)
* The fog cloud was maybe a bit too intensive, I felt my framerate drop ever so slightly
* The ending of the map killed me. Was that intentional? Certainly it should have opened the Workshop vote dialogue afterwards.
Co-operative: Lightspeed Upstairs Downstairs
Quote from wstrika on August 7, 2012, 12:15 pmBEARD! wrote:* The ending of the map killed me. Was that intentional? Certainly it should have opened the Workshop vote dialogue afterwards.That is a glitch with the final fling off of the tower. When you hit that crossbar right after flying off of the angled panel, it sometimes adversely affects the trajectory. You're supposed to sail across the map, and land on a clearly-defined landing pad, then walk to the exit. Watch this video for the intended conclusion.
That is a glitch with the final fling off of the tower. When you hit that crossbar right after flying off of the angled panel, it sometimes adversely affects the trajectory. You're supposed to sail across the map, and land on a clearly-defined landing pad, then walk to the exit. Watch this video for the intended conclusion.
Quote from BEARD! on August 7, 2012, 1:33 pmOh wow that's a much more impressive ending! A shame that it didn't work out for me
Oh wow that's a much more impressive ending! A shame that it didn't work out for me
Co-operative: Lightspeed Upstairs Downstairs
Quote from wstrika on August 7, 2012, 2:54 pmBEARD! wrote:Oh wow that's a much more impressive ending! A shame that it didn't work out for meNo joke, I tried the final fling no less than ten times before it worked properly. I believe it has a lot to do with the orientation of the portals. Placement helpers would have gone a loooooong way for that section of the map.

No joke, I tried the final fling no less than ten times before it worked properly. I believe it has a lot to do with the orientation of the portals. Placement helpers would have gone a loooooong way for that section of the map.
Quote from eladiozro on August 7, 2012, 3:35 pmI'll do my best for fixing those things on my map, also my map doesn't want to render water, if someone know something about a similar problem...
I'll do my best for fixing those things on my map, also my map doesn't want to render water, if someone know something about a similar problem...
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from wstrika on August 7, 2012, 3:43 pmeladiozro wrote:I'll do my best for fixing those things on my mapTry using portal placement helpers in the ideal positions that you know will yield the correct result. Specifically, I am referring to the panel at the base of the tower, and the angled panel that is on a timer. I really enjoyed your map, and I would love to see it polished off after the contest.
Try using portal placement helpers in the ideal positions that you know will yield the correct result. Specifically, I am referring to the panel at the base of the tower, and the angled panel that is on a timer. I really enjoyed your map, and I would love to see it polished off after the contest.