Please or Register to create posts and topics.

[SP] Power Interference

Page 1 of 6Next

GO HERE To play the workshop version of this map: It's slightly different, you might enjoy it: http://steamcommunity.com/sharedfiles/f ... d=68660035

Power Interference is a medium sized, easy/medium difficulty map for single player.

Changelog
v1.0
-Release
v1.1, v1.2
-Random fixes
v2.0
[Insomnautik's Changes]
-Map completely revised, edited, and changed for a better look (Thanks)
-Textures completely redone
-Added more general freedom to the first room
-Added frames to glass and grate
-Fit the funnel in the wall
[UsCobra11's Changes]
-Fixed alternate solution
-Altered textures in second room
-Moved various things
v2.1
-Fixed unintended solution (again...)
-Added autosave
v2.2
Ran map through Pakrat for lp's fizzlers
v2.3
-Replaced Lp's Fizzlers with a glass wall
-Added music
-Fixed the unintended solution (Again, lol)
v2.4
-Player spawns without potato
-Added arrival text

File Name: usc_power_int.zip
File Size: 3.33 MiB
Click here to download Power Interference

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
UsCobra11 wrote:
Power Interference is a medium sized, medium difficulty map for single player.

For me it played more like an easy or easy/medium map. That said, I found the puzzle to be enjoyable. Well done.

UsCobra11 wrote:
I decided not to add elevators. You don't need them in a single map anyway.

I disagree. Elevators make everything better. Your map ends in a tiny room that doesn't fire a trigger to close the map. This should be fixed.

UsCobra11 wrote:
"Power Interference" isn't the best name I thought of. I need to rename it later.

If you ever have children, I hope you treat them better than this (learn to love the name you gave it!).

UsCobra11 wrote:
Feedback is also appreciated.

The map is pretty short, though I did have fun solving the puzzle (I would list this map as easy or easy/medium difficulty). Tractor beaming, lasering, faithplating and cubing - there is a lot going on but it never feels overwhelming and it actually works pretty well together. The puzzle is easily the strength of the map.

UsCobra11 wrote:
Anything that should be changed?

The map looks bad. Really, really bad. You have brushes that are incorrect sizes, misaligned brushes, misaligned textures, misaligned lights. You have wall textures on the floors. The angled faithplate looks horrible. The room behind the grate needs a light in it so that you can see the portalable-wall in it. Your glass needs to be framed (like a frame on a window). The tractor beam looks like you jammed it into the ceiling. I understand why you have a fizzler and a laser-grid back-to-back but it looks bad - there must be a better way (maybe a glass wall that you can't easily jump on top of?). Also, the map needs a better ending (exit the map or add an elevator).

Perhaps one of those "Thanks For Testing" messages at the end. It kinda leaves us hanging for a second. Also, I have no idea what the weighted cube was for, so I just fizzled it.

Well the puzzle itself is decent. It's short and doesn't reuse a lot of mechanics, but it works in it's own way. It took me a while to figure out what the weighted cube was for, but it was sort of the "Aha" moment that Valve creates in their maps.

There are some things you should change though:

CHANGES TO BE MADE IN MY OPINION

Spoiler
Optional:
- Make the way you grab the first cube different from the way you get up to the button. You use the same mechanic of funneling up somewhere twice in a row
- Think like a Aperture employee and add another observation room so that they can watch the testing in the second room as well

Required:
- Add lighting too the wall behind the bars in the second room so that players can see that it's white
- Move the funnel to the other corner so that you don't have to jump to get a portal under the funnel from the other room
- Improve the textures. Use floor textures for the floor!
- Add elevators or at least a message saying that the map is done
- Change the way the "funnel-machine" is put into the wall
- Make the faith plate model actually animate the fling!
- Make the faith plate fire straight (it fires the player slightly to the left)
- Carve out a hole for the faith plate (not using carve! :P)
- Make a frame around the glass in the second room and make it thinner


That's my take on the map. It does need some improvements but it's fairly well executed.

Never use Logic to solve a puzzle, he's an idiot...

I'm glad you guys enjoyed the map for the most part. I'll get to work on fixing it up. And yeah, sorry for not including a proper ending

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
SkyFerret wrote:
Perhaps one of those "Thanks For Testing" messages at the end. It kinda leaves us hanging for a second. Also, I have no idea what the weighted cube was for, so I just fizzled it.

Did you use the cube at all for solving the puzzle? Because you're suppose to..

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

I dont think I used it either,just the redirect cube although I did try using it.

CkQmby6w4qM

It's quite a nice map,there's still room for improvements, but it's still rather fun!
Didn't need the cube either ;)

3/5 good: but needs improvements

Nice one! Enjoyed this. Needs elevators though.

I did need the cube. WTF did you guys do? :S

Recorded my playthrough...

lcJhW03KXwY

I just replayed the map and figured out where to use the cube.Staring me in the face the whole time lol.DUH. Easy fix thou for the mapper

@ mZLY

Spoiler
I just used portals to turn laser on/off my first time

Page 1 of 6Next