[SP] PurpleSky Test Chambers
Quote from dpgraves on July 6, 2011, 12:45 am4 single player maps designed to be above average in challenge. Chamber 4 has been added and updates were made to chambers 1 and 3.
File Name: PurpleSkyChambersV1.1.zip
File Size: 30.34 MiB
Click here to download PurpleSky Test Chambers
4 single player maps designed to be above average in challenge. Chamber 4 has been added and updates were made to chambers 1 and 3.
File Name: PurpleSkyChambersV1.1.zip
File Size: 30.34 MiB
Click here to download PurpleSky Test Chambers
Quote from dpgraves on July 6, 2011, 2:11 amThe bsps are in the .vpk file. This file needs to go into your addons folder. Please see the ReadMe.txt file for more details.
The bsps are in the .vpk file. This file needs to go into your addons folder. Please see the ReadMe.txt file for more details.
Quote from infernet89 on July 6, 2011, 5:18 amPuzzles are well-designed, but the ambientation don't look so convincing..
Puzzles are well-designed, but the ambientation don't look so convincing..
(I'll stop recording if i die.)
Quote from xdiesp on July 6, 2011, 8:12 amThree short maps with a definite outsider aura, mostly because of the Quake-2-reminiscent level design but also for its uncommon puzzlemaking. Expect to walk a lot in huge, blocky avenues with giant machinery (like the first PMK6) not really resembling any test room.
Personally I can praise the good will of trying something different, but the final result is too unpolished: too many pixellated custom textures and banal mapping mistakes such as the guardrails mounted backwards. Epsilon Alpha was as eccentric as this one, but had a firm grip on the delivery which didn't leave undefended flanks. Puzzles aren't loose however.
Glitches of sort: the portable wall behind the fizzler in the first map, looks just like any other concrete (unportable) one; in the last map, the platform on the water close to the start is extremely dark to see; the floor button there could use a dotted line. Worth of note, is that you can skip the catapult in CH1 (portal from above the fizzler to inside) and that CH3 becomes inordinately more difficult if you don't paint around the floor button before placing the cube (and then move elsewhere, so that the orange funnel becomes your enemy).
Three short maps with a definite outsider aura, mostly because of the Quake-2-reminiscent level design but also for its uncommon puzzlemaking. Expect to walk a lot in huge, blocky avenues with giant machinery (like the first PMK6) not really resembling any test room.
Personally I can praise the good will of trying something different, but the final result is too unpolished: too many pixellated custom textures and banal mapping mistakes such as the guardrails mounted backwards. Epsilon Alpha was as eccentric as this one, but had a firm grip on the delivery which didn't leave undefended flanks. Puzzles aren't loose however.
Glitches of sort: the portable wall behind the fizzler in the first map, looks just like any other concrete (unportable) one; in the last map, the platform on the water close to the start is extremely dark to see; the floor button there could use a dotted line. Worth of note, is that you can skip the catapult in CH1 (portal from above the fizzler to inside) and that CH3 becomes inordinately more difficult if you don't paint around the floor button before placing the cube (and then move elsewhere, so that the orange funnel becomes your enemy).
Quote from nnndru on July 6, 2011, 9:29 amI found the aesthetics not to my liking, but the puzzles did make me think... a little. However these are my favourite type of puzzles, where you have to pause, think hard, and then execution is fun. CH1 was definitely good, ch2 was interesting, but I feel the moving laser could've been modeled a bit differently, more realistic perhaps. CH3 was challenging and took me almost to the brink of giving up, when I found a way go get over the pit - then it was all solved. [spoiler]In ch3 - remember you can destroy the first cube you've used
[/spoiler]
I found the aesthetics not to my liking, but the puzzles did make me think... a little. However these are my favourite type of puzzles, where you have to pause, think hard, and then execution is fun. CH1 was definitely good, ch2 was interesting, but I feel the moving laser could've been modeled a bit differently, more realistic perhaps. CH3 was challenging and took me almost to the brink of giving up, when I found a way go get over the pit - then it was all solved.
Quote from MissStabby on July 7, 2011, 8:21 amjust played your puzzles, they were nice, but still need lots of work.
The mapping style is different from anything that we've seen in aperture labs, i dont really know if it fits with the whole portal theme, still you did execute the "style" you chose pretty well. It reminds me of old quake and unreal games. Also i noted lots of textures being misaligned, that looks very sloppy actually.Another thing i noticed is lots of zfighting along the edges of the frosted glass lights, you probably placed them too close together.
In ch1 all the guardrails are the wrong way around... they are supposed to attach to the outer edges of platforms, now they just stand on top while being rotated 180 degrees the wrong way.
Also in Ch1 the lightcube gets fizzled on quickloads.
This was really annoying since i tried to drop the cube on the faithplate though it kept bouncing back into the fizzler, except the first try i did, though there i ended up in the goo myself, only to discover upon loading my cubes kept being fizzled.Also i got stuck in ch2 after pressing the button high up in the first part and falling down with no way to get back up to open the door to the second part of the puzzle.
The last chamber was nice, though the final "solve" involved peeking over the edge of the paintdropper platform and shooting a paint portal up the white surface to paint the other side, that way i could jump into the orange funnel. i dont know if that is supposed to happen or if it is a exploit.
just played your puzzles, they were nice, but still need lots of work.
The mapping style is different from anything that we've seen in aperture labs, i dont really know if it fits with the whole portal theme, still you did execute the "style" you chose pretty well. It reminds me of old quake and unreal games. Also i noted lots of textures being misaligned, that looks very sloppy actually.
Another thing i noticed is lots of zfighting along the edges of the frosted glass lights, you probably placed them too close together.
In ch1 all the guardrails are the wrong way around... they are supposed to attach to the outer edges of platforms, now they just stand on top while being rotated 180 degrees the wrong way.
Also in Ch1 the lightcube gets fizzled on quickloads.
This was really annoying since i tried to drop the cube on the faithplate though it kept bouncing back into the fizzler, except the first try i did, though there i ended up in the goo myself, only to discover upon loading my cubes kept being fizzled.
Also i got stuck in ch2 after pressing the button high up in the first part and falling down with no way to get back up to open the door to the second part of the puzzle.
The last chamber was nice, though the final "solve" involved peeking over the edge of the paintdropper platform and shooting a paint portal up the white surface to paint the other side, that way i could jump into the orange funnel. i dont know if that is supposed to happen or if it is a exploit.
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Quote from Reswitch on July 7, 2011, 8:35 amI really liked the second and third chamber. I didn't get the proper solution to the first one [spoiler]but it can be solved like this by flipping the cube http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-07_00001.jpg[/spoiler].
I wasn't so keen on the style, I thought it was a bit bare and characterless.
I really liked the second and third chamber. I didn't get the proper solution to the first one
I wasn't so keen on the style, I thought it was a bit bare and characterless.
Quote from quatrus on July 7, 2011, 3:12 pmSooooo.. nice to see maps with more than one chamber, although your first seemed excessively simple [spoiler]laser 90 up to catcher[/spoiler] with unused stuff...? Two and 3 were more challenging...Thanks I look forward to your next map series....
Sooooo.. nice to see maps with more than one chamber, although your first seemed excessively simple
