[SP] RBC Test Chamber 2
Quote from RubyCarbuncIe on June 28, 2011, 4:01 pmV2 and V3 have been added to the file.
A new Single Player Map in the "Clean Aperture" Style. This is my first attempt at this style so any constructive criticism is appreciated.
This test chamber includes:
Ariel Faith Plates
Fizzlers
Lasers
Laser Redirection Cubes
Danger Field
and of course buttons and switches.Changes in V2:
All turrets have been removed
numbered signs have been removed
Ariel Faith plate launches slower
Fixed Glitch were the door wouldn't open after the button has been pressed.Changes in V3:
Turrets have been added to the test chamber again.
Some of the Test Chamber's walls have been edited to make the test more difficult.
Timer switch with a Hard Light wall has been added in the pit of the test chamber.
Ariel Faith Plate launches mor accuratly (on some rare occasions the cube wouldn't hit the button.)V3.1
Fixed glitch where turrets would not shoot
Fixed an exploit (I gues that's what its called) where the Hard Light bridge would pas through GlassPlease notify me of any bugs/glitches you can find. I hope to have a video walkthrough posted soon on my Youtube Channel.
Thanks, and enjoy.
Here is a link to the picture:
http://steamcommunity.com/id/RubyCarbun ... 7019724058File Name: RBC Test Chamber 2 V3.1.zip
File Size: 6.32 MiB
Click here to download RBC Test Chamber 2 V3.1
V2 and V3 have been added to the file.
A new Single Player Map in the "Clean Aperture" Style. This is my first attempt at this style so any constructive criticism is appreciated.
This test chamber includes:
Ariel Faith Plates
Fizzlers
Lasers
Laser Redirection Cubes
Danger Field
and of course buttons and switches.
Changes in V2:
All turrets have been removed
numbered signs have been removed
Ariel Faith plate launches slower
Fixed Glitch were the door wouldn't open after the button has been pressed.
Changes in V3:
Turrets have been added to the test chamber again.
Some of the Test Chamber's walls have been edited to make the test more difficult.
Timer switch with a Hard Light wall has been added in the pit of the test chamber.
Ariel Faith Plate launches mor accuratly (on some rare occasions the cube wouldn't hit the button.)
V3.1
Fixed glitch where turrets would not shoot
Fixed an exploit (I gues that's what its called) where the Hard Light bridge would pas through Glass
Please notify me of any bugs/glitches you can find. I hope to have a video walkthrough posted soon on my Youtube Channel.
Thanks, and enjoy.
Here is a link to the picture:
http://steamcommunity.com/id/RubyCarbun ... 7019724058
File Name: RBC Test Chamber 2 V3.1.zip
File Size: 6.32 MiB
Click here to download RBC Test Chamber 2 V3.1
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Hawkeye on June 28, 2011, 6:08 pmI don't mind the timing as much as I really didn't know what order things were supposed to go in. Maybe it's just me but those numbers really weren't the order that I did things. I eventually figured it out, but it took me a while to figure out which of those rooms I needed to go in first. Were the droids really necessary? 4/5
I don't mind the timing as much as I really didn't know what order things were supposed to go in. Maybe it's just me but those numbers really weren't the order that I did things. I eventually figured it out, but it took me a while to figure out which of those rooms I needed to go in first. Were the droids really necessary? 4/5
Quote from Marlovious on June 28, 2011, 6:13 pmGreat puzzle. I don't think the turrets were necessary though. The [spoiler]timing on the last part was a little tight but not bad[/spoiler].
Great puzzle. I don't think the turrets were necessary though. The
Quote from RubyCarbuncIe on June 28, 2011, 7:20 pmYeah sorry I wanted to try to add Turrets the map to start the player off with, just thought I'd try something new that's all. I don't plan on putting turrets in my maps much if at all. If you all want them gone then I'll remove them.
Hawkeye wrote:I don't mind the timing as much as I really didn't know what order things were supposed to go in. Maybe it's just me but those numbers really weren't the order that I did things. I eventually figured it out, but it took me a while to figure out which of those rooms I needed to go in first. Were the droids really necessary? 4/5The numbers were in the right order because [spoiler]first the player had to get rid of the Turrets, second the player had to get into the room to drop the Laser Redirection Cube, Third the player had to open up the door to get the second Laser Redirection Cube, and finally the player had to use both cubes to open up the Fizzler so they could get the normal cube.[/spoiler] If there is anything anybody can suggest to make it a bit easy to navigate than please leave a suggestion and I'll get on that.
Also I could slow down the launch speed of the Ariel Faith Plate if that would help.
Yeah sorry I wanted to try to add Turrets the map to start the player off with, just thought I'd try something new that's all. I don't plan on putting turrets in my maps much if at all. If you all want them gone then I'll remove them.
The numbers were in the right order because
Also I could slow down the launch speed of the Ariel Faith Plate if that would help.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Nahor on June 28, 2011, 7:38 pmI like that there is lots of stuff to do but overall, it felt too "messy". After each step, I just couldn't tell myself "job well done!". It always felt like it was a hack, or luck. It never "clicked".
For instance, if you follow the official steps, you need to use portals to kill the turrets. Half the time, the portals won't be placed correctly and just miss the turrets by an inch (too low, too much to the right,...). The map geometry and the mesh of the cages, half-hiding the turrets, didn't help.
Then, to go to room 2, you need to place a bridge here, walk it, avoid the turret, kill the turret, place a portal there being carefully not to go in the fizzler, put another portal here, jump. Then later, you have to do it again for the other buttons. Just too many steps for a simple action.
For the laser puzzle, once I solved it, I didn't get the "ah!ah! that is the way to put the reflectors and portals". Maybe I missed the correct solution but mine just didn't feel right.
And so on. In the end, I think the map could be very good but right now, it's missing something to make it click.
I like that there is lots of stuff to do but overall, it felt too "messy". After each step, I just couldn't tell myself "job well done!". It always felt like it was a hack, or luck. It never "clicked".
For instance, if you follow the official steps, you need to use portals to kill the turrets. Half the time, the portals won't be placed correctly and just miss the turrets by an inch (too low, too much to the right,...). The map geometry and the mesh of the cages, half-hiding the turrets, didn't help.
Then, to go to room 2, you need to place a bridge here, walk it, avoid the turret, kill the turret, place a portal there being carefully not to go in the fizzler, put another portal here, jump. Then later, you have to do it again for the other buttons. Just too many steps for a simple action.
For the laser puzzle, once I solved it, I didn't get the "ah!ah! that is the way to put the reflectors and portals". Maybe I missed the correct solution but mine just didn't feel right.
And so on. In the end, I think the map could be very good but right now, it's missing something to make it click.
Quote from Enigmaphase on June 28, 2011, 9:30 pmI understand why you say that the numbers are technically accurate, but they are nonetheless misleading and confusing. I think the test would be better without them.
I think there's no harm in keeping the turrets, but it's true that they contribute very little to the test as a whole. However, I still found it satisfying to fry them with the laser.
One thing I didn't really like was the huge portal funnel on the laser. Perhaps other people found it helpful, but I really don't like portal funnels (is that the technically correct name for them?) in general, because it limits player control so much. (The exception is flings, portal funnels save much frustration in that regard.) That's really just a matter of opinion though.
Some people were mentioning the time constraint on to open the exit door, but I think there's plenty enough time if you solve it correctly. You should be standing right next to the exit door, and simply fire a couple portals and walk through.
One final "weirdness" is that if you use the light bridge to put a box on the ? button, it lights up but still functions as a timed button, so after a second or two the corresponding light on the exit door deactivates.
Overall, I enjoyed the map quite a bit, with my one complaint being that I felt like I had to do a fair amount of aimless wandering to figure out what I had to do. But part of that is because I kept trying to follow the signs and that just confused me further.
Well, I was just planning on writing a couple sentences, but it looks like I ended up writing a bit more than that. I hope you find my feedback helpful.
I understand why you say that the numbers are technically accurate, but they are nonetheless misleading and confusing. I think the test would be better without them.
I think there's no harm in keeping the turrets, but it's true that they contribute very little to the test as a whole. However, I still found it satisfying to fry them with the laser.
One thing I didn't really like was the huge portal funnel on the laser. Perhaps other people found it helpful, but I really don't like portal funnels (is that the technically correct name for them?) in general, because it limits player control so much. (The exception is flings, portal funnels save much frustration in that regard.) That's really just a matter of opinion though.
Some people were mentioning the time constraint on to open the exit door, but I think there's plenty enough time if you solve it correctly. You should be standing right next to the exit door, and simply fire a couple portals and walk through.
One final "weirdness" is that if you use the light bridge to put a box on the ? button, it lights up but still functions as a timed button, so after a second or two the corresponding light on the exit door deactivates.
Overall, I enjoyed the map quite a bit, with my one complaint being that I felt like I had to do a fair amount of aimless wandering to figure out what I had to do. But part of that is because I kept trying to follow the signs and that just confused me further.
Well, I was just planning on writing a couple sentences, but it looks like I ended up writing a bit more than that. I hope you find my feedback helpful.
Quote from RubyCarbuncIe on June 28, 2011, 10:26 pmAlright I'll see what I can do, because the turrets don't seem to have much of an effect on the chamber itself I'm taking them out completely, I will also slightly decrease the speed of the Ariel Faith Plate and I'll be removing the numbered signs throughout the entire chamber.
As for the problem with the ? button I don't know how to fix that seeing as how I never knew it existed. My best guess would be that the button has two seconds to keep the door open, I'm thinking I messed up there.
Thank you all for the feedback. I appreciate it, I hope I can find a way to make this test chamber a complete success and to find out what I need to do to make it "click".
Oh I forgot to mention the "Portal Funnels" are placed there so that the player can accurately place the laser into the relays. They are only as big as the wall panel they are on though.
Alright I'll see what I can do, because the turrets don't seem to have much of an effect on the chamber itself I'm taking them out completely, I will also slightly decrease the speed of the Ariel Faith Plate and I'll be removing the numbered signs throughout the entire chamber.
As for the problem with the ? button I don't know how to fix that seeing as how I never knew it existed. My best guess would be that the button has two seconds to keep the door open, I'm thinking I messed up there.
Thank you all for the feedback. I appreciate it, I hope I can find a way to make this test chamber a complete success and to find out what I need to do to make it "click".
Oh I forgot to mention the "Portal Funnels" are placed there so that the player can accurately place the laser into the relays. They are only as big as the wall panel they are on though.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from jimmyb on June 28, 2011, 11:36 pmIs this a bug?
[spoiler]The door wouldn't open a 2nd time for me (activated it myself the first time by stepping on the faith plate accidentally).
[/spoiler]
Is this a bug?

Quote from RubyCarbuncIe on June 28, 2011, 11:44 pmjimmyb wrote:Is this a bug?[spoiler]The door wouldn't open a 2nd time for me (activated it myself the first time by stepping on the faith plate accidentally).
[/spoiler]
Yeah I'm guessing it's because of the buttons delayed reset, I'm working on fix and it will hopefully be fixed in V2, for now you'll just have to reset the laser relays to fix it.
V2 is now uploaded.

Yeah I'm guessing it's because of the buttons delayed reset, I'm working on fix and it will hopefully be fixed in V2, for now you'll just have to reset the laser relays to fix it.
V2 is now uploaded.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]