[SP] RBC Test Chamber 2
Quote from wismeril on June 29, 2011, 5:27 amNice map, a bit messy though, like saied others. The puzzles were nice but the timing thing with the last button to open the door is useless, except to get people bored. Too annoying and even enerving when you try it 20times. Some mappers tend to put a lot of timing issues : it's really not interesting and tend to be really enerving. Without this, it's a pretty interesting map. Keep doing like that, thanks.
Nice map, a bit messy though, like saied others. The puzzles were nice but the timing thing with the last button to open the door is useless, except to get people bored. Too annoying and even enerving when you try it 20times. Some mappers tend to put a lot of timing issues : it's really not interesting and tend to be really enerving. Without this, it's a pretty interesting map. Keep doing like that, thanks.
Quote from aborttrap on June 29, 2011, 7:33 amI haven't played the map fully, but I found this by accident (demo file below):
I haven't played the map fully, but I found this by accident (demo file below):
http://dl.dropbox.com/u/322663/portal%2 ... 02_cut.dem
Quote from xdiesp on June 29, 2011, 7:46 amWTH man.
Not gonna say you don't have to follow (bad) suggestions, but yesterday I tried the old version and found no need to warp anything. Actually I came here to comment about some "flawless and operose Clean map, consider any suggestions to it as sidenotes - to make it different at most, not better".
Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
WTH man. Not gonna say you don't have to follow (bad) suggestions, but yesterday I tried the old version and found no need to warp anything. Actually I came here to comment about some "flawless and operose Clean map, consider any suggestions to it as sidenotes - to make it different at most, not better".
Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
Quote from RubyCarbuncIe on June 29, 2011, 8:18 amxdiesp wrote:WTH man.Not gonna say you don't have to follow (bad) suggestions, but yesterday I tried the old version and found no need to warp anything. Actually I came here to comment about some "flawless and operose Clean map, consider any suggestions to it as sidenotes - to make it different at most, not better".
Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
Thanks, I appreciate that, in the updated .rar file I could add the map with the turrets and make the changes to the faith plate and fix the door bug. As for the look I did have maps such as Infinifling in mind when I was creating it, but at the same time I wanted it to be kind of darker.
My main goal in this map was to get the player to stop and think about what should go where and how it should be done.
As for the lag, I'm sorry I don't know what could've caused that, I optimized the map and all but if anybody else gets the same sort of lag problem than I'll be sure to look into it.
I am going to try and make a new (seperate) version of the map with the turrets (I'll call the map name sp_rbc_02_turrets or something). hopefully centering the laser will make the turrets easier to get rid of.
Thanks for the feedback.

Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
Thanks, I appreciate that, in the updated .rar file I could add the map with the turrets and make the changes to the faith plate and fix the door bug. As for the look I did have maps such as Infinifling in mind when I was creating it, but at the same time I wanted it to be kind of darker.
My main goal in this map was to get the player to stop and think about what should go where and how it should be done.
As for the lag, I'm sorry I don't know what could've caused that, I optimized the map and all but if anybody else gets the same sort of lag problem than I'll be sure to look into it.
I am going to try and make a new (seperate) version of the map with the turrets (I'll call the map name sp_rbc_02_turrets or something). hopefully centering the laser will make the turrets easier to get rid of.
Thanks for the feedback.
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 29, 2011, 2:41 pmxdiesp wrote:WTH man.Not gonna say you don't have to follow (bad) suggestions, but yesterday I tried the old version and found no need to warp anything. Actually I came here to comment about some "flawless and operose Clean map, consider any suggestions to it as sidenotes - to make it different at most, not better".
Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
Oh Queen of maps, please tell us how you do it? Funny thing is I have seen some of your other reviews in which you told the mapmaker that it wasn't good and you couldn't figure something out and we did it with no problem. Save your "head of the class" attitude for elsewhere. We were trying to give him what we thought of the map, and they weren't "bad" suggestions at all. Just OUR suggestions.
BTW, back to the map,
[spoiler]was that door supposed to stay open when the cube hit it? Because once I figured out that it didnt, I placed a portal near the top of the wall overlooking the catapult and as I dropped I flung it over the wall. I then put my portals back down so that the lasers would go back and walked into the room at the same time. That might have been my favorite part of the map, TBH.[/spoiler]

Turrets and signs were good: 1) kill-em-all overtures are used by all without second thoughts (Discouragement Encouragement) and this had the novelty of the encased turrets; 2) as for signs: beginners love guidance because it makes a difference, experts do not and that's one reason more not to careget offended with them (counterproductive with Wavelet).
Looks are solidly top of the line - impressed by the lightning and smooth ensemble. Surely I could say that I think Infinifling still sets the bar for the ideal short map, but as above we're talking about apples and oranges - this an altogether different approach with its own virtue. Puzzles are hard and complex, all based on trigger states but that's not an argument for lack of variety as Edifice did the same (if only it was explorative): managing onoff triggers to get through the trap network. So yeah, a funnel and a pony would make it less monotone, but whatever.
There was a single problem in my playthrough, as for the rest I would frankly undo all the updates to the layout, which was performance: map lagged quite a bit and had me crashing a few times when quicksaving (I have an old AMD, might have been straining it).
Oh Queen of maps, please tell us how you do it? Funny thing is I have seen some of your other reviews in which you told the mapmaker that it wasn't good and you couldn't figure something out and we did it with no problem. Save your "head of the class" attitude for elsewhere. We were trying to give him what we thought of the map, and they weren't "bad" suggestions at all. Just OUR suggestions.
BTW, back to the map,
Quote from xdiesp on June 29, 2011, 3:32 pmHawkeye wrote:I is angrySave it for a private message, here is where we talk about maps.
Save it for a private message, here is where we talk about maps.
Quote from Hawkeye on June 29, 2011, 3:58 pmxdiesp wrote:I is smartI believe I did talk about his map. Something you just failed to do.
I believe I did talk about his map. Something you just failed to do.
Quote from xdiesp on June 29, 2011, 4:48 pmI'm not yet reporting you to not bother mods, stop with the personal attacks.
I'm not yet reporting you to not bother mods, stop with the personal attacks.
Quote from RubyCarbuncIe on June 29, 2011, 4:51 pmBoth of you just stop, please I really don't want any arguing here. Thanks.
Also about the edited version with the turrets, I've been working around with V1 of the map and found that the "cages" get in the way of how the player can move about the test chamber, so I'm thinking that they should explode with the turrets when hit by the laser.
Also I'm centering the laser because Nahor pointed out that the lasers would be an inch off from killing the turrets and that was frustrating. So the file will include V2 and V3 in separate folders.
Both of you just stop, please I really don't want any arguing here. Thanks.
Also about the edited version with the turrets, I've been working around with V1 of the map and found that the "cages" get in the way of how the player can move about the test chamber, so I'm thinking that they should explode with the turrets when hit by the laser.
Also I'm centering the laser because Nahor pointed out that the lasers would be an inch off from killing the turrets and that was frustrating. So the file will include V2 and V3 in separate folders.
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 quatrus on June 30, 2011, 8:59 pmExcellent puzzle and map execution. The exit door took me a while to figure out. Not sure if it would have been a help with some guidance dots etc... eventually I got everything and then had to use them. Thanks for creating.
Excellent puzzle and map execution. The exit door took me a while to figure out. Not sure if it would have been a help with some guidance dots etc... eventually I got everything and then had to use them. Thanks for creating.