[SP] RBC Test Chamber 2
Quote from RubyCarbuncIe on June 30, 2011, 9:18 pmV3 has been uploaded and it is the final version I will work on for this map, unless anybody finds any bugs/glitches then I will update it to get rid of them. Thanks for your time, and please, enjoy.
V3 has been uploaded and it is the final version I will work on for this map, unless anybody finds any bugs/glitches then I will update it to get rid of them. Thanks for your time, and please, enjoy.
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 NuclearDuckie on June 30, 2011, 11:45 pmWas this intended to happen? 😛
Also those turrets in the corner there seem to fire intangible bullets.
Was this intended to happen? 😛
Also those turrets in the corner there seem to fire intangible bullets.
Quote from RubyCarbuncIe on July 1, 2011, 1:29 amNuclearDuckie wrote:Was this intended to happen?![]()
Also those turrets in the corner there seem to fire intangible bullets.
No it wasn't I have no Idea what happened and last I checked those turrets did shoot properly, well I'll see what I can do to fix it. Sorry for the inconvenience I literally feel like ripping my hair out right now. I'll have it fixed asap.

Also those turrets in the corner there seem to fire intangible bullets.
No it wasn't I have no Idea what happened and last I checked those turrets did shoot properly, well I'll see what I can do to fix it. Sorry for the inconvenience I literally feel like ripping my hair out right now. I'll have it fixed asap.
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 RubyCarbuncIe on July 1, 2011, 1:50 amAlright I was able to find out the answer apparently those two lights behind the turrets caused them not to be able to shoot properly. Idk why I just know that when I deleted them they started to work normally again.
Uploading new version now.
Alright I was able to find out the answer apparently those two lights behind the turrets caused them not to be able to shoot properly. Idk why I just know that when I deleted them they started to work normally again.
Uploading new version now.
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 Haggis on July 2, 2011, 11:12 amLoved this map, you must have fixed everything as i had no problems at all with it. Nice difficulty to the map, and about the signs, i had no problems with them, reading topics on other peoples maps, you are going to get people asking for more signs, or pointing them in right direction more, where as other players prefer to have less signs, to make the map a bit more difficult. I think it is just going to have to be the mappers preference.
Loved this map, you must have fixed everything as i had no problems at all with it. Nice difficulty to the map, and about the signs, i had no problems with them, reading topics on other peoples maps, you are going to get people asking for more signs, or pointing them in right direction more, where as other players prefer to have less signs, to make the map a bit more difficult. I think it is just going to have to be the mappers preference.
Quote from mironos on July 2, 2011, 10:31 pmI hesitate to write any comments -- I feel like there have already been a lot of mixed opinions and that you've been going back and forth w/ this map a lot.
First off, good map! I personally liked the turrets (and that you built cages for them!) and the puzzle was elaborate and challenging. I also loved the ending sequence of [spoiler]having to get all the lasers lined up, then drop the cube onto the faith plate.[/spoiler]
The hardest part for me (and where I got frustrated) was that it took me forever to see [spoiler]the portalable surface behind the discouragement field room.[/spoiler] I probably spent 50% of my time searching around for the next step before I finally saw it.
I think the sheer number of elements, plus signs for almost all of them, made the subtler elements of the puzzle that much harder to locate. Everything was fairly tightly packed together into one room, by and large, and that probably didn't help.
I wonder if this is what the other posters were referring to when they said it felt "messy". There was a little bit of information overload going on for me.
I think this is a great puzzle, and you've probably done more than enough modification on this guy already, so I think it's fine the way it is. But perhaps a little bit more "room to breathe" when you have this many things going on might help future maps.
Just my opinion, of course.
Great job! Definite 5/5!
I hesitate to write any comments -- I feel like there have already been a lot of mixed opinions and that you've been going back and forth w/ this map a lot.
First off, good map! I personally liked the turrets (and that you built cages for them!) and the puzzle was elaborate and challenging. I also loved the ending sequence of
The hardest part for me (and where I got frustrated) was that it took me forever to see
I think the sheer number of elements, plus signs for almost all of them, made the subtler elements of the puzzle that much harder to locate. Everything was fairly tightly packed together into one room, by and large, and that probably didn't help.
I wonder if this is what the other posters were referring to when they said it felt "messy". There was a little bit of information overload going on for me.
I think this is a great puzzle, and you've probably done more than enough modification on this guy already, so I think it's fine the way it is. But perhaps a little bit more "room to breathe" when you have this many things going on might help future maps.
Just my opinion, of course.
Great job! Definite 5/5!
Quote from Eastward on July 8, 2011, 5:28 amWow, this map was fun to play. I enjoyed solving it. [spoiler]My +s and -s. + was the design was very nice (style, lighting, and various levels(rather than a flat room). - design was the discouragement room with the portable wall set back into the room and could only be seen by being in the corner. The red laser did the hide and seek effect. It was shear "dumb luck" in me seeing it. As I was figuring out how to exit the room and get pass the turrents, I started out the room and immediately the turrent started killing me so I jump straight into the discouragement beam, and as the player was dying, I then saw the portable wall. Therefore, it was shear luck I decided to die via discouragement lasers rather than turrents.[/spoiler] +s, once I was able to get the first cube, it was payback time for a couple of turrents--nice touch on that. For me it was a plus and minus in trying to get the portals lined up so I could run out the door, plus it was a skills drill, - was failing the first go at it (since it required quick speed with mouse and keyboard.)
Eastward
P.S. Thanks for the few hours of "I going to beat this game...."
P.S.2 Keep the turrents, it added to the satisfaction of getting rid of them as the game progressed.
Wow, this map was fun to play. I enjoyed solving it.
Eastward
P.S. Thanks for the few hours of "I going to beat this game...."

P.S.2 Keep the turrents, it added to the satisfaction of getting rid of them as the game progressed.
Quote from Jam on July 8, 2011, 8:15 pmPlaying this might just give the exact same feeling as a little teenager girl beeing gang raped then cheered by her family "welcome to adulthood !".
Design is too messy. Exploring the puzzle is a pain. Every attempt to understand it ends up with instant, unescapable death.
Then you might say, "hey buddy !" "try again/harder/have a better look/whatever !" "this is really rewarding".
Here, this is the feeling I am talking about.
Concept of the map might be good. I will never know because you put a lot of effort to discourage me to even look for it. You won, I deleted your map. IMO you should rethink the puzzle design in a way that will make people want to beat it.
Playing this might just give the exact same feeling as a little teenager girl beeing gang raped then cheered by her family "welcome to adulthood !".
Design is too messy. Exploring the puzzle is a pain. Every attempt to understand it ends up with instant, unescapable death.
Then you might say, "hey buddy !" "try again/harder/have a better look/whatever !" "this is really rewarding".
Here, this is the feeling I am talking about.
Concept of the map might be good. I will never know because you put a lot of effort to discourage me to even look for it. You won, I deleted your map. IMO you should rethink the puzzle design in a way that will make people want to beat it.
Quote from RubyCarbuncIe on July 9, 2011, 12:42 amJam wrote:Playing this might just give the exact same feeling as a little teenager girl beeing gang raped then cheered by her family "welcome to adulthood !".Design is too messy. Exploring the puzzle is a pain. Every attempt to understand it ends up with instant, unescapable death.
Then you might say, "hey buddy !" "try again/harder/have a better look/whatever !" "this is really rewarding".
Here, this is the feeling I am talking about.
Concept of the map might be good. I will never know because you put a lot of effort to discourage me to even look for it. You won, I deleted your map. IMO you should rethink the puzzle design in a way that will make people want to beat it.
I'm sorry you didn't like the map and I'll admit it wasn't my best in terms of design however I never wanted to "discourage" anyone at all. I see that you deleting my map as a failure for me, not a win, again I am deeply sorry you didn't like the map.
Design is too messy. Exploring the puzzle is a pain. Every attempt to understand it ends up with instant, unescapable death.
Then you might say, "hey buddy !" "try again/harder/have a better look/whatever !" "this is really rewarding".
Here, this is the feeling I am talking about.
Concept of the map might be good. I will never know because you put a lot of effort to discourage me to even look for it. You won, I deleted your map. IMO you should rethink the puzzle design in a way that will make people want to beat it.
I'm sorry you didn't like the map and I'll admit it wasn't my best in terms of design however I never wanted to "discourage" anyone at all. I see that you deleting my map as a failure for me, not a win, again I am deeply sorry you didn't like the map.
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]