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[SP] Sp_Aperture_Syndrome

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FIXED version of the original map. Updated where the jump between chamber 2 and 3 was impossible.

File Name: sp_aperture_syndromeV.1.0Fixed.zip
File Size: 9.94 MiB
Click here to download Sp_Aperture_Syndrome

This was so close to the wire, i didn't even have time to take screenshots or write a description!

But alas, this is a large, 3 chamber Single Player map featuring all kinds of elements including a unique take on the reflector cubes.

Massive thanks to Plague for helping me out greatly on this, all your work with I/O and ideas is appreciated :)

Also thanks to all of the Interlopers Chat crew, your playtesting made this map a lot better

EDIT: SCREENSHOTS

http://dl.dropbox.com/u/3689445/Portfol ... me0000.jpg
http://dl.dropbox.com/u/3689445/Portfol ... me0016.jpg
http://dl.dropbox.com/u/3689445/Portfol ... me0012.jpg
http://dl.dropbox.com/u/3689445/Portfol ... me0015.jpg

I'm at start of the third chamber, and i'm loving it. But, unluckyly, is heavy bugged.

Every end room transition got a strange grafic glitch, something with lot of fades (i'll screen that, if it's not clear)
The second puzzle can't be finished. The

Spoiler
the last jump (awesome, by the way) use a faith plate that is'nt strong enough. It launch me just a little before the platform to chamber 3.

I retried a lot of times, but the results isn't changed. Also, i encountered another bug:
Spoiler
the blue gel accidentally fall on the first cube. It started bouncing and i can't solve anything.

EDIT: in chamber3 i've
Spoiler
removed the lasercube under the funnel and i'm totally stucked again ._.

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

Yeah unfortunately there wasn't quite enough time to iron out the last few bugs. I made this from scratch within the two weeks and even just an extra day would of given me the time to make it perfect.
The weird void thing between chambers is areaportals glitching out. The incorrect state was applied when I compiled :/

Also the fling, yeah it doesnt' reach. I adjusted the connecting areas and the info_target changed projection for some reason. Sucks :(

With the cube in the 2nd chamber, there is a water dispenser, but for version 1.1 I will section off that area so that the cube doesn't bounce out.

Oh I'll give you a hint:

Spoiler
do you see the room with the emancipation gird? Go in there, you have to solve the puzzle to get the cubes into the bigger room. You'll then need to use the lasers and funnel to defeat the turrets

I've made a bug list for the next proper release of this map. Such a shame that it had those problems :( as it probably puts me out of the running for the prize. Ah well.

Double post but, for all those who want to play it without the affected problems mentioned

download this version:

http://dl.dropbox.com/u/3689445/sp_aper ... ndrome.zip

I KNOW, that this version won't count, and I am not trying to bypass the editing rule by doing this, I simply want people to be able to enjoy the map as intended, please understand this. Those errors for the submitted version, mean I'm pretty much out of the competition but I'd like people to play the map anyways.

thanks

Hollow wrote:
..
Oh I'll give you a hint:
Spoiler
do you see the room with the emancipation gird? Go in there, you have to solve the puzzle to get the cubes into the bigger room. You'll then need to use the lasers and funnel to defeat the turrets

I've made a bug list for the next proper release of this map. Such a shame that it had those problems :( as it probably puts me out of the running for the prize. Ah well.

Yeah, i noticed it. At first i tried to

Spoiler
defeat the turrets by using the laser of the previous room. That's why i picked up the lasercube in that spot. Then i saw that room, and tried to put the lasercube back (impossible ._.).

Btw, this is such a great map. It's really bad there were those bugs in release time.. Maybe this will worth a community spotlight, out of the contest.

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

hey!
really beautifully crafted map ;)
but i encountered some bugs too...couldnt find the buglist you wanted to post so heres my list. although you already submitted the map i also think it should be advanced ;)

dont know if this is a bug, but

Spoiler
in the first room one can cross the water without activatin the bridge, just by walking and jumping along the right side along the glass windows

second :) i tried so long to solve the first chamber and somehow (
Spoiler
without having the platform in front of the exit door activated
) the door was open. i just left the door without really looking back. so i cannot tell what exactly was activated and what wasnt.

chamber 2 is waiting...
cu :)

//EDIT
in chamber 2 i could get into the room with the laser just

Spoiler
by jumping on blue flodder i placed in the middle of the chamber

then i cannot drop additional cubes if i destroyed them...the one in the laser room wont respawn after destruction.
restart :)

Thanks for the kind words guys. Yeah I am plannning to polish up this map good for version 1.1.

My bug/change list will be:

Version 1.1

Chamber 1:

re-vamp end puzzle
Make sure players can't bypass the first set of panels by using ledge
add a failsafe if player gets stuck after first panel bridge
make the box dropper fizzle the box and forcerespawn
add light_model and rail for dynamic light
add fizzler in connecting hall to chamber 02

Chamber 2:
add clips to panel stairs
add clip underneath stairs so player doesnt fall in
Add box dropper for the cube in the laser room
add more visual clues - music/lights- to make intended solution more streamlined
make sure you cannot access platform to laser room by using blue gel

Chamber 3:

fix windows and outside area
brighten up room in box room (add cube dispensers)
make sure the box falls after the lift lowers
add dynamic light in departure lift
fix ability to bypass lasers and get back into the first area
add fizzler between connecting rooms between death field
make sure glass box cubes are not accessible.

Misc:

add info_placement_helpers
add savepoints
adjust music
tweak lighting
Add more immersion - panels and things showing actitivity to make the environment feel 'alive'

It looks like a lot, but its all small things.

I have read the comments above and there are one or two thing more that need mentioning.
In the first area, in addition to a light rail and model for the dynamic light effect, you should add a lot more headspace above the area to give it a place to go through. When I played through the second time and looked at it, it was like this phantom light that went through walls =/

second chamber: Kind of confusing, there were a LOT of bends for the laser, and I found spending a lot of time looking for the first one and connecting all the numbers. Also: the paint. First time I did that area I painted as many places as I possibly could and this ended up putting repulsion gel on top of a few of the spots where you are supposed to drop a refraction cube. This made them impossible to place, and when I tried to wash it away I found there to be only metal underneath the water pipe and no portal surface. So the water was pretty much useless (I never once got any of the cubes themselves painted blue) and I had to start the level again cause I quicksaved after I had painted.

The third puzzle was really cool, a nice miz of puzzle elements and the overall theme of redirecting lasers through a prearranged set of refractors. One problem (kind of a BIG problem with a SUPER easy fix): The laser refractor cube directly beneath the very beginning of the excursion funnel (the one that directs the laser down under the floor) is takeable by the player. First time through I picked it up as I stepped into the funnel, and when I put it back it no longer worked and rendered the test impossible. Simple fix, just clip it off like you did the rest of them.

Overall it was nice. IT did have a portal 2 feel to it, but I gotta say when I played this it felt like "Oh man, another complicated laser redirecting puzzle"
Also, throughout the whole map (other maps did not do this) the game looked choppy, like it was dropping every tenth frame or so (maybe twice a second it would skip) And the portals between levels need fixing, as you know.

3.5/5

Thanks for the feedback, I will add your issues to the changelog!

Here is a solution-revealing playthrough of the level:
http://www.youtube.com/watch?v=YbGb0dN3Vuo

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