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[SP] [SP] Crossing the Beams

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Solve the puzzles to obtain and place three laser redirection cubes in order to open the door leading to the exit.

This is a decayed style map featuring hard light bridges, gels and lasers.

Bonus: See if you can get into the Rattman den!

(Known bug: Sometimes part of the frame around the glass in one room shows up funny - I don't know why)

Version 1.1 - Fixed some glitches, made some visual changes, fixed light bridge exploit in final room.
Version 1.2 - Just some small visual additions and tweaks. Replaced laser fields with grates.

File Name: sp_crossingthebeams-1-2.zip
File Size: 2.06 MiB
Click here to download [SP] Crossing the Beams

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

I really enjoyed the map. Not too difficult, but was fun. My daughter loved it. To crank it up a notch you might want to

Spoiler
have the button that raises the three tiles in the bridge room timed.

Thanks again for a fun map :)

Medium map with accessible, non-linear structure yet unfortunately kept down by severely unpolished looks. Style's a wild mix of Decay and Clean, maybe (but I'm stretching it) not intrinsecally evil but given the overbright lightning certainly ending in a brutal salad effect (contrasting details). Again it's the puzzles keeping the thing afloat, simple and catchy.

But if I may suggest, either lock the player inside the final room (now you can just pop a bridge and leave) or have him bring the 3 cubes inside (I couldn't believe it was that easy). Have a tour of the oldie [SP] One in the Chamber and see how the colour look more coherent, despite the intense detail. Bug: the water in the final room isn't lined to the wall, you can actually see its box's border.

the hills are alive... with the sound of music

Okay map, not alot to say. Framerate is low and like what was said you can place the light bridge to get to the exit. Dunno why there were 3-4 laser cubes when you only needed 2, i guess its needed if you destroy one acidentally.

You know I really liked the style of this map. Sure there are a few things that need refining, but I enjoyed playing it.

Possible glitch in the room before the elevator. I was able to crouch to the edge of the starting platform and point the laser directly at the place it was supposed to go. I didn't have to point it at another redirectional cube.
Otherwise, I liked it. Not too challenging, but still interesting enough.

Thanks for catching the workaround with the light bridge in the last room. Yikes, not sure how I didn't catch that. Easy enough to fix of course. The puzzle in that room isn't meant to be particularly challenging, though. But I might think about ways to add to it a bit.

I had a heck of a time with the visuals, this being my first decayed map. Although I am not sure where I mixed in clean style, aside from a couple of spots where I put a small section of clean tiles on the wall (intending to imply layers of tile that had fallen away over time - but I could certainly remove those few clean ones if that is the problem).

Thanks for playing and leaving feedback.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

In the room with the blue gel, I didn't need to use the light bridge at all to finish it.

Spoiler
To get the cube, I simply grabbed it from where I was standing when it fell, and to reach the laser, I just leapt down onto the gel covered floor from where the light bridge began, rebounded back up on the other side and climbed over to where I needed to place the cube.

There were also problems with the cube I needed to use
Spoiler
to kill the turrets
in the other room. I wasn't able to retrieve it should it fall into the water, and when I held it under the orange gel "pipe" (by the way, why wasn't there a pipe?), it retained the same clean appearance, which I found misleading.

However, I did really enjoy the puzzles along with the unusual visual style (particularly the "enclosed" feel I got with the light bridge-climbing room). To the actual gameplay I would only suggest changing the positioning of the autosaves to each time you align a laser correctly. Perhaps the last chamber should be a little more complicated but it felt more like a "closing sequence" to me than an actual puzzle.

As far as the modeling/texturing goes, the details were pretty if clashing at times, but I have to agree that the lighting was sub-par. I'm OK with brightness - in fact I've been hating the onslaught of dark chambers lately; they feel so uninspiring - but the bright lighting of this map seemed overbearing especially when there wasn't really any realistic source for it. Some of the brushes looked a bit plain too.

Version 1.1 is uploading now. It includes the following changes...

-Made some visual changes and dimmed the lights. Hope it looks better now.
-Fixed light bridge exploit in final room and made the door close when player enters.
-Addressed frame rate lag by having gel droppers turn off while player is not in the appropriate room.
-Fixed other issues mentioned in feedback.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder
NuclearDuckie wrote:
There were also problems with the cube I needed to use
Spoiler
to kill the turrets
in the other room. I wasn't able to retrieve it should it fall into the water, and

Spoiler
Oh, is that what I was supposed to do there? I was playing one of my daughter's saved games where she had already dropped the cube in the water. I just jumped down onto the platform the turrets were placed on (from the light bridge) and disposed of them by hand.

I thought it was very odd that the orange gel looked blue when it falls on the light bridge.. Not that you have any control over that I suppose?

I enjoyed the level though, the puzzles were fun, thanks! The rooms felt a bit cramped, but that's OK. I expected the final puzzle to be harder with all the cubes lying around (I only needed two).

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