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[SP] [sp] Oxide

Single player contest entry
theme: destroyed

File Name: sp_oxide.zip
File Size: 7.11 MiB
Click here to download [sp] Oxide

Wow I totally didn't know that crouching flings you farther, lmao. First time around I just portal tunneled using the light bridge after deciding the AFP was worthless.

Solid looking, sports higher than average difficulty to crack it at first. Could have used some kind of music or touch, to circumvent the somewhat flat navigation.

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

You are missing cubemaps entirely, which is what gives everything a weird orange-ish glow and all reflective surfaces to appear extremely bright. This is a beginner's mistake and it's very easy to fix, which is a shame because everything else looked really nice and you did a good job with the destroyed/overgrown theme.

I enjoyed the puzzles, the only thing I had trouble with was figuring out how I was supposed to get over to the area where the reflectocube drops. Aside from these problems I thought the map was short and sweet.

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My only real gripe with this map is that I saw the panels that move to allow access to the cube-dropper area. I understood how to get to those panels, but I actually spent a while looking for something puzzling that would open them for me. Finally I thought "no way would they open if I just stand in front of them", but sure enough that was what I had to do. Kinda lame that the puzzle which took me the most time to figure out required me to "do nothing". You could leave those panels out entirely, or better yet give me something to do, like a conveniently placed mini button that opens them for 5 seconds while I try to fling through there.

Otherwise I liked the puzzles and thought it looked pretty good too aside from the lack of cube-maps.

*Please* make the blue-gel map less frustrating. It is a lot of trial and error to catch the two cubes when the whole floor and a good part of the walls is covered in jump gel and there is a pit full of crushers. Even jumping onto the hard light bridge becomes more annoying than it should. Finally it is WAY too easy to get stuck in front of a closed exit door.

The first two maps are very nice.

Super map, spent some time like others trying to figure out what opened the cube drop doors in the last chamber. Must admit I noclipped up and surprise.... The only jump possible was using the FP and cruching - worked fine....Really well done, When I noclipped I went up up up and the decayed upper areas not in play were really interesting...Thanks for creating.

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

5bczpAEU1gM
(Link: http://www.youtube.com/watch?v=5bczpAEU1gM)

Also note the video description for more feedback and my signature for additional project information.

Enough variety of elements to make it fun to solve once, but not really one of those "Whee, let's play it again!" maps. The artwork is well detailed, and even though it is a big box, all the nooks and crannies eliminate that lost in space feeling. A solid 4/5 from me.

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