[SP] sp_turrettower
Quote from NuclearDuckie on June 11, 2011, 11:44 pmThe "tower" design in this map really worked out, sewing lots of small pieces (more "tricks", really, than puzzles) together where most designers would break it into separate rooms. This plus the music created a feeling of excitement as I neared the top, even if the music did start to clip and go out of sync towards the end. I'm not a big fan of using GLaDOS quotes in custom chambers, but they kind of helped here to make it feel more alive.
As for improvement, perhaps it could have used some more crazy gel-enhanced jumps, since that kind of fast action seems to be what this chamber is best at.
The "tower" design in this map really worked out, sewing lots of small pieces (more "tricks", really, than puzzles) together where most designers would break it into separate rooms. This plus the music created a feeling of excitement as I neared the top, even if the music did start to clip and go out of sync towards the end. I'm not a big fan of using GLaDOS quotes in custom chambers, but they kind of helped here to make it feel more alive.
As for improvement, perhaps it could have used some more crazy gel-enhanced jumps, since that kind of fast action seems to be what this chamber is best at.
Quote from Lawton on June 13, 2011, 12:27 pmCheeseofdoom wrote:[spoiler]Too bad the poor companion cube had to die at the end.[/spoiler] I thought the evaporating button was hilarious by the way.I don't know what you mean by the spoiler. [spoiler]Mine just stayed in the final cube holder.[/spoiler] I agree with the comment on the button. It's little additions like that which make levels worth playing.
This map was more of a platformer/shooter than a puzzle. A lot of it was just going back and forth. That said, it was very well made. The ability to [spoiler]orange funnel four turrets at once through a laser beam[/spoiler] was extremely satisfying. I recommend this level to anyone who loves to kill turrets.
I don't know what you mean by the spoiler.
This map was more of a platformer/shooter than a puzzle. A lot of it was just going back and forth. That said, it was very well made. The ability to
Quote from xdiesp on June 13, 2011, 9:56 pmI wish more used vertical rooms to pile up small puzzles, instead of wasting big rooms on each.
I wish more used vertical rooms to pile up small puzzles, instead of wasting big rooms on each.
Quote from RichyRo0 on June 14, 2011, 4:36 pmI agree with you xdiesp, I wanted this map to be more fun than puzzling and after loads of mock ups and play through's I thought it would be better as a small tight fun chamber instead of a massive chamber where you just stand there trying to work everything out. I've tried to design it so the player is still moving and having fun whilst letting the player continue with the rest of the map. At the same time building the atmosphere with the music and upping the beat as you gradually complete the map. I haven't played many maps with music but the ones that have them are much more immersive. Music is very important imo
I agree with you xdiesp, I wanted this map to be more fun than puzzling and after loads of mock ups and play through's I thought it would be better as a small tight fun chamber instead of a massive chamber where you just stand there trying to work everything out. I've tried to design it so the player is still moving and having fun whilst letting the player continue with the rest of the map. At the same time building the atmosphere with the music and upping the beat as you gradually complete the map. I haven't played many maps with music but the ones that have them are much more immersive. Music is very important imo ![]()
Quote from Enigmaphase on June 17, 2011, 11:11 pmFun map! After much effort, I managed to get every cube in the last room just before the elevator, successfully blocking myself from being able to complete the level. Haha...
Fun map! After much effort, I managed to get every cube in the last room just before the elevator, successfully blocking myself from being able to complete the level. Haha...
Quote from infernet89 on June 22, 2011, 1:44 pmReally nice map, my only regret is the music. It will become repetitive really soon. Near the end i thinked "oh, thank god. A tractor funnel. Some silence."
Btw, in my solution i din't used [spoiler]the laser hitting the portalable wall. Maybe is here only to kill some turrets?[/spoiler]
Really nice map, my only regret is the music. It will become repetitive really soon. Near the end i thinked "oh, thank god. A tractor funnel. Some silence."
Btw, in my solution i din't used
(I'll stop recording if i die.)
Quote from Kings on June 22, 2011, 2:01 pmHello,
Let me start by saying that I loved the tower design. There are few maps with the same degree of verticality, and that's what makes this one so unique. Also, I managed to bypass key portions of the map. This is a big plus for me since some of the fun of Portal is finding the most unique solutions, and the feeling of achievement that comes with that is integral.
Having said that, I do think that there is room for improvement:
1) Major: In its current state, the map has too many cubes; I managed to solve the map by only using two refraction cubes.
EDIT: I just finished the map using only one cube, the companion cube of course. It involved a maneuver which is hard to replicate; I've only done it successfully twice, but it works.
EDIT: I found an even easier one cube solution, much easier to accomplish. How do I post a demorec?
2) Minor: I found that some of the elements had an insignificant purpose. The best example is the orange excursion funnel at the beginning. The only purpose it served was to disable the first set of turrets; however, during my first play-through I thought that I'd have to use it later on in the map, which was not the case. During, subsequent play-throughs I skipped the orange excursion funnel and killed the turrets using the refraction cube instead.
3) Minor: By default the music volume is high, but this can be easily mitigated through the settings.
4) Minor: bug w/ caption
Lastly, I will make a demo, if someone tells me how.
Great map!!!
KingsAlso, I missed the part about the vaporizing companion cube. Where is that?
Also, how do I make a list in posts?I created this account just so I could post this.
I used the Thu Jun 09, 2011 4:06 pm build of sp_turrettower.
Hello,
Let me start by saying that I loved the tower design. There are few maps with the same degree of verticality, and that's what makes this one so unique. Also, I managed to bypass key portions of the map. This is a big plus for me since some of the fun of Portal is finding the most unique solutions, and the feeling of achievement that comes with that is integral.
Having said that, I do think that there is room for improvement:
1) Major: In its current state, the map has too many cubes; I managed to solve the map by only using two refraction cubes.
EDIT: I just finished the map using only one cube, the companion cube of course. It involved a maneuver which is hard to replicate; I've only done it successfully twice, but it works.
EDIT: I found an even easier one cube solution, much easier to accomplish. How do I post a demorec?
2) Minor: I found that some of the elements had an insignificant purpose. The best example is the orange excursion funnel at the beginning. The only purpose it served was to disable the first set of turrets; however, during my first play-through I thought that I'd have to use it later on in the map, which was not the case. During, subsequent play-throughs I skipped the orange excursion funnel and killed the turrets using the refraction cube instead.
3) Minor: By default the music volume is high, but this can be easily mitigated through the settings.
4) Minor: bug w/ caption
Lastly, I will make a demo, if someone tells me how.
Great map!!!
Kings
Also, I missed the part about the vaporizing companion cube. Where is that?
Also, how do I make a list in posts?
I created this account just so I could post this.
I used the Thu Jun 09, 2011 4:06 pm build of sp_turrettower.
Quote from OnePortalizedGal on July 17, 2011, 11:27 amLoved the map - all the great elements and plenty of turrets! Very well put together and tons of fun to play. Keep up the great work!
Loved the map - all the great elements and plenty of turrets! Very well put together and tons of fun to play. Keep up the great work!
Quote from ormolu on July 17, 2011, 11:31 pmThat was really, really lovely. I think you succeeded on all fronts. At no point was I confused about where to go next, and when I made a mistake it wasn't a pain in the ass to go back and correct myself. But one of the main things is that it was just FUN, which is what some of these maps seem to lack due to the difficulty.
That was really, really lovely. I think you succeeded on all fronts. At no point was I confused about where to go next, and when I made a mistake it wasn't a pain in the ass to go back and correct myself. But one of the main things is that it was just FUN, which is what some of these maps seem to lack due to the difficulty.
