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Hey satchmo, wouldn't you like an hardmode with glass encased turrets? I tried already to play it that way, but it would need a couple lodges in the walls to make it through. Best way to make it looked like sneaking past the first turrets into the second room, then portaling up along the wall to the 2nd floor. What was really impossible was to retrieve the cube like that.

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

A hard mode? I've already got complainers saying that the turrets are too vicious. Making them even harder to evade would probably land me in purgatory.

I designed this map intentionally to mess with the player's mind. It's inevitable that the turrets will kill you at least once or twice. This generates some animosity toward them. And the player have to

Spoiler
temporarily suppress the urge to seek revenge on the turrets so that there is a way to solve the puzzle later
.

satchmo wrote:
A hard mode? I've already got complainers saying that the turrets are too vicious

It was me saying they were vicious :-P and I also mentioned performing a full stealth run which proved impossible due to the firepower. If you could hide from them, while completing the puzzle, it would be more logical to have such firepower (at least in another version).

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

I just updated this map (yes, yet again) this morning. There are a few gameplay changes.

I added some additional hints to where players tend to get stuck, and I made other parts a bit more challenging because they were too straightforward.

Now playing . . . version 2.5

Easy to solve (for me at least) but just too damn deadly while figuring it out. Also, using turrets to

Spoiler
block lasers
is just a bad idea, because you can get stuck. It would have been 4/5 on the design and construction, but it just sucked to play, so 3/5 from me.

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