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[SP] Testing is the future

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This is my second map release. Its is a map pack where you explore a decayed Aperture Science and start testing as you go deeper into the facility. Feedback is appreciated.

Credits:
Skybox texture: komaokc (http://www.gamebanana.com/css/textures/3097)
Grass texture: TopHATTwaffle (http://www.tophattwaffle.com/?page_id=63)

v 1.0
-release

v1.1
-changed white textures you couldn't place portals on to black textures
-made fizzlers non-solid in map 2 chamber 3
-added a button for the box-dropper in map 2 chamber 3
-made the door close later in the end of map 3 so you won't get stuck
-changed textures and lighting to improve visibility in some areas

v1.2: check workshop for info

Click here to download [SP] Testing is the future

These are really fun to play, I like how there is always something for the player to do even when not in the testing areas. I liked the idea with the faith plates that was a really creative way to use them. In the end,

Spoiler
I thought the rocket escape pod thing was going to take me to the moon. xD
Really fun set of maps to play.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

Nice map pack. Not to difficult and lots to look at. Good Job!

"I am not a Marshmallow"

I had fun playing these. I think I'll play it through once more tomorrow and give you some feedback on the gameplay and aesthetics of things. But here is my notes on some of the things you might wanna change.

LIST OF PROBLEMS

Spoiler
Map 1:

Puzzle 1 (Outdoors):
- Some walls in the spawn area have nodraw textures ontop. Make the top texture the same as the side texture

Map 2:

Puzzle 1 (Funnel):
- In the test with the funnel you can get trapped if you're on the exit-door platform and mess up the "cube-change-button" part of the puzzle

Puzzle 2 (Fizzlers & Flinging):
- You can walk on some of the fizzlers on your way to the 3rd floor when flinging
- Don't know if I'm missing something but I couldn't fling myself up to the exit in the second level (skipped it since I have to go to sleep soon)
- Remove the white walls by the exit and replace them with metal surfaces. Might trick some players into shooting at them midair. You can't place portals on them anyway

Map 3:

Puzzle 2 (Circular pressure plates):
- Below one of the cube droppers you have a white texture that you can't place portals on
- The sealing and floors in the downstairs area is white as well but you can't place portals there either. I'd change that so that players know that you can't place portals on there

Puzzle 3 (Escape):
- Hard to find the right way
- It took me a while to understand that I needed the keycard as well. You've already solved the escape pod door problem, the keycard is kinda unnecessary.


I'm not telling you that the maps were bad just because of all those things, it's just some things I noticed the first time playing.

One more thing:
?r du svensk? :P

Never use Logic to solve a puzzle, he's an idiot...

Awesome maps! They are not too difficult, but the visuals, all the custom elements and the idea to go in and escape are just great! Very good work on all the details that made the decayed style work. For example the rusty squeaking sound of that circular faithplate surface.

One very tiny negative thing: That first alarm siren when entering the complex faded out a bit too quickly, making it sound artificial. A real siren would have taken a while to turn completely silent.

Small issue:

Spoiler
When I wanted to enter the escape pod, I got stuck in the door and kept turning around automatically. But it was no problem to hit the button from there, the door then closed and pushed me into the pod.

Great job, 5/5 from me.

Awesome maps. Visuals were pretty nice, interesting change of scenery. In the final map it took me a while to find the door in the bts part. Very interesting stuff 5/5!

That was really cool, I enjoyed it a lot :D

Nice detail and brushwork.. and some of the puzzles were pretty tough, and pretty different. Good work!

Logic wrote:
I had fun playing these. I think I'll play it through once more tomorrow and give you some feedback on the gameplay and aesthetics of things. But here is my notes on some of the things you might wanna change.

LIST OF PROBLEMS

Spoiler
Map 1:

Puzzle 1 (Outdoors):
- Some walls in the spawn area have nodraw textures ontop. Make the top texture the same as the side texture

Map 2:

Puzzle 1 (Funnel):
- In the test with the funnel you can get trapped if you're on the exit-door platform and mess up the "cube-change-button" part of the puzzle

Puzzle 2 (Fizzlers & Flinging):
- You can walk on some of the fizzlers on your way to the 3rd floor when flinging
- Don't know if I'm missing something but I couldn't fling myself up to the exit in the second level (skipped it since I have to go to sleep soon)
- Remove the white walls by the exit and replace them with metal surfaces. Might trick some players into shooting at them midair. You can't place portals on them anyway

Map 3:

Puzzle 2 (Circular pressure plates):
- Below one of the cube droppers you have a white texture that you can't place portals on
- The sealing and floors in the downstairs area is white as well but you can't place portals there either. I'd change that so that players know that you can't place portals on there

Puzzle 3 (Escape):
- Hard to find the right way
- It took me a while to understand that I needed the keycard as well. You've already solved the escape pod door problem, the keycard is kinda unnecessary.


I'm not telling you that the maps were bad just because of all those things, it's just some things I noticed the first time playing.

One more thing:
?r du svensk? :P

Yeah, I thought there would be some issues...

Spoiler
In the outside area, can you see the nodraw textures? I'll check it out, made it that way to optimize.

You can actually get back in the funnel puzzle since the funnel changes direction if you fail. You can just get back the same way.

About the white walls, I had most of them there to help lighting. I can see how it's confusing and will change the textures and improve lighting instead.

I'll try to fix the problems.
Och ja, jag ?r svensk. Ganska kasst namn jag vet...

Awesome and fun map! Great job!!!

soptipp1 wrote:
RESPONSE
Spoiler
In the outside area, can you see the nodraw textures? I'll check it out, made it that way to optimize.

You can actually get back in the funnel puzzle since the funnel changes direction if you fail. You can just get back the same way.

About the white walls, I had most of them there to help lighting. I can see how it's confusing and will change the textures and improve lighting instead.


I'll try to fix the problems.
Och ja, jag ?r svensk. Ganska kasst namn jag vet...

RESPONSE TO YOUR RESPONSE

Spoiler
You can see some of the walls top-side. A few more textures won't mess anything up ^^

Oops, guess that you could get back to the other platform, my bad...

It's confusing when you can't place portals on white walls. So changing it is probably the best option :)


Best name ever ^^

Never use Logic to solve a puzzle, he's an idiot...
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