[SP] Testing is the future
Quote from soptipp1 on April 23, 2012, 6:21 pmThis 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
-releasev1.1
-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 areasv1.2: check workshop for info
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
Quote from RubyCarbuncIe on April 23, 2012, 7:02 pmThese 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[/spoiler] Really fun set of maps to play.
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,
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]
Quote from Logic on April 23, 2012, 7:49 pmI 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 textureMap 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 puzzlePuzzle 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 anywayMap 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 therePuzzle 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.[/spoiler]
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?
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
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?
Quote from zivi7 on April 23, 2012, 7:57 pmAwesome 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.[/spoiler]
Great job, 5/5 from me.
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:
Great job, 5/5 from me.
Quote from Lpfreaky90 on April 23, 2012, 9:17 pmAwesome 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!
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!
Quote from Kaleido on April 23, 2012, 10:15 pmThat was really cool, I enjoyed it a lot
Nice detail and brushwork.. and some of the puzzles were pretty tough, and pretty different. Good work!
That was really cool, I enjoyed it a lot
Nice detail and brushwork.. and some of the puzzles were pretty tough, and pretty different. Good work!
Quote from soptipp1 on April 24, 2012, 4:01 amLogic 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 textureMap 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 puzzlePuzzle 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 anywayMap 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 therePuzzle 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.[/spoiler]
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?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.[/spoiler]
I'll try to fix the problems.
Och ja, jag ?r svensk. Ganska kasst namn jag vet...
LIST OF PROBLEMS
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?
Yeah, I thought there would be some issues...
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...
Quote from Logic on April 24, 2012, 6:41 amsoptipp1 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.[/spoiler]
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
[/spoiler]
Best name ever ^^
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
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 ^^