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[SP] The Skinner Box

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I liked all your chambers, but the unconventional use of effects was not instinctive - only when no other option did I jump into the brown water, to find it was not toxic. The conversion tubes on the wall was also really not obvious until I dropped something in one...I think you could have used a little tutorial chamber or maybe some quidance plaques? Also why not make the water clear itf it is not toxic. The cube changers were a creative new feature. What was the deal with the spike table which didn't smash anything? Again a nonstandard use of Portal effects....doesn't make the puzzle hard, only confusing...Thanks for mapping...
Even just standard P2 effects and multiple chambers would have been a 5/5, sorry have to rate this a bit lower....

Marise wrote:
can anyone enlighten me as to what bugs are occurring with dispensers?

See that the turret dispenser destroys the previous turret + lasercube when triggered. More: the crusher's spikes don't kill, they really should. See how it would be like to mix up signs like "Turret Arrow Lasercube".

Also, floor buttons in the game usually stop working if the weight is taken away: players might get confused at what happens in your map. I suggest to either pair them with a pole button aside (powered by the floor one), or just spawn several cubes at once: you might even place turrets in the level and have the player recycle them all (just be careful they can't burn them with the laser).

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

Hmmm. My intention with these elements was that the player needs to figure them out. But what I'm hearing is that the puzzles are enjoyable on their own, and people would prefer I make these non-traditional elements a little more intuitive. Well, it was a fun experiment with the

Spoiler
non-killing brown water and crusher
, but it looks like science has spoken.

I'm working on an update that incorporates a lot of the feedback without changing the puzzles. Same map, but more intuitive.

Also working on the visuals, but I can't do anything about the large chambers without a major overhaul. For what it's worth, I did realize they were too large, but it was too late by then. My next map will have much more reasonably sized rooms!

Oh, and I purposely made it so

Spoiler
you can create as many laser cubes and/or turrets as you want
. Just for fun, to let people play around. So I will be leaving that 'bug' in :)

It's been a real pleasure so far uploading my work here and getting people's opinions and advice. What a great, active community.

Edit: New version is up!

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

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:

8sgUxXSass4
(Link: http://www.youtube.com/watch?v=8sgUxXSass4)

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

Thanks for the vid. You found two "cheats" that I had not considered. I'm debating about leaving them in as alternate solutions though.

Glad you liked the map.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

Took me a while to figure out that

Spoiler
the fizzler causes the ball to drop
in the first room, but other than that this was certainly a clever, inventive map. The item swaps were a brilliant highlight, but I did also enjoy
Spoiler
swimming in portal! Who would have thought...

My major issue is textures which are aligned with "half a panel" - it makes a technically impressive map with highly original puzzles seem somewhat sloppy. A shame, as in terms of gameplay (in the later rooms, at least) this is a fantastic map.

'I'm just going to attempt a manual override on this wall...'

James,

Could you elaborate on what you mean by "half a panel"? Also, if you could tell me which version you played (original upload or 1.1) that would help me fix it. Thanks!

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder
Marise wrote:
what you mean by "half a panel"?

He means decapitating tiles due to unalignments in textures, you essentially see a tile cut in half when the floor meets the wall.

the hills are alive... with the sound of music
xdiesp wrote:
He means decapitating tiles due to unalignments in textures, you essentially see a tile cut in half when the floor meets the wall.

Thanks! I was wondering how I was going to say that ^^"

Also, I think I downloaded the most recent version. I didn't select a different one form the drop-down list, at any rate.

'I'm just going to attempt a manual override on this wall...'

That's what I thought you probably meant, but I wanted to be sure. I thought I fixed those in 1.1 but I will check again. Thanks.

Edit: Last night I uploaded v1.2, in which the cut-off panels are fixed. Thanks to everyone for the feedback.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder
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