[SP] Tyrant Chamber 01
Quote from Zman110 on May 24, 2011, 7:06 pmThis is my first Portal 2 map (And really my only good portal map in general) SO please give me some feedback even if it is bad. I want this to be a learning experience for me. Oh and btw, no elevators. Didn't feel like it. I did however put something amusing at the end.
REMEMBER this is just for my learning experience. Kinda short but ill eventually make longer and better chambers.
FIX
Put back the broken indicator lights. basically it though.Fix 2
So apparently the last version i uploaded had an error with the glass so i had to reupload it once again.File Name: tyrant_chamber_1.zip
File Size: 581.91 KiB
Click here to download Tyrant Chamber 01
This is my first Portal 2 map (And really my only good portal map in general) SO please give me some feedback even if it is bad. I want this to be a learning experience for me. Oh and btw, no elevators. Didn't feel like it. I did however put something amusing at the end.
REMEMBER this is just for my learning experience. Kinda short but ill eventually make longer and better chambers.
FIX
Put back the broken indicator lights. basically it though.
Fix 2
So apparently the last version i uploaded had an error with the glass so i had to reupload it once again.
File Name: tyrant_chamber_1.zip
File Size: 581.91 KiB
Click here to download Tyrant Chamber 01
Quote from mickyficky on May 24, 2011, 9:53 pmSo, let me get this straight...
[spoiler]meeting Rick and hearing funky music means i beat the map, right? If you cant be bothered to add some ending elevator or something (I understand that
)at least make a big "THE END" text show up.[/spoiler]
overall nice puzzle, looks very very plane though. And it wasnt obvious to me what some of the things did (3 indicator lights at that one button...) and some things seemed to turn off on a whim without any reason I could see.
So, let me get this straight...
overall nice puzzle, looks very very plane though. And it wasnt obvious to me what some of the things did (3 indicator lights at that one button...) and some things seemed to turn off on a whim without any reason I could see.
Quote from Zman110 on May 24, 2011, 9:58 pmYea i found out that some of my indicator lights were not working in the version of the map i released. Made it a little confusing. Ill fix that. And like i said, this was just a learning experience, Whenever i really make a map i will of course add elevators. I just really didn't want to fool with them right now. :S
Edit
and the thing with the stuff turning off it the funnel. The button near "the End" turns it on for 90 seconds. Probably confusing.
Yea i found out that some of my indicator lights were not working in the version of the map i released. Made it a little confusing. Ill fix that. And like i said, this was just a learning experience, Whenever i really make a map i will of course add elevators. I just really didn't want to fool with them right now. :S
Edit
and the thing with the stuff turning off it the funnel. The button near "the End" turns it on for 90 seconds. Probably confusing.
Quote from mickyficky on May 24, 2011, 10:01 pmAlso, I didn't need the second weighted cube.
[spoiler]I think it was your intention to use a cube to get up to the button platform (the one were Rick is), but you can actually get there by just making a portal on the wall next to it (at the top) and just air-control-jump there.[/spoiler]
Also, I didn't need the second weighted cube.
Quote from Zman110 on May 24, 2011, 10:04 pmyea i knew about that as well. But i thought "Hey if they figure that out then meh..." but thanks for the feedback though! Appreciate it.
yea i knew about that as well. But i thought "Hey if they figure that out then meh..." but thanks for the feedback though! Appreciate it. ![]()
Quote from mickyficky on May 25, 2011, 12:12 amNot really. Rick is the most awesome sphere
even Valve thinks that
(at least the writer of the story... said so in an interview)
Not really. Rick is the most awesome sphere
even Valve thinks that
(at least the writer of the story... said so in an interview)
Quote from Vandread83 on May 25, 2011, 12:32 amShould definitely add some Thanks for Playing text to appear when you click the button. Its pretty simple, just create an entity and type "text" in the type and it should come up and be pretty obvious. Then you can trigger it really simply on the button press output as well. could also trigger a changelevel or something (not sure exactly how to get back to the main menu, if you can do that with an ai_changelevel or not, haven't gotten that far in my experimentation yet) But would be nice to at least have the text to know that is truly the end.
Should definitely add some Thanks for Playing text to appear when you click the button. Its pretty simple, just create an entity and type "text" in the type and it should come up and be pretty obvious. Then you can trigger it really simply on the button press output as well. could also trigger a changelevel or something (not sure exactly how to get back to the main menu, if you can do that with an ai_changelevel or not, haven't gotten that far in my experimentation yet) But would be nice to at least have the text to know that is truly the end.
Quote from xdiesp on May 25, 2011, 4:18 amLooks are not poisonous to the eyes, but puzzles a bit loose: turrets won't kill, maybe one cube less to improve difficulty (possibly water in the moat)? Right now, it's uber easy despite having a complex structure.
Looks are not poisonous to the eyes, but puzzles a bit loose: turrets won't kill, maybe one cube less to improve difficulty (possibly water in the moat)? Right now, it's uber easy despite having a complex structure.
Quote from Ruien on May 25, 2011, 12:10 pmAgreeing with previous comments. I'd remove a cube, increase ability of turrets to kill so you can't just rush them, and then do something cool with the lower area.
Also, I don't quite see the point of putting the tractor beam on a timer (from a puzzle point of view).
Overall I liked it, though. The ending was a nice touch.
Agreeing with previous comments. I'd remove a cube, increase ability of turrets to kill so you can't just rush them, and then do something cool with the lower area.
Also, I don't quite see the point of putting the tractor beam on a timer (from a puzzle point of view).
Overall I liked it, though. The ending was a nice touch.
