[SP] [WIP] Industrial Flower Tower
Quote from Wanderer2021 on May 31, 2012, 10:09 pmSometimes water is more useful than what is first perceived. How is your green thumb?
File Name: Flower_Tower v1-1.zip
File Size: 9.77 MiB
Click here to download Industrial Flower Tower
Sometimes water is more useful than what is first perceived. How is your green thumb?
File Name: Flower_Tower v1-1.zip
File Size: 9.77 MiB
Click here to download Industrial Flower Tower
Quote from zivi7 on June 1, 2012, 10:46 amThis is too confusing for me. I managed to get to an area with a pink/purple color with a laser cube in it. But the way to go there demanded just finding the different buttons spread over the map. I don't feel like continuing this right now, hopefully I can do better next time.
This is too confusing for me. I managed to get to an area with a pink/purple color with a laser cube in it. But the way to go there demanded just finding the different buttons spread over the map. I don't feel like continuing this right now, hopefully I can do better next time.
Quote from RogerL on June 1, 2012, 1:13 pmAs I expected, there were many surprises in this map, some of them put a chill down my back. After getting the first cube, it took me a long time to figure out what to do next. There is no obvious (or even obscure) way to get to the room where the cubes go, so I just [spoiler]fell from the top and strafed over to the arm.[/spoiler] It seemed not quite right, but I couldn't figure out what else to do. After that, everything fell into place. Everything worked as far as I could tell, and, other than that one jump, I felt like everything was intended. I was a little disappointed that more wasn't going on under water. I kept swimming around hoping to see a room open up or something. Another great map.
As I expected, there were many surprises in this map, some of them put a chill down my back. After getting the first cube, it took me a long time to figure out what to do next. There is no obvious (or even obscure) way to get to the room where the cubes go, so I just
Quote from Wanderer2021 on June 1, 2012, 5:12 pmYeah, I wasn't sure what to do for the top, but I think I have an idea now, after taking a short break from it. I'll try to make the water more interesting as well. Thanks for confirming that everything seems to work. Nearly lost the map the other night when I was adding in some stuff. Figured out I had miss connected some of the world portals.
Yeah, I wasn't sure what to do for the top, but I think I have an idea now, after taking a short break from it. I'll try to make the water more interesting as well. Thanks for confirming that everything seems to work. Nearly lost the map the other night when I was adding in some stuff. Figured out I had miss connected some of the world portals.
Quote from RogerL on June 1, 2012, 5:55 pmAfter playing through it a couple more times, I have some additional observations. First, cubemaps! Second, it might be useful to have sound effects of something opening when you press the buttons to make it more obvious what is happening. And third, in my opinion, if a button only needs to be pushed once, and additional pushes don't do anything, then the button should remain in the pressed state after the first press. Otherwise, you're just going to cause players to revisit places needlessly, endlessly if they're stuck, especially if there is no clear indication (i.e., no indicator lights) of what they do, which can add to frustration.
EDIT: Now I know why you put that hollow square below the fizzler. I kept thinking it was another world portal like some of the other squares, so I kept trying to jump through hoping it would take me somewhere. But when I finally succeeded, I only got wet.
After playing through it a couple more times, I have some additional observations. First, cubemaps! Second, it might be useful to have sound effects of something opening when you press the buttons to make it more obvious what is happening. And third, in my opinion, if a button only needs to be pushed once, and additional pushes don't do anything, then the button should remain in the pressed state after the first press. Otherwise, you're just going to cause players to revisit places needlessly, endlessly if they're stuck, especially if there is no clear indication (i.e., no indicator lights) of what they do, which can add to frustration.
EDIT: Now I know why you put that hollow square below the fizzler. I kept thinking it was another world portal like some of the other squares, so I kept trying to jump through hoping it would take me somewhere. But when I finally succeeded, I only got wet.
Quote from Wanderer2021 on June 2, 2012, 8:26 amAlrighty. Its now the early hours, as I got distracted working on this, but I believe I got things a bit smoother. Added cube maps in the hopes of getting reflections to look better, added sounds to moving parts, as well as indicator lights to two particular things in the map. Rearranged two routes for some cubes, did some brush cleaning, and just general fixin's. I also added some bg music at low volume to try to get a light mood going for the map, but I'll probably toss it if people feel it detracts from the map.
Cheers
Alrighty. Its now the early hours, as I got distracted working on this, but I believe I got things a bit smoother. Added cube maps in the hopes of getting reflections to look better, added sounds to moving parts, as well as indicator lights to two particular things in the map. Rearranged two routes for some cubes, did some brush cleaning, and just general fixin's. I also added some bg music at low volume to try to get a light mood going for the map, but I'll probably toss it if people feel it detracts from the map.
Cheers
Quote from RogerL on June 2, 2012, 1:43 pmI got more confused after getting the first cube than I was on the last version. There's a new portalable panel, but it only leads to the retractable platform, and fizzles my cube when I go through. I finally found a way to place a funnel on the high wall panel and then I do the jump I did before. Is that right? The hollow square has indicators which light up when I push the button in the cube room and then they go out when I place my first cube. So I never found out what that was about. I appreciated the new panel to make getting back into that room easier. There's a new world portal under water in the far right corner as you enter, but it didn't seem to lead anywhere; maybe its tied in with the hollow square. I'll have to investigate that more. The music was pretty groovy and the new sound effects were nicely done. The map felt more complex and multi-layered this time -- which I think is a good thing. Some of the labels baffled me, though. Why is there a one-dot on that platform? I never found a corresponding one-dot like there was for the two-dot. And one-dot usually indicates the first stage of a multi-stage puzzle, but as far as I can tell, it has no role in the puzzle. And why is there an exit door sign in the funnel room? Overall, I think this is an improvement, but the labeling really threw me off more than it helped.
EDIT: OK, after more investigation, I found out why that platform is labeled one-dot and I found its corresponding button. My cube didn't fizzle this time, so perhaps I just jumped too enthusiastically the first time. Also found out what the hollow square leads to, but didn't see any use for it. Maybe I did something in an unintended way. Still have no idea what the underwater world portal is for.
I got more confused after getting the first cube than I was on the last version. There's a new portalable panel, but it only leads to the retractable platform, and fizzles my cube when I go through. I finally found a way to place a funnel on the high wall panel and then I do the jump I did before. Is that right? The hollow square has indicators which light up when I push the button in the cube room and then they go out when I place my first cube. So I never found out what that was about. I appreciated the new panel to make getting back into that room easier. There's a new world portal under water in the far right corner as you enter, but it didn't seem to lead anywhere; maybe its tied in with the hollow square. I'll have to investigate that more. The music was pretty groovy and the new sound effects were nicely done. The map felt more complex and multi-layered this time -- which I think is a good thing. Some of the labels baffled me, though. Why is there a one-dot on that platform? I never found a corresponding one-dot like there was for the two-dot. And one-dot usually indicates the first stage of a multi-stage puzzle, but as far as I can tell, it has no role in the puzzle. And why is there an exit door sign in the funnel room? Overall, I think this is an improvement, but the labeling really threw me off more than it helped.
EDIT: OK, after more investigation, I found out why that platform is labeled one-dot and I found its corresponding button. My cube didn't fizzle this time, so perhaps I just jumped too enthusiastically the first time. Also found out what the hollow square leads to, but didn't see any use for it. Maybe I did something in an unintended way. Still have no idea what the underwater world portal is for.
Quote from Wanderer2021 on June 2, 2012, 5:50 pmCould you send me a recording of your run? It definitely seems I've overlooked a lot of things this time. I'm most curious to how you managed to get the first cube without using the hollow cube.
So far the jump method you used the first time for the first cube is currently wrong. I also realized that by leaving the top most portable wall alone, it lets you access the first panel mildly early. I won't say its bad, but its not intended either. As to the underwater world portal, that is part of the intended route to get off the top of the tower, though it seems the fizzler to that section is causing problems. I'll be removing the prop fizzling ability of that field come next update. It'll act more like a different fizzler that is part of the maroon room, though since you hadn't been solving the map the intended way, you've yet to see it.
Could you send me a recording of your run? It definitely seems I've overlooked a lot of things this time. I'm most curious to how you managed to get the first cube without using the hollow cube.
So far the jump method you used the first time for the first cube is currently wrong. I also realized that by leaving the top most portable wall alone, it lets you access the first panel mildly early. I won't say its bad, but its not intended either. As to the underwater world portal, that is part of the intended route to get off the top of the tower, though it seems the fizzler to that section is causing problems. I'll be removing the prop fizzling ability of that field come next update. It'll act more like a different fizzler that is part of the maroon room, though since you hadn't been solving the map the intended way, you've yet to see it.
Quote from Wanderer2021 on June 2, 2012, 7:13 pmOkay, I see where the paths deviated. Moreover, I see now that the one dot indicator trigger is hidden too well for players and can be completely ignored. I shall fix this so players can locate it a bit more easily, as well as block off the unintended path for the first cube.
[Edit]
And updated once again. It should now be impossible to bypass the one dot button, which has been converted to the two dot since its activated later compared to the platform that opens up in the water. I removed the cube fizzling portion of the top most fizzler and changed the mat to indicate as much(its now the blue fizzler mat from underground vs the green from the main facility). Also did some lighting changes to help lead players a bit more, as well as some sound adjustments so the harmonious tones don't blow out your ear drums.
Okay, I see where the paths deviated. Moreover, I see now that the one dot indicator trigger is hidden too well for players and can be completely ignored. I shall fix this so players can locate it a bit more easily, as well as block off the unintended path for the first cube.
[Edit]
And updated once again. It should now be impossible to bypass the one dot button, which has been converted to the two dot since its activated later compared to the platform that opens up in the water. I removed the cube fizzling portion of the top most fizzler and changed the mat to indicate as much(its now the blue fizzler mat from underground vs the green from the main facility). Also did some lighting changes to help lead players a bit more, as well as some sound adjustments so the harmonious tones don't blow out your ear drums.