[SP] Workaround
Quote from Jane_Doe on August 12, 2011, 6:39 pmNOW RELEASED - Tweaks to various elements(after feedback), some sound added, and a New Area
Mostly dealing with a map broken by decay (necessitating working around blockages and failings) - and a chance to learn more about lighting and scenery for me.
Now Released, so comment on it there please:
WorkaroundFile Name: Workaround_R1.zip
File Size: 3.07 MiB
Click here to download Workaround
NOW RELEASED - Tweaks to various elements(after feedback), some sound added, and a New Area
Mostly dealing with a map broken by decay (necessitating working around blockages and failings) - and a chance to learn more about lighting and scenery for me.
Now Released, so comment on it there please:
Workaround
File Name: Workaround_R1.zip
File Size: 3.07 MiB
Click here to download Workaround
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from josepezdj on August 12, 2011, 10:46 pmPotential good map. There are a pair of things that are useless:
1. [spoiler]The square-shaped red button where the turrets are, supposedly for getting the hard light bridge. You can easily get the light bridge through the broken glass on your right side.[/spoiler]
2. [spoiler]The square shaped red button in the second room. I don't really know if I didn't do in the intended way, or I missed one cube or... I don't know how you want the player to finish it... but I had to finish it this way:[/spoiler]
[spoiler]
[/spoiler]
[spoiler]One redirecting cube in the main room poiting to the opossite corner in the second room (this is the only place where you can get the desired angle), and the other redirecting cube in the second room poiting towards the 2 targets. Then, as there was not any other cube, I couldn't activate the stairs to the exit, and it was not reachable, except by painting a bit of blue on the ground and jumping.[/spoiler]I hope my comments helped you somehow! Cheer up!
And thanks for mapping
Potential good map. There are a pair of things that are useless:
1.
2.
I hope my comments helped you somehow! Cheer up!
And thanks for mapping
Quote from Jane_Doe on August 13, 2011, 5:55 amThanks for the reply josepezdj - I see you solved the map exactly as I intended.
The reason the map is called Workaround is because those elements you mentioned are broken/useless. This makes the player have to find alternative solutions - which is exactly what you did.
[spoiler]The window is broken to let you bypass the overgrown area, and the first half beam can be redirected to replace the one blocked off by the fallen tiles - though you have to bounce out with a well-placed blob of gel - like you did ^^[/spoiler]
I'm not sure if this idea will make folks pleased they overcame the damage or bothered by the redundant items - I hope you liked the setting of it all, anyway
Thanks for the reply josepezdj - I see you solved the map exactly as I intended.
The reason the map is called Workaround is because those elements you mentioned are broken/useless. This makes the player have to find alternative solutions - which is exactly what you did.
I'm not sure if this idea will make folks pleased they overcame the damage or bothered by the redundant items - I hope you liked the setting of it all, anyway
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from josepezdj on August 13, 2011, 12:33 pmHehehe... well, it's in fact funny the way you have for approaching to the map creation, and of course tricky. Anyway, people don't use to like those useless elements. My suggestion is that you break them in the first use of them (as it happens many times in the original game because of Glados' special sense of humor) in order to clarify about your intentions... give it a think.
Btw, I forgot to mention:[spoiler]even though your intentions is to force the player to think all around and find solutions, I spent much time until I found the laser target that removes the emancipation fields of main room! at least place a symbol near that...[/spoiler]
Anyway, I enjoyed. And no bugs to report btw.
Hehehe... well, it's in fact funny the way you have for approaching to the map creation, and of course tricky. Anyway, people don't use to like those useless elements. My suggestion is that you break them in the first use of them (as it happens many times in the original game because of Glados' special sense of humor) in order to clarify about your intentions... give it a think.
Btw, I forgot to mention:
Anyway, I enjoyed. And no bugs to report btw.
Quote from Jane_Doe on August 13, 2011, 2:04 pmThat's a good idea, I'm not sure how to do it, but I'll surely see if I can break at least that last button - anyone know what signage would represent emancipation grids, though?
That's a good idea, I'm not sure how to do it, but I'll surely see if I can break at least that last button - anyone know what signage would represent emancipation grids, though?
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from awkisopen on August 13, 2011, 3:22 pmI did a quick gameplay video of the map so far. I thought this map was a lot of fun to play and had several enjoyable "A-HA!" moments.
A few notes:
Notes
[spoiler]1. It's very possible to defeat the turrets (1:53) without using the blue gel. Doing so on my first playthrough robbed me of a BIG hint towards the solution.2. Despite the name of the map I spent a lot of time trying to figure out how to activate the stairs along with the lasers. Maybe showing the stairs as broken or unusable, as you did with the second laser, would help?
3. A small visual thing - playing on low graphical settings makes the first room (0:07) look like half the floor is solid yellow. It wasn't until I rendered my video in Source Recorder that I could see it for what it really was - semitransparent liquid.
4. It's possible to coat the surface you launch off of to get the second cube (0:35) a bit too close to the edge - and if you do so it bounces you up instead of forward.
5. Could you give us a sliiiightly bigger space to stand on (1:00)? In my first playthrough I kept slipping off to my doom!
[/spoiler]
I did a quick gameplay video of the map so far. I thought this map was a lot of fun to play and had several enjoyable "A-HA!" moments.
A few notes:
Notes
2. Despite the name of the map I spent a lot of time trying to figure out how to activate the stairs along with the lasers. Maybe showing the stairs as broken or unusable, as you did with the second laser, would help?
3. A small visual thing - playing on low graphical settings makes the first room (0:07) look like half the floor is solid yellow. It wasn't until I rendered my video in Source Recorder that I could see it for what it really was - semitransparent liquid.
4. It's possible to coat the surface you launch off of to get the second cube (0:35) a bit too close to the edge - and if you do so it bounces you up instead of forward.
5. Could you give us a sliiiightly bigger space to stand on (1:00)? In my first playthrough I kept slipping off to my doom! ![]()
Quote from Jane_Doe on August 13, 2011, 5:42 pmThat's brilliant awkisopen, thankyou for posting that - wierd to see someone else running around a map I made!
Especially odd to see a whole other solution to the second set of turrets [spoiler]- I was thinking they were for burning with the beam. As you say though, you perhaps don't realise what the gel does in the second half that way. ^^[/spoiler]
I replied to josepezdj about the last box button - when I've time I'll break that better - so to speak.
As for the first puddle of water, I'm not happy with that opening corridor anyway, but thanks for the heads up about how low-end machines handle such stuff.
Reality will keep me from tinkering for a bit, but i hope I can address both your points with an update soon - meanwhile thanks again for showing my little map in action.
That's brilliant awkisopen, thankyou for posting that - wierd to see someone else running around a map I made!
Especially odd to see a whole other solution to the second set of turrets
I replied to josepezdj about the last box button - when I've time I'll break that better - so to speak.
As for the first puddle of water, I'm not happy with that opening corridor anyway, but thanks for the heads up about how low-end machines handle such stuff.
Reality will keep me from tinkering for a bit, but i hope I can address both your points with an update soon - meanwhile thanks again for showing my little map in action.
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from awkisopen on August 15, 2011, 7:37 pmI meant to record another quick playthrough to show off the update [spoiler]and another way of killing off the turrets at the end[/spoiler], but I ended up breaking the map instead! Whoops!
Could you give us some water, please?
I know it's a pretty obscure thing I did but it does make finishing impossible.
Edit: D'oh! I just realized that I can destroy the cube and drop a new one instead. Yes, it took me hours to figure that out for some reason.
I meant to record another quick playthrough to show off the update
Could you give us some water, please?
I know it's a pretty obscure thing I did but it does make finishing impossible.
Edit: D'oh! I just realized that I can destroy the cube and drop a new one instead. Yes, it took me hours to figure that out for some reason.
Quote from Jane_Doe on August 27, 2011, 10:57 pmA map in the Destroyed style, and consequently involving malfunctioning/overgrown/broken elements.
Not everything in this map works toward the solution, even though it may have been part of the original chamberAnyway, a chance for me to work on lighting, scenery and sound as much as anything.
All intelligible comments are very welcome
Revision R1b:
Thanks already to folk pointing out an exploit in the last area - since fixed @ 16:00 GMT 28/08
Also a potential trap alluded to by xdiesp in the unlit area opened by the first box-button - fixed @ 12:15 GMT 29/08Revision R1c:
Altered the second chamber to negate the obvious (Once Portal2Two had shown it) easy way to deal with the turrets there - talk about blinded by your own routine! - fixed 18:00 GMT 31/08File Name: Workaround_R1c.zip
File Size: 3.07 MiB
Click here to download Workaround
A map in the Destroyed style, and consequently involving malfunctioning/overgrown/broken elements.
Not everything in this map works toward the solution, even though it may have been part of the original chamber
Anyway, a chance for me to work on lighting, scenery and sound as much as anything.
All intelligible comments are very welcome
Revision R1b:
Thanks already to folk pointing out an exploit in the last area - since fixed @ 16:00 GMT 28/08
Also a potential trap alluded to by xdiesp in the unlit area opened by the first box-button - fixed @ 12:15 GMT 29/08
Revision R1c:
Altered the second chamber to negate the obvious (Once Portal2Two had shown it) easy way to deal with the turrets there - talk about blinded by your own routine! - fixed 18:00 GMT 31/08
File Name: Workaround_R1c.zip
File Size: 3.07 MiB
Click here to download Workaround
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from BlumCoLe on August 28, 2011, 7:26 amTHX for mapping!
Great, but: I can survive goo for a short time. ...make it purposely?
THX for mapping! ![]()
Great, but: I can survive goo for a short time. ...make it purposely?












