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[SP] Wrecked

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marKiu wrote:
@sicklebrick
I had to smile at 9 min... Took me some time aswell to notice that I can simply walk back through the portal :)

Don't even have to check to know which embarassing bit you mean >.<

Wow, this is a really creative and difficult map, for me anyway. I looked at the reviews and was somewhat relieved to see I wasn't the only person to spend about 30 mins or more on the test chamber. :p Anyway this is perhaps one of the best maps this site has to offer and has instantly become one of my favorites. I love the way this map progresses as the player progresses through it. Each area seemed to get more and more difficult which is what I like to see. The only bug I spotted during my run of the map was the one where

Spoiler
you could trap yourself behind the laser field
but that one was already mentioned and wasn't game breaking so that one isn't that much of a problem.

I'd have to say my favorite bit was when

Spoiler
I was in the observation room areas of the map and having to solve the laser puzzle in such close quarters.

Good luck with your future maps! May they be as creative as this one. :)

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
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]

Here's my solution. This is how I solved it on my first run.

Part1
YTrHqvn6US4

Part2
w0UqUB2_yZs

My Maps-1-2-3-4-5-

My PTI Tests-1-2-3-

Awesome... same map with extra bits to it ^^
It was all really nicely balanced, and varied; I enjoyed it as much as the hub area.

Spoiler
The laser puzzle was a good laugh, it took about half an hour to realise there was another permanent laser source, yet, having so many configuration options didn't really overcomplicate the whole thing. My only niggle was that it's a little cramped, and there's shit all over the floor but I doubt it would feel right without it.

The funnel room too was nice and difficult. Not terribly hard to execute, but it took a bit of thinking. Again, I had a ton of fun flinging stuff back and forth.
I assume you're meant to climb into the ceiling hole, jump accross to the sticking out ledge, and drop the cube from there to get it accross the acid, but it was fun flinging it nonetheless.

Here's my solution.

KKGZ-u38_eA

The first time I recorded, the button behind the fizzler was missing, but I'm guessing that had something to do with replacing the map without closing portal... no biggie, extra practice :)
A few bits are clearly unintentional, but it doesn't look like any real map breakers this time!

marKiu wrote:
Here's my solution. This is how I solved it on my first run.

Spoiler

Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

sicklebrick wrote:
Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

This one makes really weird noises. :D I saw your solution and now I know how to get the cube to the top in the funnel room... My solution felt so intended because of the timing :O

My Maps-1-2-3-4-5-

My PTI Tests-1-2-3-
marKiu wrote:
sicklebrick wrote:
Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

This one makes really weird noises. :D I saw your solution and now I know how to get the cube to the top in the funnel room... My solution felt so intended because of the timing :O

Hah, yeah, I was surprised how well the timing worked :D Looks like we both got half the solution to that one :p

Thanks for the comments RubyCarbuncIe! I'm glad you enjoyed it and had the experience I had in mind when creating the map!

Spoiler
Thanks again for the videos! Was a good watch, you both had some solutions I never intended but they worked out anyway! Especially the turret door was solved creatively. I always put a laser cube on the elevator, use that to close down the turret door and then walk past the turrets with a lightbtridge. I liked the way you got the extra laser cube in the small laser room marKiu, I always did it like sicklebrick did.

In the big tube room the intended way to get it to the top is definitely sicklebrick's way. (Letting the catapult fling it up and then standing on the floorbutton shortly for the lightbridge) But yours seems creative as well! I'll let it in. I realised a bit too late you can get the cube across the water by doing it like sicklebtick did and I can't fix that unless I remake the puzzle. You're supposed to let it drop using the vertical tube sucker but since it doesn't really change the mechanics around it doesn't really matter.

P.S What button specifically dissapeared and made you restart the map Sicklebrick? Out of interest

Wow, what a big one. The size of the file should have told me, but I was really surprised. I didn't pay attention to the time, but it must have been close to or more than an hour. Anyone who starts this should be prepared not to play another sp map in between to not to lose any quicksaves.

The look is really amazing. The map name says it all - everything is just wrecked. Broken catwalks, broken glass, muddy water, broken doors etc., very good use of all of these!

The puzzles are pretty tough, solving them meant very good satisfaction! There were a few things that annoyed me though (wall of text behind the spoiler):

Spoiler
The start was too tough for me. I could easily see the surface with the laser and the room with the button. What I couldn't see was the cracked window to the left that started the floorpanels. I had shot a lot of portals in the general direction in frustration. Then I had a look at the videos of the other guys and was even more frustrated, thinking: What the hell, I have tried to shoot the same place like they did?! Finally I saw the broken glass, but only barely. I don't know if it's my low detail setting to run the game fluently, but it was very hard to see that crack.

After that, it felt like cheating to walk towards the light bridge on the edges of the lowered bridge panels. Don't get me wrong, it's not hard to jump on them at all. It just felt incorrect to do it because usually you're not supposed to do stuff like that.

Once you've made it onto the light bridge there are a lot of places to discover and you have to test a lot which place is used to change what in the map. I liked this, but I bet there will also be a lot players annoyed by not being told where to go from there.

At the turret gap, I was able to use the first normal cube to knock down the turrets instead of using the laser activated shutter. Maybe that could be prevented by adding a fizzler in front of them?

I finally explored the higher sections. The laser puzzle there was really nice, good job! After that, on my way to the funnel room, I trapped myself behind that laser grid up there. I'm sure you know which one I mean. I think that's an absolutely unnessecary trap: Remove the laser grid and just make it a wall. If there's a laser grid, players will think it's part of the puzzle and that there's something behind it.

Unfortunately, I couldn't solve the funnel room on my own. I had seen the sucking ventilator and tried to jump and release the cube so it would be sucked in - but it didn't work. I had to look at the videos to realize a higher fling was needed for that to work. That was a bit disappointing - because my jumping had not work I was convinced that the ventilator does not actually suck up anything. Therefore I didn't even think about that fling. Maybe the sucking distance could be a bit bigger so that both ways work?

Because of my trouble, I kept exploring the room. It is possible to jump into that other sucking pipe and get stuck in there. Maybe a laser grid in front of it would prevent players from trying that?

The actual puzzle in the room was really nice, even though it took me a lot of reloading to manage the laser cube fling. It's also very good that you added those two red arrows to make this one easier for the player.

It was the final puzzle that made me realize I can use the lifting platform to activate the turret shutter. But placing the cube on it felt a bit like cheating again because the platform is so small.

But all in all, you did a great job, especially for a first try. I'd say 4/5 because of the small problems I had with it.

Motig wrote:
P.S What button specifically dissapeared and made you restart the map Sicklebrick? Out of interest

Heh.. we were close enough :p

It was the button that you moved (mah cheat button!). I think it's probably to do with me replacing v1.0 with v1.1 while the map was actually loaded. I guess there was some sort of caching error?
I checked a few times after, and it didn't make any sense.. the button has no inputs etc.
Hell I probably had sv_cheats on and hit a dodgy binding, 'cause it was there before I got through parts 2 & 3. Wouldn't worry about it :)

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