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[WIP] CG's Companion Cube Rescue Mission

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Room 6 is not finished yet so laser relay does nothing as stated at the top.I think it would be cool if you needed only 5 to finish and exit but if you get all 6 it unlocks a secret huge map that the elevator would take you to instead of just back to main screen as it would with only 5 cubes.

Alright, first of THANKS ALL FOR TESTING! It is very much appreicated! You all get cake in my book.

Area 5 being unsolvable: Holy shit, you are RIGHT! Ok it turns out that what is overlapping area 5's KEY portal surface is the EXIT LIFT instance, and not the other test chambers. I was very careful not to let the test chambers overlap but I totally forgot about how damn big the exit lift instance is.
You are all right area 5 is completely impossible, but it is an easy fix.

and SORRY BOUT THE AUTOSAVES!! If you have played my other maps you will no that I DO KNOW TO USE THEM. And I already know exactly where to put them too. They just didn't make it into this version.

baca25 wrote:
Ok. Just going over the map, ppl might have said this stuff already... I demand autosaves each time a cube goes into that scanner. In room two, when I jumped before I fell into the portal I overshot the third catapult. When I didn't jump it was fine. Might want to put something that keeps us from jumping.

good idea. Ill lower the ceiling there and make the catapult triggers wider.

baca25 wrote:
six was not hard to solve with the laser, so you might as well add it, but you need to make the companion cube higher, because you can just stack the other two boxes to get it.

Okay so I should add extra layers to puzzle 6. And yeah the extra elment sI was going to add to area 6 would have made the cube unreachable by the stacking method.

baca25 wrote:
I also followed the 5 cubes down the shaft and got stuck down there. Looks were good, but I think you might as well make us do all 6 rooms because none of them were too hard.

[/quote]
okie then so I forgot to block off the incinerator shaft sue me =/ Im actually going to put glass there so players cant grab them as they fall in.

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jamesf141 wrote:
I know I'm jumping in on someone else's points here, but I do think getting all six cubes should unlock something new, because getting all six is bloody hard! Although this might be because I couldn't complete room 5, either; I really couldn't see any other portal surfaces than the main two, and the turret killed me too quickly, limiting the number of vantage points I could get a look at the room from.

the idea behind the first part of puzzle 5 is that you HAVE to use a portal and look through it like a window in order to see the next portal surface. But since I totally fucked up with the overlapping walls, it is impossible so hard to guage.

jamesf141 wrote:
Putting room five to one side for the moment, this is a nice map of easy-medium difficulty that I can honestly say I can't wait for the final release of! The scanner was delightful; that it rejects cubes other than companion cubes was brilliant. I loved most of the challenges; the aerial faith plates over goo were great fun and provided a brilliant twitch-reaction puzzle that didn't end in death with failure every time.

thanks. Actually I let a gap above the fizzler in area 2 so if you do fail you can still portal your way back.

jamesf141 wrote:
However, there are several parts that are too dark - the lighting in some places needs to be turned up a bit. Or even be present - there were a couple of the entry corridors that were too dark.

yes, I know the corridors and the entry are a bit dark. I was going to leave the entry that dark for nice stark shadows, since there really isn't much to the little intro room. As for the between area corridors, MOST of them need light panels, was lazy and didn't put them in yet. I also might break apart some of them and make them more interesting. but ptobably not =/

jamesf141 wrote:
There is also the issue of the fifth room being very difficult - can you either make it easier, or post a video of the solution? (if you already have posted the video of the solution, I apologise for being a tad lazy this morning and not checking.)

fifth room is impossible. And no, I didnt post solutions (they would be in the form of replay demos)

jamesf141 wrote:
And WHAT does the laser_relay do in the sixth room? I couldn't see a use for it.

I was going to use it to make area 6 more complicated. I apologize for leaving it there in this release, I really should have hidden it before compiling.

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andyb wrote:
Room 6 is not finished yet so laser relay does nothing as stated at the top.I think it would be cool if you needed only 5 to finish and exit but if you get all 6 it unlocks a secret huge map that the elevator would take you to instead of just back to main screen as it would with only 5 cubes.

hmm secret huge map? thats na idea. Honestly, all I was going to do if you unlocked all 6 chambers was to make it drop the 6th cube down to you so you can pick it up, but I was gonna have it play music and have party confetti particles comming from it.

Unlocking an entire new area is a good idea although it would be a ton of work =/

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shawy89 wrote:
I think you should make Room 6 mandatory. It was great, the best puzzle in the map by far.

Okay, as it stands I would leave it in. But I was going to make it more complicated.

shawy89 wrote:
I took 2 cubes from that room but good to know that the non-companion cube just got fizzled. So it's no issue that you can take multiple cubes.

yeah, I cant believe one poster thought that I actually made a mistake by doing that. I WANT The players to find stuff to pick up and take to the scanner! I made a VERY complicated set of triggers to scan each type of item, I mean it IS a scanner, so it CAN tell what you send through.
[/quote]

It could be something you work on over time and add to this one.Hell take 6 months and make a whole 20 chamber surprise if they get all six.Just cant to it unless you solve the first 6.I thought it was a good idea and I dont recall seeing that in any portal maps,just HL2 maps

yay chamber 5 solveable. I took the turret out of the room and scanned it before I got the cube.

Spoiler
went back in the room and the turret was there again (thinking thats strange)and then I had the Aha moment and got the cube. Nice job

"I am not a Marshmallow"

Please, PLEASE add autosaves as soon as possible. I will then be able to test it properly.

hey im found some bugs i will share them with you:

gompasta wrote:
Please, PLEASE add autosaves as soon as possible. I will then be able to test it properly.

so... its too hard to quicksave? fine.

I enjoyed this map, rooms 5 and 6 being my favorites. The best puzzle was in room 6 by far. The flings are fun, too, but I have to admit I didn't finish room 1. I'm sure I would have been able to, but once I had the other cubes I decided to skip that one. I like the concept of being able to skip any one room, or come back to it later. Oh, and the hub is nice. I like how the doors are in various places instead of just along the wall.

Two suggestions:

-It seems like maybe the damage on the turret is cranked up. I was surprised it killed me so fast. Maybe turn it down a smidge?
-Your destroyed theme looks nice overall, but in some rooms (e.g. room 1) the walls are a bit busy with so many different textures.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

Great job so far. I didn't get stuck on any of the puzzles and it looks pretty nice so far. The hub-type puzzle is different from the more linear type puzzles you usually see and it was good change. Have to say that is the first use I've ever had for a

Spoiler
dead turret
and that made me have an epic aha moment. The scanner was brilliant but I almost cried when my pile of companion cubes went into the incinerator :'(!!!

Again there's a couple of things you can improve:

  1. I would suggest you make some kind of master/large chamber which incorporates each of the smaller puzzles so there is a point to solving all the puzzles. (This is optional, just a suggestion).
  2. Honestly I don't think there is enough companionship with the companion cubes when you finally get them. For example: in Chamber 5, instead of having stairs you could make the player use the companion cube to jump on and retrieve again so you can get back through.
  3. Try changing the texture of the water as I thought it was toxic and panicked when I touched it.
  4. The lighting needs a little more of a kick-up. It is a smidge too dark in areas.
  5. Make use of area portals in your airlocks, this will improve performance greatly. (You can smite me if you already have).
  6. Honestly the ambience didn't really make sense to me. Try changing the volume down of the birds a bit.

Other than that good job CrazyGuy, will like to see the final product.

?????????????????????????????TWP Releases | My Workshop

Thanks for testing!

chickenmobile wrote:
The scanner was brilliant but I almost cried when my pile of companion cubes went into the incinerator :'(!!!

yeah more to come on that later. I actually have a whole bunch of GLaDOS lines to go with it, a funny sort of side story about companion cubes being negleted, and a surprise at the end. Of course, the means that I will have to use more game text

chickenmobile wrote:
Again there's a couple of things you can improve:
[*]I would suggest you make some kind of master/large chamber which incorporates each of the smaller puzzles so there is a point to solving all the puzzles. (This is optional, just a suggestion).

not sure what you mean by this, I cant really make them all one big chamber cause you'd be able to cheat by using companion cubes from other areas. Right now, once you get the C. Cube out of the room, all the other lock until you put it into the scanner. The instant it goes in the scanner port and hits the bend, the other rooms unlock.

chickenmobile wrote:
[*]Honestly I don't think there is enough companionship with the companion cubes when you finally get them. For example: in Chamber 5, instead of having stairs you could make the player use the companion cube to jump on and retrieve again so you can get back through.

absolutely this is a great idea, didnt think of it and I myself am not really happy with those stairs there, they dont make that much sense.

chickenmobile wrote:
[*]Try changing the texture of the water as I thought it was toxic and panicked when I touched it.

yeah I don't get a whole lot of water textures to use. The other ones just looked brown and equally toxic. They are labeled as water tho, not the toxic slime and that does look different. Ill try a different one though. Are you referring to the water in the hub or the water in area 4?

chickenmobile wrote:
[*]The lighting needs a little more of a kick-up. It is a smidge too dark in areas.

any specific areas you mean? I know the halls and the exit need light, but I Thought he chambers were well enough lit.

chickenmobile wrote:
[*]Make use of area portals in your airlocks, this will improve performance greatly. (You can smite me if you already have).

I did. Im no noob mapper, even my very first one had them. Problem was they weren't opening and closing with the doors, even though I used that property that says "name of linked door" but that doesn't seem to do anything so I guess ill have to use "onopen" and "onclose" triggers on each door.

chickenmobile wrote:
[*]Honestly the ambience didn't really make sense to me. Try changing the volume down of the birds a bit.

I don't think I can turn down the volume on any individual part of the ambiance without editing the soundscape script, since I used an env_soundscape and they dont have any volume control properties at all that I can see. Also, that soundscape i will only use in the hub area, I will setup soundscapes for each individual chamber. I had planned that from the beginning, but thats one of those finishign touch things you do towards the end.

chickenmobile wrote:
Other than that good job CrazyGuy, will like to see the final product.

thanks! Dont worry it will be more polished with more cool broken up stuff and other touch ups. But im glad to see everything works fine and there isnt too much trouble except with the faithplates in area 2, which is fixable.

Im going to make area 6 optional but make an acheivement thinggy if you get all 6 (not a whole other area like adair suggested cause come on... lol)

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