[WIP] [WIP] 1971
Quote from iamafractal on June 18, 2011, 5:55 pmlet us know when a working version is up... so far what i see here isn't working.
let us know when a working version is up... so far what i see here isn't working.
The cake is a PI
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I'm up for coop games & beta testing your maps...
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Quote from The_Rabbit42 on June 18, 2011, 6:29 pmA working version should now be available.
I just downloaded the current version, and it works (starting in the intro elevator). Hopefully that is the end, and anyone who (re)downloads it form this point on will have a working copy. I apologize for repeatedly fucking this up.
A working version should now be available.
I just downloaded the current version, and it works (starting in the intro elevator). Hopefully that is the end, and anyone who (re)downloads it form this point on will have a working copy. I apologize for repeatedly fucking this up.
Quote from RubyCarbuncIe on June 18, 2011, 9:25 pmI didn't find myself stuck anywhere so i guess I got the fixed version, anyway this was an excellent map you captured the 1970's style well. I liked how the exact same gel spawns were used all the time despite how far away from them the player is. My only con was that one part close to the end had a tilted panel and it took me awhile to get that part of it right so I continuously had to climb up the stairs over and over, but that's just a personal thing I came across, nonetheless it was a great map.
I didn't find myself stuck anywhere so i guess I got the fixed version, anyway this was an excellent map you captured the 1970's style well. I liked how the exact same gel spawns were used all the time despite how far away from them the player is. My only con was that one part close to the end had a tilted panel and it took me awhile to get that part of it right so I continuously had to climb up the stairs over and over, but that's just a personal thing I came across, nonetheless it was a great map.
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]
Quote from Tyronis3 on June 18, 2011, 10:36 pmIf you put a poral on the tilted panel in the gel area, and use the speed gel to get momentum, you can bounce off the blue gel and get into the elevator without solving any of the puzzle.
If you put a poral on the tilted panel in the gel area, and use the speed gel to get momentum, you can bounce off the blue gel and get into the elevator without solving any of the puzzle.
Quote from Kiavik on June 19, 2011, 2:08 pmReally great map! but
Tyronis3 wrote:If you put a poral on the tilted panel in the gel area, and use the speed gel to get momentum, you can bounce off the blue gel and get into the elevator without solving any of the puzzle.Yeah, what he said. You can solve it by putting a fizzler in front of the tilted panel with a button to deactivate it in the last chamber before "The jump"
Really great map! but
Yeah, what he said. You can solve it by putting a fizzler in front of the tilted panel with a button to deactivate it in the last chamber before "The jump" ![]()
Quote from The_Rabbit42 on June 20, 2011, 11:00 amKiavik wrote:Tyronis3 wrote:If you put a poral on the tilted panel in the gel area, and use the speed gel to get momentum, you can bounce off the blue gel and get into the elevator without solving any of the puzzle.I'm not sure exactly how you mean. Are you talking about creating an orange runway and using it to fling yourself out of the knocked over tower on the far wall? Or flinging yourself out of the downward-facing panel on the yellow support tower? I haven't been able to replicate either. I went out of my way to design against having enough momentum at the start to fling yourself across the sphere to bounce into the exit.
I'll fix this in the next update.
I'm not sure exactly how you mean. Are you talking about creating an orange runway and using it to fling yourself out of the knocked over tower on the far wall? Or flinging yourself out of the downward-facing panel on the yellow support tower? I haven't been able to replicate either. I went out of my way to design against having enough momentum at the start to fling yourself across the sphere to bounce into the exit.
I'll fix this in the next update.
Quote from jskinnerphoto on June 22, 2011, 7:43 pmGreat map. Just the right amount of challenge, and what a great ending.
Great map. Just the right amount of challenge, and what a great ending.
Quote from The_Rabbit42 on August 11, 2011, 10:49 pm1971 has been updated. Apologies for taking so long with this. My free time has been limited at best. Some changes:
* Several cosmetic improvements have been made.
* The exit elevator can no longer be entered without solving any of the puzzle.
* The down-angled tower panel has improved handling of momentum.
* The final room has been slightly modified to reinforce my desired solution. The player can no longer use repulsion gel to simply bounce straight up and down onto the angled wood panel, launching themselves across the gap. Anyone who solved the puzzle this way might want to try the new version.As always, let me know if you encounter any problems.
1971 has been updated. Apologies for taking so long with this. My free time has been limited at best. Some changes:
* Several cosmetic improvements have been made.
* The exit elevator can no longer be entered without solving any of the puzzle.
* The down-angled tower panel has improved handling of momentum.
* The final room has been slightly modified to reinforce my desired solution. The player can no longer use repulsion gel to simply bounce straight up and down onto the angled wood panel, launching themselves across the gap. Anyone who solved the puzzle this way might want to try the new version.
As always, let me know if you encounter any problems.
Quote from ForbiddenDonut on August 12, 2011, 6:56 amAnother addition to the empty shelf of Old Aperture maps! Seriously, we don't get enough of them around here.
An interesting assortment - involves many map-scaling jumps (both horizontally and vertically) and repeated use of both gels. A nice outdoor aesthetic with only a few problems: it was difficult at times to understand what exactly the switches were doing. Perhaps an indicator light or, for the longer distance actions, a simple red/orange decal arrow on the floor, might drive the attention to home a bit more.
Also, for the final room (before the [spoiler]finale jump[/spoiler]), I managed to cross the gap without using the tilted board by slathering the place with propulsion gel and a speck of repulsion gel at the end.
Lastly, the pipes were acting visually weird to me - instead of the normal brown/sand color they normally have, it was this hideous white color. I'm not sure if that's a cubemap error or something with using the lod pipes.
Keep up the good work.
Another addition to the empty shelf of Old Aperture maps! Seriously, we don't get enough of them around here.
An interesting assortment - involves many map-scaling jumps (both horizontally and vertically) and repeated use of both gels. A nice outdoor aesthetic with only a few problems: it was difficult at times to understand what exactly the switches were doing. Perhaps an indicator light or, for the longer distance actions, a simple red/orange decal arrow on the floor, might drive the attention to home a bit more.
Also, for the final room (before the
Lastly, the pipes were acting visually weird to me - instead of the normal brown/sand color they normally have, it was this hideous white color. I'm not sure if that's a cubemap error or something with using the lod pipes.
Keep up the good work.
Quote from The_Rabbit42 on August 12, 2011, 10:13 amForbiddenDonut wrote:It was difficult at times to understand what exactly the switches were doing. Perhaps an indicator light or, for the longer distance actions, a simple red/orange decal arrow on the floor, might drive the attention to home a bit more.I tried making it so that you're always looking in the general direction of whatever the switch affects, but I'll certainly look into it.
ForbiddenDonut wrote:Also, for the final room (before the [spoiler]finale jump[/spoiler]), I managed to cross the gap without using the tilted board by slathering the place with propulsion gel and a speck of repulsion gel at the end.That's... more in line with my desired solution. [spoiler]The slanted wood panel is only present to catch people when they fall. The puzzle doesn't require it. It seems I still have work to do to force players to my bidding, though.[/spoiler]
ForbiddenDonut wrote:Lastly, the pipes were acting visually weird to me - instead of the normal brown/sand color they normally have, it was this hideous white color. I'm not sure if that's a cubemap error or something with using the lod pipes.Could be either. I'll take a look at it later today. Thanks for trying it out!
I tried making it so that you're always looking in the general direction of whatever the switch affects, but I'll certainly look into it.
That's... more in line with my desired solution.
Could be either. I'll take a look at it later today. Thanks for trying it out!
