[WIP] [WIP] Gozer Bane
Quote from Forehead58 on May 31, 2011, 6:41 amPreviously titled "Gozer Bane," but the title isn't really appropriate anymore. I've redesigned a good size of the puzzle, simplified a few things, and added indicator lights.
I'm thinking about submitting this for the mapping competition. But I'd love some feedback first, so play and tell me what you think. Also any ideas for the name would be appreciated.
File Name: Unnamed.rar
File Size: 1.43 MiB
Click here to download Name in Progress
Previously titled "Gozer Bane," but the title isn't really appropriate anymore. I've redesigned a good size of the puzzle, simplified a few things, and added indicator lights.
I'm thinking about submitting this for the mapping competition. But I'd love some feedback first, so play and tell me what you think. Also any ideas for the name would be appreciated.
File Name: Unnamed.rar
File Size: 1.43 MiB
Click here to download Name in Progress
Butterfingers - http://forums.thinking.withportals.com/post86935.html#p86935
And seriously consider watching:
Let's Break This Map - http://www.youtube.com/playlist?list=PLF25FB7F63D2CBFDF
Quote from Ruien on June 1, 2011, 5:26 amI didn't catch the reference, but the map wasn't too hard. The one thing I didn't understand (and still don't completely understand) is how the panels open and close. The button in the main room opens and closes them but on a short timer. It seems there are some other triggers placed about that open and close them, but you should make those areas clear to the player so that he can formulate a strategy (since they are integral to the solution).
I didn't catch the reference, but the map wasn't too hard. The one thing I didn't understand (and still don't completely understand) is how the panels open and close. The button in the main room opens and closes them but on a short timer. It seems there are some other triggers placed about that open and close them, but you should make those areas clear to the player so that he can formulate a strategy (since they are integral to the solution).
Quote from Forehead58 on June 1, 2011, 1:21 pmRuien wrote:The one thing I didn't understand (and still don't completely understand) is how the panels open and close.I've been working on that room quite a bit, mostly because it simply doesn't feel right. Those animated panels are indeed part of what doesn't feel right. I'm not sure that I can indicate what exactly is happening to the player though. Like I said, I don't have the indicator lights up yet, but...
[spoiler]The idea is that the floor button will hold open the panels by the propulsion gel, and the timed button will temporarily open those same panels and the passageway that leads into the previous room.
Everything else is intended to be automated, but I suppose the player would be nervous to throw himself against the wall and simply trust that it will open for him.[/spoiler]Like I said, I have no idea how to make this clear though. I need [spoiler]those panels closed[/spoiler] while the player is in that second room so he doesn't backtrack. ...Or maybe.. Well, what's worse: Backtracking a bit or not seeing a crucial piece of the puzzle?
I've been working on that room quite a bit, mostly because it simply doesn't feel right. Those animated panels are indeed part of what doesn't feel right. I'm not sure that I can indicate what exactly is happening to the player though. Like I said, I don't have the indicator lights up yet, but...
Everything else is intended to be automated, but I suppose the player would be nervous to throw himself against the wall and simply trust that it will open for him.
Like I said, I have no idea how to make this clear though. I need
Butterfingers - http://forums.thinking.withportals.com/post86935.html#p86935
And seriously consider watching:
Let's Break This Map - http://www.youtube.com/playlist?list=PLF25FB7F63D2CBFDF
