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[WIP] [WIP] lateravilla.

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I need some info. This level is a new version of my second map, but it?s not finished, yet.

Description:
-there are 4 chambers with different difficulties.
-i used the tractor beam, mostly
-You got cubes from each of this chambers.
-There is a laser relay romm ( Control and finish room ) it is nearly in the center of the chambers
-i have use trigger_mutiple to disable all ther chamber funtions, even they enabled in the control room for reducing joggle.

My questions:
1 Are any lights too dark or bright.
2 Is the map or puzzle complex
3 How can i put touchable furnitures in the map.
4 are there texture mistakes
5. Is the game stopping, freezing or jogling
6 do you mean, i need to put in more overlays to help
7 i need a walkthrough from someonelse

please accept my enlish ^^
i understand german language if you can speak in german

please give a review in fact the highness and look, because i want to make a vila with pool, rooms, furniture etc

File Name: 2mapstart.7z
File Size: 1.2 MiB
Click here to download lateravilla.

Hey this map is definitively better than the previous version :thumbup:

There are however still some issues:
1) The first door is missing a proper doorframe (you can download my doorframe/funnelframe prefab and just use that :) 2 minutes work, looks a lot better :))
2) The first white surface has 2 checkerboard patterns, the one near the door is stretched.
3) The big black textures in the first room are misaligned
4) The fizzler has no fizzler-emitters
5) The oblique(?) wall has really strange fizzlers on them
6) The countdown doesn't count down.
7) The trigger between the relay room and the funnel room doesn't always work right
8) The door between those two rooms have a piece of wall sticking out 2px
9) Your faithplates don't make sound
10) The glass around the higher water pit looks odd.
11) In the room with two cubes the fizzler looks odd, they need funnel emitters ;)
12) The white wall sticks out of the ceiling in that room ;)
13) The floor between the first room and the 3 deadly laser (pretty annoying they're deadly btw ;)) sticks out 1 pixel compared to the thing that's in front of it.
14) Redirecting a laser through the black wall where the laser catchers are in. Resulted in a laser going right through the wall o_O
15) Is it intended that you solve the laser relay puzzle with 5 cubes? ;)

Sounds pretty bad, but the map is actually quite fun to play, though I think it's odd that the first puzzle starts at the end of the level ;). If you fix the points I gave you I'd say it's an 4/5 map :)

~Lp

thx ipfreaky
1)can you give me the link for your download.
4)last time i had the same problem, but i can?t find fizzler emitters :S
What is that ? Do you mean the two things, where the lasers come out.
the same question for funnel emitters ( i think that?s the same)
5)I just can change the fizzlers on the oblique wall on the ceiling .
the second wall is not portalble if the fizzler is not cutted in many pieces, because
its border won?t be oblique. its like an aura but cutted the range get smaller
I can align them, only, but the cuts wills stay
13)to be deadly is their isssue ^^ but i think i have too change them, because people think they have to use them for the relay room. do you now any alternativ ?
14)i don?t understand this point. i have no laser catcher ? you mean the relay room, but which wall?
15) Yes

ok i will put sounds for the faithplates. is there anything else in relation with sounds ? i want to use glados voice but the fact you can?t here them in hammer for preview makes it ...

Hello there,

I'm gonna do a playtrough @ http://www.twitch.tv/bruzag_nl

I'll answer whatever i can on your questions afterwards, but im not a mapper so... especially questions related to that i wont be able to answer

Gotta run now, ill answer later,

heres the vod: 1h15min long... yes i feel stupid!
Great map, appart from a couple of annoyances and whatnot

http://www.twitch.tv/bruzag_nl/b/300314734

Now that i'm back i think i've answered most of the questions in the video...
The lighting seemed fine btw, since i didnt specifically answered that

i have wach your video ^^ Ok thank for the time you spend. I have see a lot of things to make correctly. Now i speed up and try to fix up some mistakes. I lost time by watching ^^ Half an hour and i finished i think...

Alright, I took a bunch of notes for you. Hope this helps.

General Issues
-Large black tile ceiling textures misaligned in rooms labeled "one dot", "two dot" and "three dot"
-laser cube, when painted blue, bounces across water surfaces everywhere (perhaps intentional? see Room Labeled "Three Dot")
-Lights are almost universally too bright I would say, particularly noticeable when looking at just about any white surface - the textures are so washed out
-The level as a whole is still looking pretty rough, I won't address the aesthetics too much unless this is the "finished look" you are going for
-I think indicator lights would add some clarity to the puzzles, and some visual interest to the chamber as a whole
-If the water is going to kill you, it might as well be deep enough for you to sink all the way under

Room Labeled "One Dot" -
-Reflections on lower water pool pop around as you look over the edge from above and move around, probably an issue with cubemaps
-Are you supposed to shoot through the crack next to the glass from above to get out of that room? This feels/looks a bit sloppy. The E. Funnel wasn't on in this room when I first got there - it turned on later, but I had no reason to reenter

Laser Ramp -
-I like the lighting in this portion of the map better, but having to run up and down this long ramp holding cubes in front of you gets old pretty fast

Room Labeled "Two Dot" -
I did not use the E. funnel reverse button, and again, don't even see how I could - a box pressing it essentially just makes the E. funnel non-functional, switching rapidly between orange and blue
-Using the light bridge to block the path of the flying cube is very cool, especially if you actually did need to put it at an angle and direct it somewhere in particular (I was just blocking it and trying to catch it, which worked after a couple tries)

Entryway room -
-Aerial Faith Plate launches you upward into the E. Funnel if you don't "mount" it just right
-never used the orange gel, and I don't even see how I could... is it just there to paint the cubes and be annoying?
-The light bridge and E. funnel are only operational when you are standing within the confines of the room, this is potentially confusing for puzzle solving, if you only look into the room from the outside and see that they are still not on (this also applies to "two dot")

Room Labeled "Three Dot" -
-There is a sign by the ramp that seems to indicate that you can clean the paint off of a cube, but I could find no way to do this
-Is the intended solution that you fall through the ceiling onto the (blue-gelled) ramp, grab the cube as you bounce, then throw it over the glass at the apex of your jump? My main concern with this is that when placing the cube at the top of the ramp for grabbing (if you've painted the whole ramp blue), you have to slowly bounce your way up to the top of the ramp, and if it's not in just the right position you have to do it again...
-Was your intention to make people bounce on the angled overhang, off the opposite wall, and then land next to the box dropping button? this works pretty well, but it's easy to just fall from the ceiling to the top of the glass wall, then jump down from there (this even seemed appropriate, after you made me land on a glass wall in "one dot")

The Hub (laser relay room) -
-That is an interesting "issue" with the wall not keeping portals if you put the E. grille at an angle in front of it, I'm not sure why that would be the case... (see Edit below)
-The relays on the wooden platform are slightly higher, and actually block the path of the laser coming from a cube if you are holding it. This, combined with the different appearances of the relays, had me thinking that the black relays in the center were actually dead ends for the laser for a good while.
-I also used 5 boxes to solve this (which required more running on the laser ramp :boring: )

I hope all of this was beneficial. I think your map could use a lot of polishing, but it's got potential to be a very cool experience!

Edit - I see what you mean about the angled fizzlers removing portals behind/around them. Perhaps a metal grate would serve the same purpose and look slightly nicer? I haven't thought that all the way through, but they do block light bridges, if that matters.

Get the latest version of:
Climbing Companion

guck:
1) Frames prefabs
4) either a prop_static with models/props/fizzler.mdl as model or a
prop_dynamic with models/props/fizzler_dynamic.mdl as model ;)
5) ok ;)
13) to be honest: I don't get their point at all ;)
14) let me grab a screenshot...
15) =D

KBG.In the room with blue gel the cube comes out on its own while bouncing if you cover it in gel.you just have to catch it.The blue gel also

Spoiler
allows you to get to the cube button by applying it to the angled surface and wall.Also no need to run up and down the ramp.Portal over is way simpler.The orange gel will wash off the blue gel and make it easy to slide it down the ramp for the 1 time you need it.
.Map is way better than previous versions just dont think you played the intended way.Give him a video to see what you did and he can correct it id you have time.

In my own opinion I think the start should be moved back to the laser room as I always go for the first puzzle and never look at the "dots/numbers".This map must be done in order or half the things dont work.Speaking of not working.In laser room once you have activated the beams you cant tell if they are on in room 1 or not until you walk to the door way and they come on.You should be able to see them from anywhere so you get an idea of WTF is going on
.

Oh, ok. That makes sense for the

Spoiler
orange gel to be used that way. I got the cube out by painting it blue, but never painted it orange so it was useless. Then I got it out my way as well. I got the part about bouncing off the angled wall, but only after I had already done it the other way. I was running up and down the ramp to retrieve cubes, but painting them orange probably takes care of that too.

Get the latest version of:
Climbing Companion

I think that for the sake of confusion it's better to remove the orange gel and make it water ;)

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