[WIP] [WIP] My Beta Level
Quote from Jexim on March 13, 2012, 9:34 amOriginal name huh? So I realized I posted this wrong a while back and now I'm doing it correctly. I'm pretty happy with the playability of my level, so I figured I'd see if I could get some play testers to give me some thoughts and feed back. I'd love some first play vids and such. The level needs a lot of work as far as textures and lighting goes, and I'm currently working on that, but I wanna know if the puzzles need work or not, so I'm counting on all of you to gimme some feedback!
File Name: mylevelbeta.rar
File Size: 1.4 MiB
Click here to download My Beta Level
Original name huh? So I realized I posted this wrong a while back and now I'm doing it correctly. I'm pretty happy with the playability of my level, so I figured I'd see if I could get some play testers to give me some thoughts and feed back. I'd love some first play vids and such. The level needs a lot of work as far as textures and lighting goes, and I'm currently working on that, but I wanna know if the puzzles need work or not, so I'm counting on all of you to gimme some feedback!
File Name: mylevelbeta.rar
File Size: 1.4 MiB
Click here to download My Beta Level
Quote from Lpfreaky90 on March 13, 2012, 10:19 amAll was nice until I got to the final part:
* The fling landed me on the elevator; leaving me without the hard light bridge
* Turrets. You should really use info_placement_helpers there.
* The surface for getting to the exit was really really dark; almost impossible to spot.Some other things:
* There are some clipping issues near the lift in the ***-room
* I had the idea that I was looking at nodraw in the ***-roomOther then these issues; great job
All was nice until I got to the final part:
* The fling landed me on the elevator; leaving me without the hard light bridge
* Turrets. You should really use info_placement_helpers there.
* The surface for getting to the exit was really really dark; almost impossible to spot.
Some other things:
* There are some clipping issues near the lift in the ***-room
* I had the idea that I was looking at nodraw in the ***-room
Other then these issues; great job ![]()
Quote from Jexim on March 13, 2012, 10:31 amboth the fling and the impossibly dark panel for the final solution, have been fixed in my as of yet unfinished "polished" version of the level. There ARE placement helpers in the turret section, I'm having difficulty getting them to be effective enough there though, that whole section might get modified heavily before final release.
Thanks for the heads up on those nodraws, I'll have to take care of them.
Thanks for the input!
both the fling and the impossibly dark panel for the final solution, have been fixed in my as of yet unfinished "polished" version of the level. There ARE placement helpers in the turret section, I'm having difficulty getting them to be effective enough there though, that whole section might get modified heavily before final release.
Thanks for the heads up on those nodraws, I'll have to take care of them.
Thanks for the input!
Quote from zivi7 on March 13, 2012, 11:54 amA nice little map for starting!
LPfreaky already mentioned the glitching last elevator. I had less trouble with the dark tile for the exit fling, I think sooner or later the player will find it following the yellow exit line.
However, that last fling was impossible for me. Either I hit my head in the first portal, making me fall into the water when exiting the second one. Or I flung too far and couldn't land on the path to the exit.
A nice little map for starting!
LPfreaky already mentioned the glitching last elevator. I had less trouble with the dark tile for the exit fling, I think sooner or later the player will find it following the yellow exit line.
However, that last fling was impossible for me. Either I hit my head in the first portal, making me fall into the water when exiting the second one. Or I flung too far and couldn't land on the path to the exit.
Quote from benvent on March 13, 2012, 6:33 pmI enjoyed the map. The only issue I had is that the flings didn't seem consistent. The first time trying to go to the one dot and two dot rooms the faithplate flings left me short. Second try -perfect landing. I didn't have an isssue with the elevator like the others did because i didn't use portals to get to the three dot room. I just used the faithplate and bounced up to the three dot area. Anyway, Nice job!
I enjoyed the map. The only issue I had is that the flings didn't seem consistent. The first time trying to go to the one dot and two dot rooms the faithplate flings left me short. Second try -perfect landing. I didn't have an isssue with the elevator like the others did because i didn't use portals to get to the three dot room. I just used the faithplate and bounced up to the three dot area. Anyway, Nice job!
Quote from Tremer on March 13, 2012, 7:31 pmEverything is visible in the video.
Comments:
It wasn't obvious to me the block only activated the door to the button. I thought the block and the button were both required to open the door.
It's easy to get stuck on the lifts.
Everything is visible in the video.
Comments:
It wasn't obvious to me the block only activated the door to the button. I thought the block and the button were both required to open the door.
It's easy to get stuck on the lifts.
Quote from Jexim on March 13, 2012, 8:55 pmzivi7 wrote:However, that last fling was impossible for me. Either I hit my head in the first portal, making me fall into the water when exiting the second one. Or I flung too far and couldn't land on the path to the exit.I have a feeling you were missing a piece, you shouldn't be going THROUGH a portal when you make that final jump
.
benvent wrote:The only issue I had is that the flings didn't seem consistent. The first time trying to go to the one dot and two dot rooms the faithplate flings left me short. Second try -perfect landing.That was caused by the stupid way that I made those angled platforms(carving is not the answer) and has since then been fixed in the "polished" version.
Tremer wrote:It wasn't obvious to me the block only activated the door to the button. I thought the block and the button were both required to open the door.Yea, I made it in order kind of "hide" the second button, but the effect does kind of make like it look like both are used to activate that long set of lights. I was relying on the fact that they don't turn back to blue to help key in the fact that the box can be taken off.
I have a feeling you were missing a piece, you shouldn't be going THROUGH a portal when you make that final jump
.
That was caused by the stupid way that I made those angled platforms(carving is not the answer) and has since then been fixed in the "polished" version.
Yea, I made it in order kind of "hide" the second button, but the effect does kind of make like it look like both are used to activate that long set of lights. I was relying on the fact that they don't turn back to blue to help key in the fact that the box can be taken off.
Quote from Tyronis3 on March 14, 2012, 7:54 pmI can bunnyhop the turret room and survive, allowing me to complete the map without doing the other 2 rooms.
I can bunnyhop the turret room and survive, allowing me to complete the map without doing the other 2 rooms.
Quote from Tremer on March 14, 2012, 8:00 pmTyronis3 wrote:I can bunnyhop the turret room and survive, allowing me to complete the map without doing the other 2 rooms.I'd be interested in seeing this if you could post a video.
I'd be interested in seeing this if you could post a video.
Quote from Jexim on March 14, 2012, 9:52 pmas would I, even doing the turret room with running(which I've done before, but I'm having trouble finding a way to fix) I'd be interested to see how you'd make it to the exit path without the hardlight bridge
as would I, even doing the turret room with running(which I've done before, but I'm having trouble finding a way to fix) I'd be interested to see how you'd make it to the exit path without the hardlight bridge

