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[WIP] [WIP] [SP] Introbackfling

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A new Version is out, the chanelog can be found on my first post.

dinnesch wrote:
[...]although the white metal support things looked a bit ugly in contrast.

They are actually brown / black. It was a problem with the non-existing cubemaps, which I added in the new Version. I hope they work now.

dinnesch wrote:
- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.

I know what you mean, but that problem was caused by the panels which were hanging on the wall. They looked a little bit to the top.
Now they look down and the camera doesn't flip around anymore.

dinnesch wrote:
- Like Djinndrache said the rooms are too small for flinging

Could you (two) tell me exactly what is wrong with the size? I don't see a problem...

dinnesch wrote:
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.

If you want to grab the / a cube while flying you are doing it wrong. There's never a problem with the catapults, like, as you said, smashing to the ground.

Szieve wrote:
Spoiler
I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.

I know about that second solution and I don't think there's a problem with it. The glascube is only there to get some speed in a more complex looking way.

Djinndrache wrote:
Can't tell you if this guy really used this instance, but it's looking alike

Nah I decompiled one of the official underground maps and copied the timer out of there. But yes, in the end it's same.

*bump*

I really need some Feedback about the new version from you guys.

Just played the new version to see if I could point out any more issues with the map. Nice little improvements, liked seeing the classy theme without the white support things.

some thoughts:
- The second room could probably use a marker for where the player would approximately land when jumping into it. This removes some trial&error for misaligning the cube.
- You can break the third room's puzzle by placing the cube where you can't get it back. Placing some invisible walls(tools/clip) should prevent assholes like me from doing this.
- jumping on the cube in the second room allows you to do this
- should speak for itself

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