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[WIP] [WIP] [SP] Test Map Pack 3

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Yorgn wrote:
Some very original ideas, but a few issues

- in map 7, when you find yourself

Spoiler
inside a turret
, I am guessing you have to
Spoiler
fire to imprison the other turrets, however no for me no key seemed to fire
. Which key is supposed to do that normally? Tried all of them. After a while I found myself
Spoiler
'teleported' above the turrets
unable to do anything

Primary attack is full auto, secondary is semi-auto.

The teleportation should have been your "death" as after 20-25 seconds the player is killed via console. Can you replicate both issues?

Yorgn wrote:
- In map 5, what is the point of the first cube and the moving panel? I did not need it, it is possible to
Spoiler
speedrun from the second cube to the entry then to the exit
. What is more if you shoot a portal when the panel is moved out, then it moves back in, the portal stays hanging in the air. And it seems to last for so little time to be of any use...

The first station was supposed to be necessary, but the final design didn't hold. I have left it just in case anyone finds it easier. Consider it intended to prolong the player's time in the chamber by implying an unnecessary step.

Oh, and check out the speedrun a few posts back.

Yorgn wrote:
- In map 2 I would never have found out without your hint in the forum. I think people can only find that out out of desperation or sheer luck, because there is no logic to it. I think you should make the hint much stronger, the arrows are not enough (they normally suggest ways to go), for instance
Spoiler
by having some kind of mechanism and/or handles fixed on the panel that suggest it can be moved. Even in that case people would probably expect to have to do so by switches or press plates if they are the usual articulated arms

I've been thinking about my hint for that. So far, my best solution is to create a custom sign depicting a hand.

Rand0mNumbers wrote:
Primary attack is full auto, secondary is semi-auto.

The teleportation should have been your "death" as after 20-25 seconds the player is killed via console. Can you replicate both issues?

I could replicate the issue every time, but I managed to solve it by using sv_cheats 1. It has to be enabled for the firing to work. You could force it like you did in map 2.

Quote:
I've been thinking about my hint for that. So far, my best solution is to create a custom sign depicting a hand.

I don't know if it will be enough (can't do it blind anymore), but it would definitly be an improvment already. Perhaps also the symbol of a cube on the panel?

Yorgn wrote:
I could replicate the issue every time, but I managed to solve it by using sv_cheats 1. It has to be enabled for the firing to work. You could force it like you did in map 2.

Is there any output to the console (maybe on 'developer 3')? I just tried the map again and it works fine. The console isn't spitting anything out of the ordinary for me and cheats are off. I wonder if this is another bug related to the transition elevators like the autosave/quicksave bug...

Yorgn wrote:
I don't know if it will be enough (can't do it blind anymore), but it would definitely be an improvement already. Perhaps also the symbol of a cube on the panel?

I just need to tear myself away from Fallout:NV to make the graphic (stupid steam sale...:P).

These ideas.. these concepts... these scripts.... this mapmaker! Awesome work! Just map 29 is not really playable. I can't get out of the turret-thing after I finished my turret-job... :(

But there you get blindruns for all the other maps of this mappack!

map 22:
VzOqq0XPrto
(Link: http://www.youtube.com/watch?v=VzOqq0XPrto)

map 24:
Zxesc2JPy08
(Link: http://www.youtube.com/watch?v=Zxesc2JPy08)

map 25:
241xocN6feU
(Link: http://www.youtube.com/watch?v=241xocN6feU)

map 26:
wzXpD8Cy7Qg
(Link: http://www.youtube.com/watch?v=wzXpD8Cy7Qg)

map 27:
FqgJI7DYNrU
(Link: http://www.youtube.com/watch?v=FqgJI7DYNrU)

map 28:
Mze_N5yScP0
(Link: http://www.youtube.com/watch?v=Mze_N5yScP0)

Let me know when 29 is fixed, then I'll add it :) btw where is 23?

Djinndrache wrote:
But there you get blindruns for all the other maps of this mappack!

Let me know when 29 is fixed, then I'll add it :) btw where is 23?

Thank you! :D

You're the second person who has recently mentioned an issue with 29. Are you getting a console message about ent_fire not being allowed without sv_cheats 1? If so, try setting sv_cheats to 1 and see if things work. I use a point_clientcommand to send outputs to make entities think the player initiated the i/o chain. If this is the issue, I may have to force cheats on and off to get this working properly for everyone.

I think I may be running afoul of Valve's crackdown on commands that should be flagged as cheats.

Testmap_23 is a collection of ideas that didn't make it through my brainstorming sessions. I have 3 map packs and one contest submission for a total of 22 released maps. The missing numbers are ones that either didn't make it or are idea playgrounds.

29 sucked - just

Spoiler
shooting into a power console through soem glass
isn't much fun.
And the Pinball machine did not work well either. No matter where you release the ball from the flipper you cannot hit the upper left spot - only if by luck doe that spot get a ball into it.

The rest were very good and innovative.

Rand0mNumbers wrote:
try setting sv_cheats to 1 and see if things work.

That won't change a thing. Still I don't get out of that turret mode :(

Djinndrache wrote:
Rand0mNumbers wrote:
try setting sv_cheats to 1 and see if things work.

That won't change a thing. Still I don't get out of that turret mode :(

I was hoping I wasn't running afoul of restricted commands (ent_fire isn't always reliable in that system without cheats...I'm doing something wrong somewhere). Blast...

PCdoc wrote:
29 sucked - just
Spoiler
shooting into a power console through soem glass
isn't much fun.
And the Pinball machine did not work well either. No matter where you release the ball from the flipper you cannot hit the upper left spot - only if by luck doe that spot get a ball into it.

The rest were very good and innovative.

Trapping turrets in glass amused me.
I was just happy to get the turret system finished. I have something else in mind for it.

I used the world portal in the middle of the table to hit the top left button. Still, I agree it isn't easy to get to, but that's pinball for you.

Outstanding series. Only had a problem with last chamber (29) - nothing seemed to work against the turrets? Still 5/5 for the other chambers. thanks for creating.

quatrus wrote:
Only had a problem with last chamber (29) - nothing seemed to work against the turrets?

Don't shoot the turrets, cage them! You can get an idea of this when you watch through the window in the beginning of this map. However this only happens once per map launch, you should not miss it. Also this map still bugs out for some (including me) after catching the turrets.

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