[WIP] [WIP] [SP] Test Map Pack
Quote from Rand0mNumbers on June 20, 2011, 12:14 amA collection of 7 maps I've made over the past few weeks to test various ideas. They are all dead simple...well, I tried to make the last one difficult, but I believe I did it in all the wrong ways (long walks, lots of shuffling between platforms, and some things aren't that visible).
Anyways, each map will lead to the next. There are no elevators, so after completing a chamber, walk past, through, and onward from the exit doors. There are triggers set to change to the next map 3 seconds after you contact them.
Start the sequence with "map testMap_3_movingButton".
Note: [SP] Bits or Pieces was initially part of this, but since I submitted it for the Mapping Contest, it has been omitted. It revisits the moving button and rotating room ideas.
File Name: testmaps.zip
File Size: 41.56 MiB
Click here to download [SP] Test Map Pack
A collection of 7 maps I've made over the past few weeks to test various ideas. They are all dead simple...well, I tried to make the last one difficult, but I believe I did it in all the wrong ways (long walks, lots of shuffling between platforms, and some things aren't that visible).
Anyways, each map will lead to the next. There are no elevators, so after completing a chamber, walk past, through, and onward from the exit doors. There are triggers set to change to the next map 3 seconds after you contact them.
Start the sequence with "map testMap_3_movingButton".
Note: [SP] Bits or Pieces was initially part of this, but since I submitted it for the Mapping Contest, it has been omitted. It revisits the moving button and rotating room ideas.
File Name: testmaps.zip
File Size: 41.56 MiB
Click here to download [SP] Test Map Pack
Quote from RubyCarbuncIe on June 20, 2011, 2:57 amThis is one interesting map pack you've created. I liked the [spoiler]continuously moving floor, The controllable on screen laser,the sphere that shot lasers at you and the Gel puzzle[/spoiler] best out of it all. Great map VERY unique.
This is one interesting map pack you've created. I liked the
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Endrey on June 20, 2011, 8:59 amhi, in map 4 you can easly kill all turretys by just portalign ebhind them and go all rambo style - in map 5 i didnt know how i did it - but i killed the laster thing 😕
liek the idea very much but still its sort of not very refiened
hi, in map 4 you can easly kill all turretys by just portalign ebhind them and go all rambo style - in map 5 i didnt know how i did it - but i killed the laster thing 😕
liek the idea very much but still its sort of not very refiened
Quote from Rand0mNumbers on June 20, 2011, 3:48 pmI've made some changes to map 4 to reduce rambo-effectiveness, but you can still take them all out. I suppose making it so you have to climb up stairs would completely eliminate the issue, but then you wouldn't be able to use the diversity vent to suck them off their feet. I'll take this into consideration later on.
The laser's components were able to be hit from the start in map 5. I forgot to put a protective cover on them until you disable the deathfield.
These issues have been addressed in 1.0.3.
I've made some changes to map 4 to reduce rambo-effectiveness, but you can still take them all out. I suppose making it so you have to climb up stairs would completely eliminate the issue, but then you wouldn't be able to use the diversity vent to suck them off their feet. I'll take this into consideration later on.
The laser's components were able to be hit from the start in map 5. I forgot to put a protective cover on them until you disable the deathfield.
These issues have been addressed in 1.0.3.
Quote from quatrus on June 20, 2011, 7:40 pmVery creative map. Had to quit in the laser chamber, just can't figure out what to do after getting all the laser cubes. Got bored trying to figure it out, sorry. Still a great map - thanks for creating.
Very creative map. Had to quit in the laser chamber, just can't figure out what to do after getting all the laser cubes. Got bored trying to figure it out, sorry. Still a great map - thanks for creating.
Quote from Rand0mNumbers on June 20, 2011, 9:30 pmquatrus wrote:Very creative map. Had to quit in the laser chamber, just can't figure out what to do after getting all the laser cubes. Got bored trying to figure it out, sorry. Still a great map - thanks for creating.Oh. [spoiler]There's a lit panel behind the deathfields you have to destroy with the laser.[/spoiler] Any ideas on how I could make it clearer? Make the light brighter perhaps?
Oh.
Quote from Mattyd on June 21, 2011, 9:30 amSome great maps here, I particularly enjoyed the large variety of themes in it. My favourite map was the one with the laser on the screen that could be moved around, very clever
However I did have the same issue as quatrus. In the laser chamber I found it quite confusing. I'm not sure about what exactly needs to be done but I found it disorientating in that it was hard to keep track of where about's I was in the room.
Some great maps here, I particularly enjoyed the large variety of themes in it. My favourite map was the one with the laser on the screen that could be moved around, very clever
However I did have the same issue as quatrus. In the laser chamber I found it quite confusing. I'm not sure about what exactly needs to be done but I found it disorientating in that it was hard to keep track of where about's I was in the room.
Quote from Trampmagic on June 21, 2011, 4:39 pmExcellent map, probably the best custom map I've played. Very interesting, good ideas, I especially enjoyed the last puzzle (had me struggling for awhile). The aggressive laser is quite annoying (sometimes it knocks you back from a portal or gets you stuck in a corner) maybe if it was a bit slower? All in all excellent map very impressive
Excellent map, probably the best custom map I've played. Very interesting, good ideas, I especially enjoyed the last puzzle (had me struggling for awhile). The aggressive laser is quite annoying (sometimes it knocks you back from a portal or gets you stuck in a corner) maybe if it was a bit slower? All in all excellent map very impressive
Quote from Rand0mNumbers on June 21, 2011, 8:42 pmThank you all for your comments and bug reports.
The laser map seems to have the most issues. I've found that running into the laser prevents you from being knocked back and taking damage (but with the death fields, that only gets you so far).
I've slowed the laser down. It's initial speed was 45 degress per second and it has been reduced to 30. I compensated for the laser's speed during development by completing the map using portals and only running/walking when absolutely necessary. It is possible to zip to the other side of the map from the start and that reduces exposure time to the laser.
For the disorientation, I believe the main problem is how the areas between corners look almost identical: white with a half wall. I need to add larger details to differentiate between them because the chairs and debris aren't enough. I have different big details in the black metal, but even my eyes aren't drawn to the dark upper walls and ceiling.
Additionally, I'm trying to rearrange and add props to the corner rooms as they're pretty much mirror images of each other right now.
I'm still not sure how I can make the last part of the laser puzzle more obvious. Perhaps adding two lights on the wall above the panel with the one above the panel on and the other off would help. Not exactly a fan of this because the "off" model of the light acts strangely to light and reflection. Having the off light be on and hanging facing the panel could work. It'd break symmetry and hopefully draw eyes. Hmm...
I haven't committed my changes to the downloads yet.
Thank you all for your comments and bug reports.
The laser map seems to have the most issues. I've found that running into the laser prevents you from being knocked back and taking damage (but with the death fields, that only gets you so far).
I've slowed the laser down. It's initial speed was 45 degress per second and it has been reduced to 30. I compensated for the laser's speed during development by completing the map using portals and only running/walking when absolutely necessary. It is possible to zip to the other side of the map from the start and that reduces exposure time to the laser.
For the disorientation, I believe the main problem is how the areas between corners look almost identical: white with a half wall. I need to add larger details to differentiate between them because the chairs and debris aren't enough. I have different big details in the black metal, but even my eyes aren't drawn to the dark upper walls and ceiling.
Additionally, I'm trying to rearrange and add props to the corner rooms as they're pretty much mirror images of each other right now.
I'm still not sure how I can make the last part of the laser puzzle more obvious. Perhaps adding two lights on the wall above the panel with the one above the panel on and the other off would help. Not exactly a fan of this because the "off" model of the light acts strangely to light and reflection. Having the off light be on and hanging facing the panel could work. It'd break symmetry and hopefully draw eyes. Hmm...
I haven't committed my changes to the downloads yet.
Quote from Rand0mNumbers on August 7, 2011, 11:59 pmVersion 1.0.4:
- I've made most of the changes from my previous post (slower laser, added different props to each room, and added the tilted light pointing at the last part of the puzzle).
- Each map now has a soundscape.
- The continuously moving floor map now lets players cut the dummy's rope.
- Some of the spotlights I had for laser lighting were set to 20 in LDR but 200 or 250 in hdr. I've lowered the hdr values by an order of magnitude.
Version 1.0.4:
- I've made most of the changes from my previous post (slower laser, added different props to each room, and added the tilted light pointing at the last part of the puzzle).
- Each map now has a soundscape.
- The continuously moving floor map now lets players cut the dummy's rope.
- Some of the spotlights I had for laser lighting were set to 20 in LDR but 200 or 250 in hdr. I've lowered the hdr values by an order of magnitude.