[WIP] [WIP] [WIP]12 Angry Tests - Intro Map
Quote from CaretCaret on March 17, 2012, 3:44 pmI decided that it was time for an intro map to the 12 Angry Tests map pack. Its kind of a non-puzzle map.(cause we cant have it be 13 angry tests)
File Name: cc_00_intro_03.rar
File Size: 8.33 MiB
Click here to download [WIP]12 Angry Tests - Intro Map
I decided that it was time for an intro map to the 12 Angry Tests map pack. Its kind of a non-puzzle map.(cause we cant have it be 13 angry tests)
File Name: cc_00_intro_03.rar
File Size: 8.33 MiB
Click here to download [WIP]12 Angry Tests - Intro Map
"I hear voices. But I ignore them and I just carry on killing."
Quote from Fluppy on March 17, 2012, 4:21 pmHehe, that is nice intro to your mappack
I see that [spoiler]Portal 2 GDC intro inspired you.[/spoiler] I managed [spoiler]to pick up portal gun and get back to wake-up room. Then I shot portal on the sand and came back to the first room where I placed another portal and then I went through it.[/spoiler]
I can't wait to see the finished version
Hehe, that is nice intro to your mappack
I see that
I can't wait to see the finished version ![]()
My workshop
How to control other people
[spoiler]LOL, I've just forced you to click on the 'SHOW' button! Now click here: http://soundcloud.com/vojtasiman/[/spoiler]
Quote from CaretCaret on March 17, 2012, 4:30 pmFluppy wrote:I see that [spoiler]Portal 2 GDC intro inspired you.[/spoiler]Indeed ^^
Fluppy wrote:I managed to...:O oh no!
Indeed ^^
:O oh no!
"I hear voices. But I ignore them and I just carry on killing."
Quote from Lemonosity on March 17, 2012, 4:32 pmFor the conversion gel room, try making an actual new puzzle. At the moment it feels like you simplified the map from the DLC.
Anyway, tested the intro map, and I have to say it's pretty nice for a work in progress. The detail obviously doesn't compare to that of your other maps, but again this is a WIP.
The [spoiler]second part with the Portal 1 textures[/spoiler] seemed pretty useless, honestly. The map should just end after [spoiler]the Portal gun room.[/spoiler]
Also, odds of a 12 More Angry Tests in the future?
For the conversion gel room, try making an actual new puzzle. At the moment it feels like you simplified the map from the DLC.
Anyway, tested the intro map, and I have to say it's pretty nice for a work in progress. The detail obviously doesn't compare to that of your other maps, but again this is a WIP.
The
Also, odds of a 12 More Angry Tests in the future? ![]()
Quote from zivi7 on March 17, 2012, 4:43 pmWhile the general idea is pretty nice to round off the Angry Tests campaign, this intro map didn't look very good to me.
[spoiler]It's probably due to my low graphic settings, but whenever I stepped away far enough from a wall it turned white. Thus, when spawning on the "island", the opposite wall was white already, telling me that there's more to it and killing the illusion. Also, I had some weird "reflections" on the water which moved along whereever I was looking. I have attached a screenshot to show what I mean.
Also, the island looks a bit sterile and weird because of the stuff here. I'm sure this is due to the lack of models the original game gives you. But it's a bit weird to have a normal bed standing here and no "beach-style" furniture instead.
When stepping out I am in this underground cellar with several devices on the walls. But as a test subject, shouldn't I be kept away in some sort of cell so i cannot mess around with these devices easily? Also, iirc there are no doors except the one leading to the elevator to the next map. How did I get in there and how does the staff get in and out? Maybe there could be a hallway with some of those doors you can't open?
A good thing is to see the final boss here being sucked away. But there should be a bit of explanation here, telling the player: With Glados gone, this turret wants to be the new boss.
I can't stress enough that I have no clue about Hammer and don't know what would be possible. But I would suggest something like this: Don't let the player be able to just walk through the island-walls. Instead, when the player wanders around and touches one of the walls, let the light flicker a bit. Then there could be some sparks flying out at a particular point of one of walls, indicating that there is something to be done there. When the player approaches this point, a door could open here and let the player out - and now he finds out about the illusion because he gets the view he has as it is in the map now when looking in from the outside. The hallway after this area was far too long for me. It felt as if it was there to get me used to the use of the portal gun - but I know enough about it from the original game. Like Lemonosity said, the map could end after picking up the portal gun.[/spoiler]
That's it for now. Thanks for sharing this map, I hope these thoughts are any helpful!
Edit: Forgot the screenshot.
While the general idea is pretty nice to round off the Angry Tests campaign, this intro map didn't look very good to me.
Also, the island looks a bit sterile and weird because of the stuff here. I'm sure this is due to the lack of models the original game gives you. But it's a bit weird to have a normal bed standing here and no "beach-style" furniture instead.
When stepping out I am in this underground cellar with several devices on the walls. But as a test subject, shouldn't I be kept away in some sort of cell so i cannot mess around with these devices easily? Also, iirc there are no doors except the one leading to the elevator to the next map. How did I get in there and how does the staff get in and out? Maybe there could be a hallway with some of those doors you can't open?
A good thing is to see the final boss here being sucked away. But there should be a bit of explanation here, telling the player: With Glados gone, this turret wants to be the new boss.
I can't stress enough that I have no clue about Hammer and don't know what would be possible. But I would suggest something like this: Don't let the player be able to just walk through the island-walls. Instead, when the player wanders around and touches one of the walls, let the light flicker a bit. Then there could be some sparks flying out at a particular point of one of walls, indicating that there is something to be done there. When the player approaches this point, a door could open here and let the player out - and now he finds out about the illusion because he gets the view he has as it is in the map now when looking in from the outside. The hallway after this area was far too long for me. It felt as if it was there to get me used to the use of the portal gun - but I know enough about it from the original game. Like Lemonosity said, the map could end after picking up the portal gun.
That's it for now. Thanks for sharing this map, I hope these thoughts are any helpful!
Edit: Forgot the screenshot.
Quote from CaretCaret on March 17, 2012, 4:59 pmLemonosity wrote:The second part with the Portal 1 textures seemed pretty useless, honestly. The map should just end after the Portal gun room.Hmm.. yeah, I agree.
Lemonosity wrote:Also, odds of a 12 More Angry Tests in the future?^^ Probably not... but you never know. hehe
zivi7 wrote:It's probably due to my low graphic settings, but whenever I stepped away far enough from a wall it turned white.
I dont really know how to fix that
zivi7 wrote:A good thing is to see the final boss here being sucked away. But there should be a bit of explanation here, telling the player: With Glados gone, this turret wants to be the new boss.Well the problem is that I have really really few lines of dialogue to chose from.
My intention with this map was that the turret would kinda swear revenge on you.Anyone else think I should change where the wakeup(fake island)-room is?
I was thinking maybe it could be in a testchamber room ? la portal 1.
Hmm.. yeah, I agree.
^^ Probably not... but you never know. hehe
I dont really know how to fix that
Well the problem is that I have really really few lines of dialogue to chose from.
My intention with this map was that the turret would kinda swear revenge on you.
Anyone else think I should change where the wakeup(fake island)-room is?
I was thinking maybe it could be in a testchamber room ? la portal 1.
"I hear voices. But I ignore them and I just carry on killing."
Quote from zivi7 on March 17, 2012, 5:05 pmCaretCaret wrote:Anyone else think I should change where the wakeup(fake island)-room is?
I was thinking maybe it could be in a testchamber room ? la portal 1.That sounds like a very good idea to me, for the reasons I have stated above. My idea for leaving the island has become a bit more clear now. Would this be possible?
Have the walls look like they do now. Then, when the player touches a wall and the light goes black for a moment, on this wall there appear seperate tiles, just like tv screens that in sum created the image of the island. Then, some of these tiles move out of the wall, steered by those pneumatic arms that usually sit behind the wall tiles - hereby, a door to leave the room is created.
I was thinking maybe it could be in a testchamber room ? la portal 1.
That sounds like a very good idea to me, for the reasons I have stated above. My idea for leaving the island has become a bit more clear now. Would this be possible?
Have the walls look like they do now. Then, when the player touches a wall and the light goes black for a moment, on this wall there appear seperate tiles, just like tv screens that in sum created the image of the island. Then, some of these tiles move out of the wall, steered by those pneumatic arms that usually sit behind the wall tiles - hereby, a door to leave the room is created.
Quote from CaretCaret on March 17, 2012, 5:11 pmzivi7 wrote:Would this be possible?Possible, but not simple.
Ill think about it.
Possible, but not simple.
Ill think about it. ![]()
"I hear voices. But I ignore them and I just carry on killing."
Quote from Lemonosity on March 17, 2012, 5:22 pm[spoiler]An idea I had is to make it more of a beach house, rather than just a box sitting on a beach. Make one door that leads "outside" to avoid confusion in the map.
The player wakes up, looks outside at the beautiful ocean, decides to go outside, opens the door and sees Aperture (world portals woo).[/spoiler]
Basically this, but with a wooden, closed door. When the door is opened, you see Aperture.
The player wakes up, looks outside at the beautiful ocean, decides to go outside, opens the door and sees Aperture (world portals woo).
Basically this, but with a wooden, closed door. When the door is opened, you see Aperture.
