Aristodemos

by Pucko · Uploaded Jun 05, 2011

Screenshot 1

File Size: 5.46 MB

Downloads: 2175

Rating: (10 votes)

Description

My entry for the summer mapping contest. A fun coop for two lads to enjoy! Divided into 4 rooms with various challenges. Have fun!

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Pucko • Jun 05, 2011 • #50279
2 posts

My entry for the summer mapping contest.

A fun coop for two lads to enjoy! Divided into 4 rooms with various challenges. Have fun!

File Name: Aristodemos.7z
File Size: 5.46 MiB
Click here to download [COOP] Aristodemos

JackSafari • Jun 12, 2011 • #50280
85 posts

I have quick question for the author.

In the first chamber, part of the puzzle requires that one of the players flings out of a portal on the slanted wall tile, and the player almost has enough distance to complete the fling, but fails and dies. Its like he falls 1 inch short. Question: Why did you design the fling so that a player gets so close, but can't reach the platform? Can you explain your why you designed it that way?

Thanks

xdiesp • Jun 14, 2011 • #50281
1,078 posts

Aristodemos, "the best one among the people". Lengthy, capable amount of puzzles based on (easy) lasers and another matched mechanic. Mapping doesn't match the puzzles expansiveness, unfortunately, with those ugly little bunker-like buildings and weird geometries. We had no problems passing any of the rooms, but the bridge scene which is so messy we actually thought it was 100% bugged, what with those panels getting up and down by themselves, without intervention.

Chambers 1 and 4 were the most fun and time consuming, with rich rooms full of flings to crack correctly. 3 didn't last long, and we honestly feared for having broken it for good by throwing the ball in the turrets cage: if that happens to you, cover the cage in gel.

Pucko • Jun 14, 2011 • #50282
2 posts

Thank you all for the comments. I will try to improve my future maps based on your feedback!

JackSafari wrote:
I have quick question for the author.

In the first chamber, part of the puzzle requires that one of the players flings out of a portal on the slanted wall tile, and the player almost has enough distance to complete the fling, but fails and dies. Its like he falls 1 inch short. Question: Why did you design the fling so that a player gets so close, but can't reach the platform? Can you explain your why you designed it that way?

Thanks

Sorry, but I can?t understand what you have problem with? As far as I concern the fling is working perfectly?

JackSafari • Jun 22, 2011 • #50283
85 posts

Pucko wrote:
Sorry, but I can?t understand what you have problem with? As far as I concern the fling is working perfectly?

In the professional software business, you are repeating the famous developer comment "It works fine on my system..." which is always a bad indicator of the quality.

Djinndrache • Oct 01, 2011 • #50284
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

4VKd85PW5Cw
(Link: http://www.youtube.com/watch?v=4VKd85PW5Cw)

Also note the video description for more feedback and my signature for additional project information.

Kokomadena • Mar 01, 2012 • #50285
9 posts

I unbury this old topic.
1 year after everybody, here is my first try of this map.

ob8W5f2CqUw
If the embedded videoplayer doesn't work, go to http://youtu.be/ob8W5f2CqUw


We lost a lot of time trying to discover some things but finally we suceed this map.

Good map, I rate it 4/5 because of the impossibility to use pointers, clockwork etc...
Congrats to the author for the globally appreciable design

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