Careful Cube

by Lostprophetpunk · Uploaded Jul 23, 2011

Screenshot 1

File Size: 2.35 MB

Downloads: 903

Rating: (21 votes)

Description

Don't harm that cube! A small map that features 3 rooms in which you have to capture a cube from each of them to succeed! Special thanks to... msleeper (Elevators) Hope you all enjoy playing this map. Fixed bugs in v1.3 - Changed buttons to get rid of shortcuts - Made it so player couldn't get stuck behind the panel - Made it harder to get the cube

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Lostprophetpunk • Jul 23, 2011 • #53622
409 posts

Don't harm that cube!

A small map that features 3 rooms in which you have to capture a cube from each of them to succeed!

Special thanks to...

msleeper (Elevators)

Hope you all enjoy playing this map.

Fixed bugs in v1.3
- Changed buttons to get rid of shortcuts
- Made it so player couldn't get stuck behind the panel
- Made it harder to get the cube

File Name: SP_CarefulCube[v1.3].zip
File Size: 2.35 MiB
Click here to download Careful Cube

BlumCoLe • Jul 23, 2011 • #53623
211 posts

wip?

Lostprophetpunk • Jul 23, 2011 • #53624
409 posts

BlumCoLe wrote:
wip?

No. I didn't realise the massive bug which could be used to shortcut the map. I will work on fixing it tomorrow.

Tyronis3 • Jul 23, 2011 • #53625
96 posts

You can take the redirection cubes as well as the regular cubes so you can get 2 from 1 chamber.
Also you can finish the map with only 2 cubes.
Update the map and make it more likely for the box to actually land on the button.

BlumCoLe • Jul 23, 2011 • #53626
211 posts

@Tyronis: he knows it!

Lostprophetpunk wrote:
BlumCoLe wrote:

wip?

No. I didn't realise the massive bug which could be used to shortcut the map. I will work on fixing it tomorrow.

Ok ok...

My suggestion: Make the buttons that are just functional for normal cubes (not for redirection cubes)
Then it works muuuuuuuuuuuuuuuuuuuuuuch better and has the sense you want!

pS: little unfair speedrun!

under 40 seconds
tyuIcckt58w

Lostprophetpunk • Jul 23, 2011 • #53627
409 posts

Bugs have been fixed and map re-uploaded. Hope you enjoy the update. =]

Skerik • Jul 23, 2011 • #53628
59 posts

Look like the blue gel is useless

Lostprophetpunk • Jul 24, 2011 • #53629
409 posts

BlumCoLe wrote:
My suggestion: Make the buttons that are just functional for normal cubes (not for redirection cubes)
Then it works muuuuuuuuuuuuuuuuuuuuuuch better and has the sense you want!

I had no idea about that glitch with the normal buttons. The video is for the first version of the map, and since that there have been two updated versions released.

I have replaced the normal buttons for cube buttons, and fixed many bugs.

The update shouldn't have any bugs, but if anyone does find any (as I couldn't after about an hour of testing) then that would be much appreciated. As I can spend ages testing but not find a particular bug, whereas from another players point of playing...they could find a bug or two that I would've missed.

@Skerik - There is a use for the gel now...just for you. =]

Thank you all for your feedback. It's much appreciated.

BlumCoLe • Jul 24, 2011 • #53630
211 posts

Lostprophetpunk wrote:
I have replaced the normal buttons for cube buttons, and fixed many bugs.

Make this for all buttons and it's "perfect"!

Lostprophetpunk wrote:
Thank you all for your feedback. It's much appreciated.

No worries!

The turret room: The cube falls almost to my feets! That's too easy...

...thanks for mapping!

infernet89 • Jul 24, 2011 • #53631
174 posts

Nice easy map, like how you can make each room indipendently from each other.
Just one note:
in the room with the half-moon you can stuck yourself on the floor behind the panel with the light-bridge

Lostprophetpunk • Jul 24, 2011 • #53632
409 posts

Update!

All bugs are now fixed.

Thank you very much you lovely members. Feedback was much appreciated.

xdiesp • Jul 24, 2011 • #53633
1,078 posts

Short map in Clean style affected by the typical crux of oversized, flat rooms drowning the few (easy) moves required in each. A dash of non-linearity keeps it afloat, but could really use a trim in walking distance and full-black walls. The current bugfixed version didn't pose me any issues, if not for one relevant shortcut: taking the cube out of the gel room.

Lostprophetpunk • Jul 24, 2011 • #53634
409 posts

xdiesp wrote:
Short map in Clean style affected by the typical crux of oversized, flat rooms drowning the few (easy) moves required in each. A dash of non-linearity keeps it afloat, but could really use a trim in walking distance and full-black walls. The current bugfixed version didn't pose me any issues, if not for one relevant shortcut: taking the cube out of the gel room.

Thank you for the feedback, I appreciate it.

I realise now the room furthest to the entrance could be made smaller. I shall also try and add some variety to the wall colours.

What was the shortcut?

xdiesp • Jul 25, 2011 • #53635
1,078 posts

Lostprophetpunk wrote:
What was the shortcut?

Taking the cube out of the gel room: after you've brought the weighted cube outside, portal back in and take the lasercube with you.

wismeril • Jul 25, 2011 • #53636
29 posts

Nice map. Classical but still enjoyable. The level design is a bit Cold and black but it's your choice.
Rated 4/5.

Djinndrache • Jul 30, 2011 • #53637
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:

Xo7jbsJqcZ8
(Link: http://www.youtube.com/watch?v=Xo7jbsJqcZ8)

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

Lostprophetpunk • Jul 30, 2011 • #53638
409 posts

Thank you for the recording. Is the map really that dark? Sometimes I can't tell as I am mapping on a laptop in which I can never get the correct brightness, contract etc.

KennKong • Feb 21, 2012 • #53639
942 posts

Yet another small puzzle in a big room map. The puzzles were entirely too easy. Having three of them just made it harder to like this featureless cavern. The fact that you can take gel and cubes out of their rooms leads to comical exploits like taking out all the turrets with a single bouncing one. This map is best left for beginners. 3/5 from me.

Wanderer2021 • Feb 22, 2012 • #53640
90 posts

Not a bad map. The puzzles, though easy, were enjoyable, but like many already stated, the rooms the puzzles were in tended to be way to large for them, and added unnecessary time to the map itself. If anything, I would say shrink the puzzle rooms and do something more with the light coming from the center tower to make it more interesting.

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