Epsilon Alpha (SP)

by Naulziator · Uploaded Jun 06, 2011

Screenshot 1

File Size: 8.62 MB

Downloads: 305

Rating: (6 votes)

Description

My entry for SMI... I think I resolved some of thos nasty bugs... Bug Fixlist in txt file Enjoy, Naulziator

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Naulziator • Jun 06, 2011 • #39461
104 posts

My entry for SMI...
I think I resolved some of thos nasty bugs...

Bug Fixlist in txt file

Enjoy,
Naulziator

File Name: sp_epsilon.rar
File Size: 8.62 MiB
Click here to download Epsilon Alpha (SP)

Tysonzor • Jun 06, 2011 • #39462
2 posts

Looks like a pretty solid map, however, I'm working my way through it right now, and it seems the laser section in the excursion funnel is buggy. At least one laser area doesn't have lasers coming out, and it seems that when I pass through some of them after they shut off, I still end up dying.

Naulziator • Jun 06, 2011 • #39463
104 posts

'Buggy' one's deliberate (damn spoiler!) and there is a stiff timer for the lasers. Are you using the 'block' method, by the way?

Naulziator • Jun 06, 2011 • #39464
104 posts

Tysonzor wrote:
Looks like a pretty solid map, however, I'm working my way through it right now, and it seems the laser section in the excursion funnel is buggy. At least one laser area doesn't have lasers coming out, and it seems that when I pass through some of them after they shut off, I still end up dying.

I finally found the bug you mentioned. It turns out logic_relays can be a complete pain in the ass.
Anyways, I got that fized through a button platform mechanic. The relays will not be disrupted.

Tysonzor • Jun 07, 2011 • #39465
2 posts

Started working it again (the laser grid bug frustrated me into putting it off) and found that the first grid is fixed! Yay! So I float my happy butt down, and get zapped by the very last laser grid right before the lasers come out. Dizoh.

Edit - timing on the first one is still a bit off, getting zapped right before there is a grid showing.

Double edit - zapped again on the first one right after it shuts off.

Naulziator • Jun 07, 2011 • #39466
104 posts

I'll need to rethink how to control those logic relays while I take a break.

xdiesp • Jun 08, 2011 • #39467
1,078 posts

Eccentric cross between an amphitheatre and the spaceship from Alien, achieves to deliver moderately but is evidently not a test chamber... that's a legitimate concern. Puzzles are of the "key-lock" type, but still manage to create confusion:

- the companion cube can remain stuck if left in the funnel, but that doesn't seem to cause damage afterwards (not to mention it explodes when picked up, like in Antimatter)
- there's also few if any indication of what buttons do, including the one high above the exit which does nothing - or at least you can ignore it, and still beat the level

version2_1 • Jun 19, 2011 • #39468
20 posts

the exit door was broken for me.

xdiesp • Jun 19, 2011 • #39469
1,078 posts

version2_1 wrote:
the exit door was broken for me.

If I remember it correctly, you had to enter an exit antechamber and shoot to lock yourself in (but opening the final door).

infernet89 • Jun 22, 2011 • #39470
174 posts

The first think you need to do in this map is jump blindly in the funnel hoping it will carry you in a useful place. That was a really bad thing to do.
Also, the untouchable companion cube (for no apparent reason), the i-dont-know-where-respawn frankencube, the you-need-perfect-timing lasers make this map bad.

Also, i've found a shortcut that make this map beatable in around one minute:
http://www.youtube.com/watch?v=U1m9fcdgJYg

Djinndrache • Jul 22, 2011 • #39471
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:

n7ZLzXwxujc
(Link: http://www.youtube.com/watch?v=n7ZLzXwxujc)

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

KennKong • Dec 22, 2011 • #39472
942 posts

First, the good news. The mapper suceeds in creating a new, consistent look, so the chambers aren't the same old thing again. Unfortunately, the rest is all bad news.

Why have a destructing companion cube, when you can horse it onto the button without picking it up? I also put the frankencube on that button, which promptly disappeared from sight. I don't know if the frankencube in the sphere room was a new one or not. And why was there a fizzler on the floor of the sphere room, when it is trivial to catch the sphere?
Then I got through the always annoyingly inconsistent blue gel bounce-fest, and thought to myself, if that's all there is to opening the exit, why did I bother with the funnel part at all? So I replayed the map, and sure enough, I didn't go anywhere near the funnel and beat the map in under two minutes.
Ordinarily, I'd give a map that looks this good and is playable at least a 3, and if this one weren't so exploitable, I could have given it a 4. But it had so little sense of direction, purpose and had so many unnecessarily annoying parts, I give it a 2/5.

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