(SP) The Cube

by Whark · Uploaded Jun 04, 2011

Screenshot 1

File Size: 2.05 MB

Downloads: 329

Rating: (13 votes)

Description

V 1.0 - First release, mostly for testing and feedback. Still needs some lighting work. V 2.0 - Added some visual cues and clues due to feedback. Included is msleeper's arrival/departure instance

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Whark • Jun 04, 2011 • #40784
4 posts

V 1.0 - First release, mostly for testing and feedback. Still needs some lighting work.

V 2.0 - Added some visual cues and clues due to feedback.

Included is msleeper's arrival/departure instance

File Name: TheCube.zip
File Size: 2.05 MiB
Click here to download (SP) The Cube

KingOfHeart • Jun 05, 2011 • #40785
14 posts

The white paint really makes it easy. You can also create a portal behind the switch.

xdiesp • Jun 05, 2011 • #40786
1,078 posts

Conceptual map featuring a cool piece of machinery, which could be developed further. For once, white paint wasn't as game breaking as usual - since the point lies in the machine's movements. Only problem was to understand what buttons did what.

Here's an idea: to reset the paint, you could set this in a fundry and have water cooling down the hardware.

Djinndrache • Jun 06, 2011 • #40787
1,442 posts

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=_mZ5infFbzM

Whark • Jun 06, 2011 • #40788
4 posts

Thanks all for the feedback. Sorry I didn't get to replies early enough for more iteration. I ran outta time:)

I agree that it could very well be developed further. I may build on this idea for a future, fully featured map if it seems interesting enough.

Whark • Jun 07, 2011 • #40789
4 posts

Djinndrache wrote:
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=_mZ5infFbzM

Thanks for the playthrough. There are 3 ways to solve it that I've seen so far.

my playthrough is as follows:

ADapM91-RzE

kwp21 pitts • Jun 07, 2011 • #40790
260 posts

I think it is a unique map wit a unique concept. As xdiesp said "could be developed further" and I think you could do more with the concept. Unfoutunatly a very short map, however very well done.

Whark • Jun 13, 2011 • #40791
4 posts

kwp21 pitts wrote:
I think it is a unique map wit a unique concept. As xdiesp said "could be developed further" and I think you could do more with the concept. Unfoutunatly a very short map, however very well done.

Thanks for the feedback. I don't mind the length as it is the result of being aggressive with scope. If I would have done something more "normal," I could have made something longer and kept the quality level up. In the end I chose to make it small, unique, and polished instead of longer and buggy. If the main complaint is "its too short" then I've done my job well

I'll definitely consider length of the puzzle vs uniqueness next time though. It may pay to create something less unique but a little more substantial in length and difficulty for players who take the time to dl it and play it. So you don't feel short changed.

KennKong • Nov 29, 2011 • #40792
942 posts

A clever twist on things, pun intended. It wasn't exactly clear what buttons were for, but it was fun to play around with while figuring them out. For ingenuity alone, I give this 4/5.

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