Fatal Choices 1.1

by TripleG10 · Uploaded Jul 02, 2011

Screenshot 1

File Size: 0.54 MB

Downloads: 1030

Rating: (11 votes)

Description

Ugh. This was my first map, and, in all honesty, I'm quite ashamed of it. Let this be an example of how NOT to make maps. I gotten much better since this, though, and I highly recommend NOT downloading this one. Play at your own risk, and be prepared for something absolutely terrible.

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TripleG10 • Jul 02, 2011 • #42998
107 posts

Ugh. This was my first map, and, in all honesty, I'm quite ashamed of it. Let this be an example of how NOT to make maps. I gotten much better since this, though, and I highly recommend NOT downloading this one. Play at your own risk, and be prepared for something absolutely terrible.

File Name: SP_Fatal_Choices.rar
File Size: 615.72 KiB
Click here to download Fatal Choices 1.1

randombob • Jul 02, 2011 • #42999
8 posts

Hello! I have played your map about 15 min after you uploaded it.

TBH I didn't really like the puzzles, but I didn't hate them either. A mapping suggestion would be to use more textures and align them properly, use door frames (your doors stuck out the side. Try playing ur map, goin gthrough the first door, and turning around.) and make better puzzles.

Good job for first map.

TripleG10 • Jul 02, 2011 • #43000
107 posts

Yes I was planning on making my first update aligning the textures, since I recently learned how. Also, I wasn't really going for hard puzzles. Just the concept of portal, since it was my first. Thanks for the help!

MissStabby • Jul 02, 2011 • #43001
160 posts

I'd advice to put up puzzles first in the WIP section, where you can focus on finishing the map's mechanics and looks.

I used the "released maps" section to just work out a few remaining bugs.

Still nice to see you start out with mapping

xdiesp • Jul 02, 2011 • #43002
1,078 posts

Needs more practice! Like this, it's just the embryo of a map - but I reckon how you worked on the atmosphere, what with the insistent sounds and messages. Just don't expect to be able and express it properly with very basic skills. I suggest you turn this into a WIP thread, to keep working on it with playtesters and avoid risks.

Djinndrache • Jul 03, 2011 • #43003
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:

1k88_2TVWLw
(Link: http://www.youtube.com/watch?v=1k88_2TVWLw)

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

MasterLagger • Jul 03, 2011 • #43004
1,695 posts

lol Don't Press! Too late...

Marlovious • Jul 03, 2011 • #43005
111 posts

Um... move this to the WIP section.

TripleG10 • Jul 03, 2011 • #43006
107 posts

For everyone who keeps telling me to move this to the WIP section, I've already finished this map and I'm currently working on another map. This puzzle is supposed to be very short and easy. It's not that I'm not finished. However, I will be updating for any bugs you people might find.

Hawkeye • Jul 03, 2011 • #43007
20 posts

Well then I will tell you that these maps take time to finish. Take more time on your next one and put more puzzles in it.

BTW, in that map, as you can see from that video, that platform raises really randomly. Is there any rhyme or reason to it?

TripleG10 • Jul 03, 2011 • #43008
107 posts

Hawkeye wrote:
Well then I will tell you that these maps take time to finish. Take more time on your next one and put more puzzles in it.

BTW, in that map, as you can see from that video, that platform raises really randomly. Is there any rhyme or reason to it?

Yes actually. The platform has a delay of about 6 seconds before it rises, to give the player time to get to the white wall. So if the laser triggers the laser catcher thing multiple times quickly, the panel will sort of spazz out.

Nahor • Jul 03, 2011 • #43009
54 posts

  • You can avoid being killed by the spikes after pressing the button, but the spikes never rise again so you're stuck
    - If you avoid the spikes, you can walk through them and die (no collision)
    - The spikes on the second room are floating in the air
    - Missing a timer sound before the platform raises.
    - Sometimes, you pass through the platform when it raises (see Djinndrache's video).
    - Blocking the laser to open the door is pure luck as far as I can tell.
    - Text at the end of the map is clipped
    - The map could be prettier, have more details.
    - Last room is too dark
    - The heartbeat texture is out of place

    All these things make the map feels very raw and needs quite a bit more work, and not just bug fixing. I will stand with my fellow commenters and also say that it belongs to the WIP sections, even if you do not want to polish it some more.

TripleG10 • Jul 03, 2011 • #43010
107 posts

Nahor wrote:
- You can avoid being killed by the spikes after pressing the button, but the spikes never rise again so you're stuck
- If you avoid the spikes, you can walk through them and die (no collision)
- The spikes on the second room are floating in the air
- Missing a timer sound before the platform raises.
- Sometimes, you pass through the platform when it raises (see Djinndrache's video).
- Blocking the laser to open the door is pure luck as far as I can tell.
- Text at the end of the map is clipped
- The map could be prettier, have more details.
- Last room is too dark
- The heartbeat texture is out of place

All these things make the map feels very raw and needs quite a bit more work, and not just bug fixing. I will stand with my fellow commenters and also say that it belongs to the WIP sections, even if you do not want to polish it some more.

BTW, blocking the lase isn't luck. It's actually VERY simple. You just hold, and drop the box directly in front of where the laser begins. No momentum of throwing the box needed. The last room, again, is supposed to be dark, so that you dont see the upcoming fall. And yes, the heartbeat sensor is out of place. I plan on fixing it.

mironos • Jul 04, 2011 • #43011
66 posts

TripleG10 wrote:
BTW, blocking the lase isn't luck. It's actually VERY simple. You just hold, and drop the box directly in front of where the laser begins. No momentum of throwing the box needed. The last room, again, is supposed to be dark, so that you dont see the upcoming fall. And yes, the heartbeat sensor is out of place. I plan on fixing it.

This reminds of an old saying: if you have to explain why a joke was funny...then it wasn't.

I understand that this is your first map, and you have some interesting concepts started, but definitely listen to what the folks are saying. Making a map that makes sense to you is easy; making it make sense to others (w/out having to explain it) is that hard part.

Definitely spend some more time on your next one, and good luck!

Eastward • Jul 14, 2011 • #43012
35 posts

Fatal choice for pressing the wrong button is a nice idea, if there was some kind of storyline that brings you to such a choice. Here, it needs serious work. The scaling and lighting was off. Nevertheless, at least you have your first map out, but still needs development. So if this is your beginnings, well then your already at the bottom, so you can only go up (that is get better), or quit and go down one more floor. I recommend keep climbing. Thanks for sharing.
Eastward

KennKong • Feb 09, 2012 • #43013
942 posts

What Nahor said. Too buggy and inconsistent to be worth the little time it takes to play.
2/5 from me, remove from playlist.

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