12 Angry Tests 1.1

by CaretCaret · Uploaded Oct 16, 2011

12 Angry Tests 1.1

File Size: 36.38 MB

Downloads: 313

Rating: (8 votes)

Description

UPDATE! Last map released! Make sure to try it out and give me feedback! The pack is mostly finished, just the visuals on the last map and some minor tweaks left. (The first 2 maps are from my contest entry Don't Eat the Paint(10th place)) I challenged myself to make 1 map with 2 tests for each test element (Laser, Gel, Light Bridge, Funnel) and then 2 maps with 2 tests each with a combination of test elements. And also to use every different theme and no custom content. For most of the maps there is also a BTS part. These five maps are mostly finished but I expect I have to change them after you guys give me feedback(And make sure that you do!) The last map is still too unfinished for testing but it will have the theme from the DLC maps and have a boss battle. I want to know EVERYTHING that can be improved, is or looks bad, and where you get stuck and EVERYTHING!

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CaretCaret • Oct 16, 2011 • #45089
290 posts

UPDATE!
Last map released! Make sure to try it out and give me feedback!
The pack is mostly finished, just the visuals on the last map and some minor tweaks left.


(The first 2 maps are from my contest entry Don't Eat the Paint(10th place))

I challenged myself to make 1 map with 2 tests for each test element (Laser, Gel, Light Bridge, Funnel) and then 2 maps with 2 tests each with a combination of test elements. And also to use every different theme and no custom content. For most of the maps there is also a BTS part.

These five maps are mostly finished but I expect I have to change them after you guys give me feedback(And make sure that you do!)
The last map is still too unfinished for testing but it will have the theme from the DLC maps and have a boss battle.

I want to know EVERYTHING that can be improved, is or looks bad, and where you get stuck and EVERYTHING!

File Name: 12 Angry Tests 1_1.rar
File Size: 36.38 MiB
Click here to download 12 Angry Tests 1.1

zagaomaster • Oct 16, 2011 • #45090
11 posts

nice map, good job

dinnesch • Oct 16, 2011 • #45091
105 posts

Really good map pack, worth playing.
Only some forgettable problems which are below as requested.

Feedback
Laser map - first part:
the first mini-puzzle is a bit too simple, it gave me a bad first impression(and incorrect low expectations for the remaining puzzles).

Laser map - second part:
it's not possible to shoot portals through the hole in the glass. Anyone who played the main game will expect to be able to shoot portals through glass holes and lasers can go through glass anyway, so why confuse players?

Paint map:
misaligned shield

Bridge map:
turrets with hats are too cute to kill

Funnel map - first part:
- for a first-time player it's hard to see that jumping from the left panel results in death
- you can skip part of the puzzle using this ultra-lame method

Funnel map - second part:
although it doesn't make the map unplayable, it looks a little cheap that new cubes keep bouncing off the platform.

Tunnel+paint mix map:
the blue paint limit can get a little annoying when you need to wait for it to reach the funnel origin.

CaretCaret • Oct 16, 2011 • #45092
290 posts

Thanks for the good feedback!
Ok, so I should make the first puzzle a little bit more impressive.
Is there any other puzzle that doesnt meet the quality of the rest?

dinnesch • Oct 16, 2011 • #45093
105 posts

CaretCaret wrote:
Ok, so I should make the first puzzle a little bit more impressive.
Is there any other puzzle that doesnt meet the quality of the rest?

Once again I think the whole map pack is of great quality except for the flaws mentioned in my previous post. Although it's only a tiny fraction of the map pack I think the first 'puzzle' would make more sense as part of a room that requires the player to do more steps, for example.

CaretCaret • Oct 16, 2011 • #45094
290 posts

Great idea!

Lpfreaky90 • Oct 16, 2011 • #45095
2,842 posts

very, very very nice mappack, you earned cake, cookies and a lovely turret plushie!

Two things caught me: room 3 had some non-clipped things. if you walk up with the hlb (REALLY REALLY AWESOME) the things that stand there can be walked through
After the surprise in room 5 I had very, very bad lag

I made a video I will upload it but currently uploading another movie, and my internet is really really bad today, but you will get to see the map

5/5

Patko0770 • Oct 16, 2011 • #45096
10 posts

Federal regulations require me to warn you, that theese next maps ... will knock you on your butt.
Thats right! The maps are completely awesome!
5/5 Really great job, i liked every single thing (and mostly the turret with hat and the elevator that broke when i was inside). But i missed only one thing: GLaDOS dialogues (or dialogues of boss you are talking about)
EDIT: I forgot! I think its a glitch. When entering the modern chamber in old Aperture style elevator, before the old iron doors open, animation of new-styled elevator opening plays, and only then the old doors open.

gompasta • Oct 16, 2011 • #45098
109 posts

I liked the underground style elevator exiting in the modern Aperture

Great job on this map, i loved every single bit. All i ask for is more BTS maps. I love BTS maps, but there are so few of them due to mot much puzzle aspect.

Random • Oct 16, 2011 • #45099
171 posts

Very nicely done. Puzzles weren't really difficult, but still fun to play. I agree that the first room was too plain and could use some spicing up. All the BTS segments were well detailed and refreshing. The visuals in the light bridge segment were pulled off well.
A few oddities:
It looks weird to me that some of the pipes in the BTS funnel part went through the middle of those caged containers. Presumably the boxes are used to store things and would be mobile, so I don't know why the pipes are just sticking out of them.
The faith plates on the exit side of the two funnel+gel rooms face the wrong way
It is kind of odd that the new cubes that spawn in the lightbridge and funnel rooms fall off the ledges. You might fix that with clip_vphysics?
There wasn't anything that really took away my enjoyment though, so again, well done.

OnePortalizedGal • Oct 17, 2011 • #45100
156 posts

This is the best map pack I have played to date. All the puzzles were very good - I "liked" the first one - I had played the first two before - but the additional puzzles
were great. I especially liked the turret in the hat. Too Funny. After I left the room with the machines and the fan, I could still hear all the noise in the next chamber. I wasn't too crazy about that. And the only other thing I might add in the last chamber is some Wheatley Humor - that would have been fun for an ending. Keep up the great work!
5 cakes for you!

MasterLagger • Oct 17, 2011 • #45101
1,695 posts

This map pack is named after an old movie called "12 Angry Men." Why not make "12 Angry Turrets" also?

benvent • Oct 19, 2011 • #45102
154 posts

Very nice set of maps. Not real hard and fun to play. The transition in the Funnel/mix room is a little slow and it is strange that the debris that falls goes right through the floor. Anyway enjoyed playing very much.

Yorgn • Dec 02, 2011 • #45103
57 posts

Great maps overall, though personally I would like it a somewhat harder

I loved the old aperture chamber, and the switch of a half-room at the end where you have re-use the other half.

In that last map though I found a small issue: there is a ledge with a light, just underneath the portable surface besides the left faith plate, I actually thought this was put there for the player to reach it and then jump on the faith plate, however when you do that you die while jumping (because you are below the floor level, but it looks like you die for no apparent reason as you are about to reach the faith plate). It should be easy to just remove the ledge.

CaretCaret • Dec 11, 2011 • #45104
290 posts

I was gonna release the last map a bit sooner but then I took an arrow to the knee.
Anyway... I have some questions for you guys:
1. Any problems with the last map?
2. Does the music still play when you travel in a funnel?
3. Does the credits song work?
4. Do you have any suggestions for some fun stuff to see in the last elevator?
5. What kind of thumbnail picture would best represent these maps?
6. Any other improvements I can do to make these maps better?

Lpfreaky90 • Dec 11, 2011 • #45105
2,842 posts

Nice improvements!

The first map is better now.
Though you can skip the portals for the laser puzzle by rotating a cube so it points upwards, then place a cube on top of that.

The funnel map:
You can make the fizzlers their dynamic models, just looks a bit better when deactivated.
I managed to toss a cube out of the level, where it didn't fizzle, so I was stuck =(

The second part of the funnel map:
Maybe you can place an info_placement helper across the cube receiver?

Final level:
My captions started before I could hear mr turret.
The first part of the final level was rather dull and strongly reminded me of the coop level.
The second part... Well, the fight with a turret never has been so tough Nicely done!

Credits: Yes, I could hear them but the sounds of the elevator was also quite loud, so it wasn't completely 100% awesome Maybe try to reduce the elevator volume?

~Lp

CaretCaret • Dec 11, 2011 • #45106
290 posts

lpfreaky90 wrote:
Though you can skip the portals for the laser puzzle by rotating a cube so it points upwards, then place a cube on top of that.

Ive decided not to do anything about that cause I find that solution more difficult.

lpfreaky90 wrote:
I managed to toss a cube out of the level, where it didn't fizzle, so I was stuck =(

OMG! Thank you! I totally forgot about that!

lpfreaky90 wrote:
Maybe you can place an info_placement helper across the cube receiver?

Where?

lpfreaky90 wrote:
My captions started before I could hear mr turret.

Oh, never though about captions. Is this something you think I should do something about? Or is it acceptable?

lpfreaky90 wrote:
The first part of the final level was rather dull and strongly reminded me of the coop level.

Hmmm... yes, I was afraid of that. Maybe Ill redo it.> lpfreaky90 wrote:

Maybe try to reduce the elevator volume?

Done!

Thank you so much for the feedback!

OnePortalizedGal • Dec 11, 2011 • #45107
156 posts

Just played the update! Very nice additions, I must say. I liked the way you changed the first chamber - a little trickier, but still fairly easy. I really enjoyed the music - for each map - and in the exit elevator - well done. The new additions though, very good - I was thrown off by the electrified faith plate - but the last room - too much fun - and the turret humor - hurt me once, shame on me, hurt me twice......
Very well done map pack. Great work! Thanks!

Lpfreaky90 • Dec 11, 2011 • #45108
2,842 posts

CaretCaret wrote:
lpfreaky90 wrote:

Though you can skip the portals for the laser puzzle by rotating a cube so it points upwards, then place a cube on top of that.

Ive decided not to do anything about that cause I find that solution more difficult.
fair enough

lpfreaky90 wrote:

Maybe you can place an info_placement helper across the cube receiver?

Where?
http://steamcommunity.com/profiles/7656 ... 5551229917

lpfreaky90 wrote:

My captions started before I could hear mr turret.

Oh, never though about captions. Is this something you think I should do something about? Or is it acceptable?
I think it's better when the turret only starts talking as soon as you can see him. If that isn't possible I think it's acceptable

lpfreaky90 wrote:

The first part of the final level was rather dull and strongly reminded me of the coop level.

Hmmm... yes, I was afraid of that. Maybe Ill redo it.
White gel is really hard to make a good puzzle with. Though your final puzzle is a brilliant example!

lpfreaky90 wrote:

Maybe try to reduce the elevator volume?

Done!
Yay!

Thank you so much for the feedback!

You're welcome

Bayleaf • Dec 11, 2011 • #45109
19 posts

Wow, this was really great! The part where the testchamber breaks apart made my jaw drop!

Are you working with any mod development team? I'd love if you helped me out with a few things if you aren't!

Add me on steam: Bayleaf

Here's what I've been working on (temp name and logo, I've been working on it for awhile alone and I wanted to attract a little attention so I can get a team together before finalizing anything.):


YmxTCccTOhY

mrbob806 • Dec 27, 2011 • #45110
29 posts

Holy Cow, that was the best map pack I've ever played! It was absolutely amazing! The first couple tests were absolutely fantastic! I loved how the fist couple tests seemed complicated on entry, but then when you look for things you can actually do, they were quite simple and the solution popped out and made itself known. Very well made puzzles.
One visual mistake I noticed was when the aerial faith plate overshoots the player into an observation room, the excursion funnel generator is visible in the corner of the room. It looks kinda funky.
The first part of the last map, with the conversion gel, isn't that great. It's quite obviously part of the DLC, which I didn't like, and it takes a lot of sitting around before the conversion gel starts in, then there's a lot of messing around with the conversion gel that was, in my opinion, long and tedious. I'm not sure if this was the intended solution, but I covered the top raised pedestal in gel, as well as the ground next to it, put a portal on the top of the pedestal, one on the ground, then begain stair-portalling. (popping out of the higher portal, landing in the lower portal, and repeating to increase fling height.) I eventually used the tilted surface to fling over to the exit faith plate.
In the final boss battle, (just like the first conversion gel room), it seemed like it took a lot of screwing around to finally manage to get the bomb to hit the window.
Once the moving death grid appears, the player can simply stand where the gel blobs are falling and leave their bombs flinging. The grid slides into the path of the bombs, and the death grid never reaches the player. I don't know if this was intended at pointing out how the turret doesn't quite think things through, or if it was unintended but I simply stood there andthe solution solved itself. Also, I noticed the death grid's generators were going through the glass window that the broken turret was in. A bit of a visual mistake.
Also, I'd have liked it if I could pick up the broken turret after he falls out of the observation room =D
Overall, this was fantastic! Especially the exit elevator and the music at the end. The last map cold use work though.
Rating: 5 out of 5. Epic.

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