Destruction

by Misterpixel · Uploaded Jun 04, 2011

Screenshot 1

File Size: 4.24 MB

Downloads: 726

Rating: (10 votes)

Description

Sequel to my first map, "Interruption", which follows on from the events in that level. This puzzle is much harder - well, atleast I think so. It also includes some more cinematic scenes, on a bit larger scale than those in the first one... (If the excursion funnel doesn't appear make sure you look around properly, but I'd be surprised if anyone missed it) There is a bit of a lighting glitch that occurs near the second-floor glass. I tried for ages to fix it but it refused; it's pretty minor though. Updated to fix two exploits. Updated to replace a texture that you may not have.

Advertisement
Registered users don’t see ads! Register now!
Comments

Sign in to comment.

Misterpixel • Jun 04, 2011 • #46415
8 posts

Sequel to my first map, "Interruption", which follows on from the events in that level. This puzzle is much harder - well, atleast I think so. It also includes some more cinematic scenes, on a bit larger scale than those in the first one...

(If the excursion funnel doesn't appear make sure you look around properly, but I'd be surprised if anyone missed it)

There is a bit of a lighting glitch that occurs near the second-floor glass. I tried for ages to fix it but it refused; it's pretty minor though.

Updated to fix two exploits.
Updated to replace a texture that you may not have.

File Name: destruction.rar
File Size: 3.83 MiB
Click here to download Destruction

zwaldowski • Jun 04, 2011 • #46416
2 posts

It's a good puzzle, but the map had missing textures (or shaders - whichever which, it's the one where the surrounding textures get echoed around and the model gets turned into a wireframe) out the wazoo. It was a little distracting.

gompasta • Jun 04, 2011 • #46417
109 posts

Loved the destruction sequence, but it was a bit of a difficulty leap from the last one. In the end, i threw the box onto the button, after many tries. Soon, i will try to figure it out properly.

smashy • Jun 04, 2011 • #46418
11 posts

nice sequencing, although for me it feels more like showing off than adding to the atmosphere

liked this map as well as your previous one - and did'nt find this one too diffcult.
however, if it wasn't for the sp save feature, i wouldn't have finished it out of frustration (pointing at "get cube into the cube button per funnel" stuff here), as you always have to get a new cube, place it onto the button, shoot 2 portals (the old ones vanish due to the fizzler), place the cube, get up and give it a try.
failed? rinse and repeat :c

in coop this would be a quite frustrating part.

but aside from that i really liked it, especially the wide open view into the complex

also, found a little bug as well as a gfx bug, might wanna look into it, upped a vid here:
http://www.youtube.com/watch?v=ygLFmTJPBcE

xdiesp • Jun 04, 2011 • #46419
1,078 posts

If Interruption was a small gem, this one's a fistful of dynamite. Quality enviroment: outsides vistas positively make the chambers feel much bigger. Difficulty level not indifferent for a neophyte: for a moment I thought the flying laser cube had to shoot vertically. And action sequences with a tidbit of HL2 flavour.

Note: people not using Shaders on High will get artefacts on the 2nd floor. Speaking of which, I found the 1st a bit cluttered visually. In case you were wondering, you can indeed manually throw the cube to its plate.

vertigoelectric • Jun 04, 2011 • #46420
28 posts

I didn't finish this map yet, but I did get out of the map. http://www.justin.tv/vertigoelectric/b/287370270

Oh, and I also started off by throwing the cube into the receptacle... except I threw the wrong cube in, haha...

Misterpixel • Jun 04, 2011 • #46421
8 posts

smashy wrote:
also, found a little bug as well as a gfx bug, might wanna look into it, upped a vid here:
http://www.youtube.com/watch?v=ygLFmTJPBcE

Yeah that's part of the glitch I was talking about in the description; it's because I used a hacky areaportal to transfer to that area and its not impressed with something over there; I don't know why because it was working perfectly before I had to move it to that position.

I'll go fix getting out of the level via the tractor panel; originally it wasn't as wide so I didn't even think of checking after I made it bigger. Also have a look into throwing the cube.. but I'm not sure if I can stop that.

quatrus • Jun 04, 2011 • #46422
1,047 posts

Outstanding map. Everything worked, puzzle was challenging and the macro falling apart scenes were a nice touch. Thanks for creating - enjoyed it.

Kiavik • Jun 04, 2011 • #46423
81 posts

The map doesn't work properly for me. Lot's of missing textures it seems. A lot of the map appears in wireframe. Fix it! Can't wait to play it

Misterpixel • Jun 04, 2011 • #46424
8 posts

Kiavik wrote:
The map doesn't work properly for me. Lot's of missing textures it seems. A lot of the map appears in wireframe. Fix it! Can't wait to play it

It's been fixed as of about 20 minutes ago; turns out I had accidentally used a texture from another custom map that had found its way into the texture library. That's why it worked for some people because they had the other map downloaded.

vertigoelectric • Jun 04, 2011 • #46425
28 posts

Misterpixel wrote:
Also have a look into throwing the cube.. but I'm not sure if I can stop that.

There are ways to avoid it. One way would be to make that entire chamber longer, forcing the player to be too far away to throw it. I realize this would be a lot of work.

Another way would be to have lowered panels not much higher than the player's head that would hang down from the ceiling around the cube receptacle. They could allow enough room for a tractor beam to get by but would be too low to allow for an effective arc needed to throw the cube from the side.

novalord2 • Jun 05, 2011 • #46426
7 posts

Is there a way to solve this without throwing the cube?

Kiavik • Jun 05, 2011 • #46427
81 posts

Misterpixel wrote:
Kiavik wrote:

The map doesn't work properly for me. Lot's of missing textures it seems. A lot of the map appears in wireframe. Fix it! Can't wait to play it

It's been fixed as of about 20 minutes ago; turns out I had accidentally used a texture from another custom map that had found its way into the texture library. That's why it worked for some people because they had the other map downloaded.

I redownloaded and it still gives me the same problem
Are you sure you uploaded the correct version?

xdiesp • Jun 05, 2011 • #46428
1,078 posts

novalord2 wrote:
Is there a way to solve this without throwing the cube?

Yes, use the cube on the plate otherwise you actually risk getting stuck.

Misterpixel • Jun 05, 2011 • #46429
8 posts

Kiavik wrote:
I redownloaded and it still gives me the same problem
Are you sure you uploaded the correct version?

Now try, I uploaded again with a more extensive fix for throwing the cube (should now be impossible in all circumstances) and checked and double checked that the texture was the new one. I think I forgot to rezip the file last time and uploaded the older version again.

xdiesp wrote:
novalord2 wrote:

Is there a way to solve this without throwing the cube?

Yes, use the cube on the plate otherwise you actually risk getting stuck.

It isn't possible to get stuck so that you have to reload the level; you can just drop though the emancipation grids on either level to get back to the bottom and then get another cube to essentially reset the level. But you can get stuck so that you have to reset the level, if that's what you mean .

Cnone • Jun 16, 2011 • #46430
26 posts

Very good map. I just played, not an easy one (which makes it better). I love the cinematics and effects.

Feedback:

* You should use less laser (that kills us instantly) if possible. It looks messy.
There are some gfx bugs near the funnel resource.
And i've got 2 cubes drop (which is not supposed to be imo). I pushed the button too often for some cases and i think that's why i get 2 instead of 1. Here is a screenshot for it:
[spoiler]

And so that i didn't even use 'laser cube' at the top room in order to finish map.[/spoiler]

Djinndrache • Jun 29, 2011 • #46431
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:

EGoMW2DWvpI
(Link: http://www.youtube.com/watch?v=EGoMW2DWvpI)

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

Alf666 • Aug 28, 2011 • #46432
4 posts

Nice room. But may I suggest an added level of complexity ? At first, I stupidly did not see that I just had to make two portals to activate the "exit laser". So I thought I had to get the two cubes up there and stack them up to activate the laser. It's doable by doing a second run on the center cube receptable but with the laser cube. That way, you can bring up the big cube and use the button to get a new instance of the laser cube when you're up in the exit room (with the big cube of course). Then, if the lasers where lower and there were no "portalable surfaces", stacking the two cubes one on top of the other would activate the laser and open the door. What do you think about it ?

Advertisement
Registered users don’t see ads! Register now!