The Room (Precision, Timing, and Solving)

by NeemaE · Uploaded May 28, 2011

The Room (Precision, Timing, and Solving)

File Size: 3.43 MB

Downloads: 566

Rating: (16 votes)

Description

UPDATED for competition! v2 should be a more interesting play. This intentionally awesome title gives very little away, and leaves all the surprises of THE ROOM for the player to experience. It is worth mentioning that the idea for this map came from: (1) having the player start at what looks like the end, (2) making the player navigate backwards through testchambers [which appear partially solved], and (3) having the player get to what should be the "beginning", and then solve his/her way to the end. [Thus, some portions have much activity going on, and part of the challenge is to determine which puzzle element belongs to which 'direction.'] There is an emphasis--at times, without making it too difficult--on precision and timing, but I'd like to think that The Room is as satisfying, if not more, to figure out. Note: the file that I am submitting for the competition is 'the_room_v2.rar'. The other file is the original one I had included to be playtested, which will still remain--but it is NOT my official submission. If necessary to avoid confusion, I will take it down. EDIT: I must have uploaded the new file to REPLACE the old file. For anyone interested, the old map can be found at: community-releases/the-room-t2984.html

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NeemaE • May 28, 2011 • #46873
17 posts

UPDATED for competition! v2 should be a more interesting play. This intentionally awesome title gives very little away, and leaves all the surprises of THE ROOM for the player to experience.

It is worth mentioning that the idea for this map came from:
(1) having the player start at what looks like the end,
(2) making the player navigate backwards through testchambers [which appear partially solved], and
(3) having the player get to what should be the "beginning", and then solve his/her way to the end.

[Thus, some portions have much activity going on, and part of the challenge is to determine which puzzle element belongs to which 'direction.']

There is an emphasis--at times, without making it too difficult--on precision and timing, but I'd like to think that The Room is as satisfying, if not more, to figure out.

Note: the file that I am submitting for the competition is 'the_room_v2.rar'. The other file is the original one I had included to be playtested, which will still remain--but it is NOT my official submission. If necessary to avoid confusion, I will take it down.
EDIT: I must have uploaded the new file to REPLACE the old file. For anyone interested, the old map can be found at: community-releases/the-room-t2984.html

File Name: the_room_v2.rar
File Size: 3.43?MiB
The Room (Precision, Timing, and Solving)

msleeper • May 28, 2011 • #46874
4,095 posts • Member

kwp21 pitts • May 28, 2011 • #46875
260 posts

The Room?

NeemaE • May 28, 2011 • #46876
17 posts

I'll eventually come up with a better name. My creative juices are running dry at the moment. While on the subject, however, if you play the map and a good name hits you--by all means, let me know.

kwp21 pitts • May 28, 2011 • #46877
260 posts

From what I've seen in the map is it lacks direction. This can really confuse players to no end. Try putting in some more indicator lights to clear up some of the confusion. Maby even some signs to to cue them on what they should do .

NeemaE • May 28, 2011 • #46878
17 posts

Might I ask if this applies to the whole map (INCLUDING the part AFTER the first large room with toxic water)?

kwp21 pitts • May 28, 2011 • #46879
260 posts

Mainly what ive seen in the beginning.

NeemaE • May 29, 2011 • #46880
17 posts

OK. Could you tell me if the statement still stands after that first room? If you're bored of it, just noclip past the door. I imagine it will be more fun, and hopefully more straightforward (keeping in mind some of the puzzle elements apply one way only, though they will be solved both ways).

This statement applies to anyone bored/disillusioned with the beginning.
Thanks again.

kwp21 pitts • May 29, 2011 • #46881
260 posts

Just try fix the problem.

{FHG}GeneralDisarray • May 29, 2011 • #46882
2 posts

That was one of the best maps I've seen. The fizzle block added a degree of challenge not seen in other maps!!

NeemaE • May 29, 2011 • #46883
17 posts

@GeneralDisarray:
thank you. was the beginning OK? did you enjoy the second part more than the first?

@kwp21 pitts:
Right, I plan on fixing the problem in the future. However, for the purpose of this competition, I may just take out the first room and work only on making any necessary changes on the second part. Thus, if the problem still exists in the second part, I'll sit down and work on that first. [Personally, I think it is more clever.] I am by no means ignoring your advice--just prioritizing my time as I will be leaving town/my computer days before the June 6 deadline.

NeemaE • May 29, 2011 • #46884
17 posts

{FHG}GeneralDisarray wrote:
That was one of the best maps I've seen. The fizzle block added a degree of challenge not seen in other maps!!

Did you use the fizzle-on-touch reflectocube to solve the puzzle?

jimmyb • May 29, 2011 • #46885
31 posts

It's possible to get stuck in the "middle" room.

After getting frustrated (yes, very much!!) I put a portal in the laser room and then went and put a portal under the funnel. Grabbed the cube and went back. Can't overcome the funnel, and the door has closed. Yes, it was a stupid move, but I was grasping at straws at that point.

NeemaE • May 29, 2011 • #46886
17 posts

Yes...now that I think about it, you are right.
Just to make sure, you grabbed the non-reflecto cube sitting on top of the button and went back to the thin, long laser room with it?

Kibate • May 29, 2011 • #46887
105 posts

The first room would have been nice if it weren't for two thigns
first, i died several times, like 30 or so, trying to hit the right white wall under my feet.
Second, some headsup that some things change after you are able to do a certain things, like, that a button appears near the beginning after getting the cube. Or after putting the cube on the button that a faith plate appears.

But the rest was totally awesome!
True, at some points itwas kinda confusing, but not enough to make you give up, i really loved the concept of this map!(except the very first part XP)

Nidonocu • May 29, 2011 • #46888
17 posts

Very, very challenging map, but once I realised this was also a test of skill and timing along with a brain teaser, I began to get the flow and understand 'what' I was being tested on.
Possible improvements:
In the first room, indicators to show items turning on, rising up and panels moving.
Although for much of the map, the free placement of portals is part of the challenge, consider a few placement helpers and portal alignment aids under key objectives like the tractor beam and exit for the vertical speed jump.
I achieved the jump several times, but the door kept failing to catch me and reopening. I'd suggest blue glass panels here, similar to those used in the first room's platform, and a player clip to assist.
Around the landing area for the speed jump, I noticed some z-fighting/flickering on one of the lights, minor glitch to fix.
Around the grinders, it did get very dark. This helped the mood but not my ability to see where I was going, maybe use some threatening a little low red lighting here to keep the mood but make it easier to see the way ahead. Or possibly add some white indicator style arrows at the corners to let players know which way they will need to make a blind jump.
The grills to snipe the tractor beam from the upper levels were a bit easy to miss, more lighting or making them larger would attract the eye.
At no point did I find the need to use the water. You could remove this without impacting the puzzle; there is also a generic 'speed gel' icon you could use instead of an orange dot for the pedestal button.

Hope this helps, quite a frustrating but fun map!

Andrey594 • May 29, 2011 • #46889
13 posts

You can not pass one of the rooms just enough to push (and not take) the cube of the laser in the middle room.

Ruien • May 29, 2011 • #46890
157 posts

I had no problem with the first room -- it only took me about 10 minutes and 30 quicksaves.

The second section is where I am completely stuck. I see 3 buttons on the ceiling, where I must stand on a button that makes them horizontal. I thought the point would be to try to use the tractor beam with the box to press all 3 within the time limit (while I am standing on the button), but (another several quicksaves later) I managed to do this and nothing happened, so obviously that's the wrong approach.

I need some indicators or at least some sort of clue what the goal is to do in this room. Pressing any individual button has no effect at all, so it is impossible to deduce what I am supposed to be doing from that and therefore prevents me from putting together a logical path to the solution.

Djinndrache • May 29, 2011 • #46891
1,442 posts

I skipped half the level... twice!
Recorded it, gonna repost when its uploaded (maybe wednesday)

xdiesp • May 29, 2011 • #46892
1,078 posts

It's evident the map's puzzles were taken care of, but I'm never enamored with these challenges based on reflexes in SP. But they're difficult and a lot, so something's definitely right. Looks a tad anonymous, don't dump all your CHA!



edit
I didn't mention how puzzles become organic from midway on: they are interconnected, and you'll notice if you leave some cube behind.

bjs0 • May 29, 2011 • #46893
74 posts

First of all, excellent map. The puzzles were challenging, but they all had that sense of doing it "the right way" when solved, which is very important for my enjoyment. The coordination challenges were all well made. They had me trying over and over, but I never became overly frustrated, and they never seemed "unfair."

However, I can see the unforgiving timing on the box catching puzzle causing many to quit before they enjoy the bulk of the level.

Kibate wrote:
Second, some headsup that some things change after you are able to do a certain things, like, that a button appears near the beginning after getting the cube. Or after putting the cube on the button that a faith plate appears.

I agree. They should at least have obvious sound effects.

Ruien wrote:
The second section is where I am completely stuck. I see 3 buttons on the ceiling, where I must stand on a button that makes them horizontal. I thought the point would be to try to use the tractor beam with the box to press all 3 within the time limit (while I am standing on the button), but (another several quicksaves later) I managed to do this and nothing happened, so obviously that's the wrong approach.

I think it is a little bit glitchy, but the goal really is to press all three buttons very quickly. But from your description, it seems possible that you're doing it the wrong way.

Ruien wrote:
I need some indicators or at least some sort of clue what the goal is to do in this room. Pressing any individual button has no effect at all, so it is impossible to deduce what I am supposed to be doing from that and therefore prevents me from putting together a logical path to the solution.

I agree. Until I managed to pull it off, I was left guessing what the goal was supposed to be.

NeemaE • May 29, 2011 • #46894
17 posts

Firstly, thank you all for the suggestions (some of them must have taken a long time to write).

Secondly, regarding the fizzle-on-pickup reflectocube, the purpose of that cube was intended to be a cute version of a joke--like "not so fast" or "it wasn't THAT easy--now do the rest of the puzzle". That is, my intention is NOT for people to slowly push the cube across the floor and then line it up to open the door to the elevator. With this in mind, would anyone have a problem with a trigger shutting the door right as the reflectocube is approached?
--The reason I mention this is because it seems at least 2 people have stated they have solved it this way...

Thirdly, as bjs0 said, the solution IS to stand on the button and use the tractor beam/excursion funnel to raise the cube up to the highest button, and then have it fall through a portal to hit the second highest, and then again to hit the third highest. That being said, I added 2 more X/[checkmark] indicator lights so that there are 3, which I imagine should suggest the solution of using the three ceiling buttons. If anyone can tell me what s/he did that "bugged" this or made them think it was glitchy, I'd really appreciate it. (Personally, I didn't find it glitchy, but then again...the puzzle is mine.)

Fourthly, I am not sure what you mean by "they become organic mid way on," but I did try to make it as easy as possible to return if you forget to bring the cube, or something...

Fifthly (?is this a word), I'll adjust the lighting in the dark, grinder room so that it is a bit more clear where to go. Additionally, I encountered the same problem--regarding the speed vertical jump--of the door not closing and me falling back through, so I lowered the height necessary...also, it helps (though I don't expect anyone to do this) to move to one side, as the door closes in the middle last. I imagine, however, that using one of the door instances with the player clip activation, etc, etc [that I didn't know existed] would take care of this problem.

Sixthly, thanks to anyone who made it all the way down here.

Neema

timefiller • May 29, 2011 • #46895
43 posts

Very challenging puzzles here.
One thing that needs to be fixed is the lighting. Especially in the room with the grindfloor. The rooms are so dark and the light bridge is super bright and makes it almost impossible to see anything. I had to turn up brightness just to get passed that part.

I almost had to do half the puzzle over again. On my way back through the 2nd part. 2nd time in the room with the propulsion gel. I jumped back up and the door closed. Luckily I still had a portal in the last room.

Other than those, I thought it was fantastic! Really loved the 3 button room. Had a blast figuring that out!

NeemaE • May 30, 2011 • #46896
17 posts

So long as the challenging is "fantastic" and not overbearing, I am happy.

Did you find the lighting problematic in places OTHER than the "back"-section with the grindfloor? [Someone else had already mentioned that, so I have already fixed it on my end (but have not updated it here).]

When you jumped up and the door (the horizontal one that prevents you from falling, I assume) closed, was the door into the little corridor [connected to the large room with the boxdrop] with the box-button open? If so, I believe walking through that door will open the horizontal door. Alternatively, interacting with the box-button should also open that door, allowing you to fall back down. (Did you leave the cube up there? Why did you need to go back?)

Neema

{FHG}GeneralDisarray • May 30, 2011 • #46897
2 posts

The first room was fine, just need to think about it to solve it; that's the point right? I thought the map was just fine the only thing that irritated me was trying to get that last lazer block to open of the exit door.

timefiller • May 30, 2011 • #46898
43 posts

NeemaE wrote:
So long as the challenging is "fantastic" and not overbearing, I am happy.

Did you find the lighting problematic in places OTHER than the "back"-section with the grindfloor? [Someone else had already mentioned that, so I have already fixed it on my end (but have not updated it here).]

When you jumped up and the door (the horizontal one that prevents you from falling, I assume) closed, was the door into the little corridor [connected to the large room with the boxdrop] with the box-button open? If so, I believe walking through that door will open the horizontal door. Alternatively, interacting with the box-button should also open that door, allowing you to fall back down. (Did you leave the cube up there? Why did you need to go back?)

Neema

That was the only problem with lighting I noticed.

Hmm, I'm not really sure. Once the door closed I just threw a portal down and went back to the room below. I brought the cube with me through the portal.
I went back up there while I was throwing some ideas around in my head haha.

mapsxam • May 31, 2011 • #46899
9 posts

Very challenging = very good!

Several times I just thought:"wtf, how to do that?!" and had to study the room accurately and patiently.
At the second room I hit two of the buttons by myself and just one with the cube: I managed to get the 3 checks but the door didn?t open. However, I did not find out the intended solution by myself
Besides the "lift" didn`t work instantly: the door above catched me and I could not move. It was a little bit tricky but after a few tries I "escaped" the evil door
Despite these problems I had a lot of fun!
Thanks for this awesome puzzle!

Djinndrache • Jul 12, 2011 • #46900
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:

ho7kNPU-_Yk
(Link: http://www.youtube.com/watch?v=ho7kNPU-_Yk)

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

GreyHound • Jul 25, 2011 • #46901
57 posts

I liked it too, good job.

A few things to mention tho, i think some have already been adressed.

a) the "getting stuck" in the door thing really annoyed me.
b) You shouldn't be able to get stuck once you made it up. (by placing both portals there)
c) After retrieving the reflector cube, it was weird that the horizontal door was open, but you couldn't drop throught it and had to portal down.
d) i didn't like the 3 button room forces you to do it in one move/particular order, i had the 3 checkmarks glowing several times and nothing happened, i almost gave up.

ShahJahan • Aug 26, 2011 • #46902
12 posts

The video is very different than the current mod. I'm stuck in the part where there are two catapults which are bouncing the cube with a laser in the middle.

KennKong • Oct 21, 2011 • #46903
942 posts

GreyHound wrote:
A few things to mention tho, i think some have already been adressed.

a) the "getting stuck" in the door thing really annoyed me.
c) After retrieving the reflector cube, it was weird that the horizontal door was open, but you couldn't drop throught it and had to portal down.

Well, I guess at this late date the same problems GreyHound found will not be fixed. At least a) has a solution (crouch before "landing").

I handicap myself by playing with a controller, and didn't find the "precision and timing" to be a problem.

In short, I loved the puzzles, the looks were fairly good (except the grinders were too dark) and the skill required was just moderate. An easy 4/5 from me.

Xello • Oct 24, 2011 • #46904
37 posts

Loved this map, a constant sense of progression as i achieved each goal - a vital ingredient for any longish map. 5/5

benjedi420vt • Nov 30, 2011 • #46905
20 posts

hi, can someone put up a video that works as I'm stuck and really want to keep on going. thanks the other video barely works and isn't the same map as the one i downloaded a week ago.

In the room with a laser after the three hanging buttons, I put orange stuff allover and the run fast and up the vertical door but when it closes I get stuck there and cannot move at all. Have to reset level???

so there is literally nothing I can do at this point...stuck in the room and cannot get out or go anywhere

mouse • Apr 12, 2012 • #46906
59 posts

Buggy map from what I've seen of it. Not that I've seen much. I can't get past the first portion of the test. I tried putting the cube on the pressure plate and then launching myself up at the 3 upside down pressure plates. I hit all 3 of them, all the indicators had checkmarks in them, but the door still wouldn't open. Then I thought maybe I had to hit them in a certain order, but no they're at different heights so I did it right the first time. Then I tried using the cube to hit them. Once I managed to get the cube to fall through the portals right, it hit all 3, the indicator lights were all checked and the door opened. But half a second later the door closes regardless of if I step off the pressure plate or if the timer is still going. After a few more tries I was sure there's nothing on the other side of the door that I can shoot a portal on to so I guess it's either bugged or it's creator is just a jerk. I can only assume this portion of the test will set the tone for the rest of it and though I could noclip to find out, I'm not going to bother. I'll take this test seriously when it's creator takes it seriously. 1/5

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