File Size: 11.12 MB

Downloads: 507

Rating: (7 votes)

Description

A large-sized map divided into two main sections which interconnect. This took a lot of effort to make and tweak. Please comment and rate! Theme: Destroyed (Act I, pre-wakeup) AI Voice: Announcer Screenshots: http://steamcommunity.com/id/czfjrod/sc ... 365334538/ http://steamcommunity.com/id/czfjrod/sc ... 365332280/ http://steamcommunity.com/id/czfjrod/sc ... 365329886/ http://steamcommunity.com/id/czfjrod/sc ... 365325905/ http://steamcommunity.com/id/czfjrod/sc ... 365323602/ http://steamcommunity.com/id/czfjrod/sc ... 365316924/ http://steamcommunity.com/id/czfjrod/sc ... 365313609/ http://steamcommunity.com/id/czfjrod/sc ... 365311653/ http://steamcommunity.com/id/czfjrod/sc ... 365306453/ v2 Update Notes: Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino) Tweaked skybox lighting Added SDK instances to ZIP file to preserve directory structure v3 Update Notes: Altered opening hallway props Added additional foliage Tweaked lighting v4 Update Notes: Added intro text Added autosave points at entry door and sealed button v5 Final Update Notes: Tweaked intro text Added additional info_placement_helper entities Added readme file to ZIP

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J*Rod • Jun 05, 2011 • #48273
13 posts



A large-sized map divided into two main sections which interconnect. Overall a great puzzle to play. This took a lot of effort to make and tweak.

Please comment and rate!

Theme: Destroyed (Act I, pre-wakeup)
AI Voice: Announcer

Screenshots:
http://steamcommunity.com/id/czfjrod/sc ... 365334538/
http://steamcommunity.com/id/czfjrod/sc ... 365332280/
http://steamcommunity.com/id/czfjrod/sc ... 365329886/
http://steamcommunity.com/id/czfjrod/sc ... 365325905/
http://steamcommunity.com/id/czfjrod/sc ... 365323602/
http://steamcommunity.com/id/czfjrod/sc ... 365316924/
http://steamcommunity.com/id/czfjrod/sc ... 365313609/
http://steamcommunity.com/id/czfjrod/sc ... 365311653/
http://steamcommunity.com/id/czfjrod/sc ... 365306453/

v2 Update Notes:
Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino)
Tweaked skybox lighting
Added SDK instances to ZIP file to preserve directory structure

v3 Update Notes:
Altered opening hallway props
Added additional foliage
Tweaked lighting

v4 Update Notes:
Added intro text
Added autosave points at entry door and sealed button

v5 Final Update Notes:
Tweaked intro text
Added additional info_placement_helper entities
Added readme file to ZIP

File Name: sp_a1_boxfling_jsmaps_v5.zip
File Size: 11.12?MiB
Click here to download [SP] Box Fling

YM_Industries • Jun 05, 2011 • #48274
67 posts

Hi, I unfortunately didn't have much time to play your level, but it looks great!
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.

DiMartino • Jun 05, 2011 • #48275
3 posts

Hey there. Liked your map, one of the best here so far.

But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.

Anyway 5/5.

xdiesp • Jun 05, 2011 • #48276
1,078 posts

Well developed, but falls short of other majestic decayed levels. However the puzzle helps up with that: distributed, far reaching, never frustrating. Can be completed with just one cube (assuming you take the 2nd one with you), catapults become fairly useless after the very beginning.

Bug: some of the walls turn black when you are near a portal. Odd, never happened before.

J*Rod • Jun 05, 2011 • #48277
13 posts

YM_Industries wrote:
Hi, I unfortunately didn't have much time to play your level, but it looks great!
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.

I actually included lots of signs to help out with the navigation in place of the opening sign, but I understand that it's not perfect.

I was under the impression that only custom instances needed to be uploaded, so I will put in the other instances I used now that you mentioned it.

xdiesp wrote:
Well developed, but falls short of other majestic decayed levels. However the puzzle helps up with that: distributed, far reaching, never frustrating. Can be completed with just one cube (assuming you take the 2nd one with you), catapults become fairly useless after the very beginning.

Bug: some of the walls turn black when you are near a portal. Odd, never happened before.

I've been tweaking the lights a lot during the weeks I worked on it, and I compiled it with full HDR/LDR "final" on VRAD. It certainly looks different to when it's compiled regularly. I'll keep tweaking it.

J*Rod • Jun 05, 2011 • #48278
13 posts

DiMartino wrote:
Hey there. Liked your map, one of the best here so far.

But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.

Anyway 5/5.

Oh, yeah, hadn't thought too much about that. I'll fix that up with my next release.

MaD2ko0l • Jun 05, 2011 • #48279
2 posts

hey i had a quick look at you map, and altho i got a little bit stuck, i had managed to skip the turret chamber.

after i got the laser activated and the blue goo in place, i could go straight to #4 and exit

J*Rod • Jun 05, 2011 • #48280
13 posts

Version 2 of Box Fling is released, and another version is on its way.

Just keep sending in your thoughts on it, and I'll keep tweaking it.

J*Rod • Jun 05, 2011 • #48281
13 posts

Version 3 is up now! It's got some more foliage and I've tweaked the lights some more.

Feel free to rate and criticize.

J*Rod • Jun 06, 2011 • #48282
13 posts

I've had a little playtest with a couple friends, and they thought it would be a good idea to put in autosaves. I was also interested in their radical methods of playing through.

Version 4 is up now, and it has both intro text and autosaves.

The moral of the story? Can't do without playtesting over and over.

J*Rod • Jun 06, 2011 • #48284
13 posts

No turning back now... I've uploaded my 5th and final version of Box Fling for the contest. I've included a readme in the new ZIP file.

Please rate and comment!

Ratboy • Jun 06, 2011 • #48285
56 posts

JRod wrote:*
I was under the impression that only custom instances needed to be uploaded, so I will put in the other instances I used now that you mentioned it.

I was also under the impression that only custom instances would need to be included. I didn't see anything in the rules that specified this. Can anyone clear this up?

Haven't played your map yet, but it looks and sounds good so far. I'll get on it, and get back with you when I've played it.

J*Rod • Jun 06, 2011 • #48286
13 posts

Ratboy wrote:
JRod wrote:*

I was under the impression that only custom instances needed to be uploaded, so I will put in the other instances I used now that you mentioned it.

I was also under the impression that only custom instances would need to be included. I didn't see anything in the rules that specified this. Can anyone clear this up?

Haven't played your map yet, but it looks and sounds good so far. I'll get on it, and get back with you when I've played it.

Just include all of the SDK's instances just in case. Helps clear up the VMF's dependencies they want to get to qualify the map.

J*Rod • Jun 06, 2011 • #48287
13 posts

After watching today's E3 press conferences, I'm in a better mood than I was this morning.
I hope my entry has been at least good enough to be a great level worth playing many different ways.

Ratboy • Jun 07, 2011 • #48288
56 posts

JRod wrote:*
Just include all of the SDK's instances just in case. Helps clear up the VMF's dependencies they want to get to qualify the map.

Sound advice sir, and I did exactly that. I feel much better knowing I have my bases covered.

Played your map like I said I wouldl! Here's some thoughts:

Nice visual style, but I would be a little more picky about where I put portal-able panels.The faith plates were rendered nearly entirely unnecessary by being able to portal up to the funnel area, and I was able to use that to get to the exit, and I still have no idea what the second room or the faith plates in the middle were for.

Good work though! It was not without its element of challenge and atmosphere, which is certainly more than some other maps entered in this contest can boast.

mickyficky • Jun 14, 2011 • #48289
46 posts

Hey there,

map looks very nice, but I also completely skipped the turret part. Just got to a high enough altitude using the funnel (didn't even need blue gel), and then made a portal in there.
I guess you should restrict funnel usage and have somewhat less portalable surfaces.

Otherwise good job, and very nice visuals.

edub • Jun 15, 2011 • #48290
4 posts

while i agree with the previous posters about being able to skip parts/features of the map, I like that this one can be solved using various methods. It give the map some replay value. On other maps I sometimes get tired of looking for the one panel that I can place a portal on, which then leads to the next and so on.

Good work!

NuclearDuckie • Jun 16, 2011 • #48291
186 posts

Just like Mickyficky, I completed the map without using the blue gel or going through the turret part (which I assume requires you to do something with the light bridge). I found the map on the whole to be too lacking in clear instruction on what I was supposed to do with those things, and it turned out I could just cheat and use the funnel so I did that. I'm still not sure where I was supposed to put the gel; there seemed so many places and ways I could use it, and yet none of them seemed to accomplish anything.

The fact that the map was too wide and allowed for too many possibilities was a big downer. The visuals were all right, though I noticed some lighting errors (flickering) on the walls in some parts. Overall I can't say I found it appealing enough that I would consider going back and trying to complete it properly.

SargonAnkro • Jun 28, 2011 • #48292
19 posts

Map was quite nice. But for me, it looks like expanded version of one chamber from original single player (that one with Rattman's final transmission I guess).

Most challenging part was with HLB.

I also found the ninja way to get to the reflection cube without passing through the line of turrets.

Anyway nice map, but something's missing, sth more challenging at all.

Djinndrache • Jul 25, 2011 • #48293
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:

KJcZSe9piQc
(Link: http://www.youtube.com/watch?v=KJcZSe9piQc)

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

J*Rod • Jul 25, 2011 • #48294
13 posts

Djinndrache wrote:
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:

KJcZSe9piQc
(Link: http://www.youtube.com/watch?v=KJcZSe9piQc)

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

Hey thanks for recording my map, but I noticed that it wasn't the final version I released for the contest.

Not that it matters, because aside from a couple alterations it's pretty much the same, but I've really responded to the feedback I got between versions to make a newer version of the map. I've also made many aesthetic changes, because the skybox lighting was very difficult to tweak properly.

Nonetheless, it's a great video and I look forward to the rest of the project videos.

KennKong • Nov 30, 2011 • #48295
942 posts

Like posters before me, I never used the blue gel or central catapults, and never saw the turrets, yet had no problem completing the map. I generally liked the look, and enjoyed solving the puzzle. Now I'll go back and see if I can get to the other side of that door.

Usually, I'd give a good map with a broken puzzle a 3, but I look at this one has having multiple challenges to solve, not just the one of getting to the exit. 4/5 from me.

comoros94 • May 20, 2012 • #48296
12 posts

as said MaD2ko0l, I can take the laser cube without going through the turret chamber

ceounicom • Jul 04, 2014 • #48297
1 posts

Hi,

Played the map and enjoyed it. I tend to favor these 'large-room' puzzles involving flings and multiple elements (lasers, funnels, bridges, etc).

However, like some before me, i finished the map without using (it seems) half the elements. Never used the 'back room', never used the center-room faith plates, or the gel. Just used the funnel to position myself where I could put a portal in the room with the button that drops the lasercube... then funneled it and myself to the corner with the laser, placed the cube, funneled myself in stages over to the ending door, then fired portals to send the laser to its target. Am not sure what the 'correct' solution is, because it seems that this would be the obvious way to do things (*unless there's another way into the room with the button?...)

Thanks

TheTobbell • Jul 05, 2014 • #48298
630 posts

ceounicom wrote:
Feedback

I dont think that he'll respond on this thread after 3 years..

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