sp_labyrinth
by satchmo · Uploaded Jul 05, 2011
File Size: 1.43 MB
Downloads: 881
Rating: (11 votes)
Description
Navigating through a three-dimensional maze while negotiating a series of obstacles. Play the latest version of sp_labyrinth within sp_vengeance: Vengeance Here is a playthrough video. Needless to say, it has spoiler for the puzzle. biVQf4Tj1Nk
Comments
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Not really a maze, just a sequence of dark, small-spaced chambers with little puzzles.
Short map centered around navigation, uses transparencies\tones to add diversity to its Clean interiors but still comes out quite claustrophobic: like a maze all right, however sometimes it gets in the way of the puzzlesolving - with small\dark interiors hard to handle cubes in or make your way through. In your previous work Suspension, it was easier to focus on the actual puzzles and leave negotiating the map's layout aside.
Overall, an honest job whose maze theme can be off putting. Suggestion: I guess this was once part of a bigger project, but I would still add elevators if this is to remain standalone now. Here's another demo: http://www.mediafire.com/?cg9uri66n112lbc
I have no choice but to use an external link because the site refuses to upload my updated version.
Every time I edit and upload the map, the older version remains. I tried this more than six times.
When updating your map DONT create new posts, just edit your old download.
Now you are pushing other mappers of the frontpage with 1.1 1.2 1.3 ect.
Be sure to package your map in a rar or zip, bsp's wont be accepted.
Maybe you can take down your older version an upload the original as a seperate file listed in this download you created.
I swear I did not upload this map twice. I only clicked on "submit" once, yet somehow the site created two copies of the same map, and one without a screenshot at that.
I tried to delete the redundant copy, but I don't have the access to delete maps.
And this map's BSP is compressed in a .zip file.
xdiesp wrote:
Short map centered around navigation, uses transparencies\tones to add diversity to its Clean interiors but still comes out quite claustrophobic: like a maze all right, however sometimes it gets in the way of the puzzlesolving - with small\dark interiors hard to handle cubes in or make your way through. In your previous work Suspension, it was easier to focus on the actual puzzles and leave negotiating the map's layout aside.Overall, an honest job whose maze theme can be off putting. Suggestion: I guess this was once part of a bigger project, but I would still add elevators if this is to remain standalone now. Here's another demo: http://www.mediafire.com/?cg9uri66n112lbc
Thanks for recording another demo. The light bridge near the fizzler switch is suppose to block the player from going through the portal, but it didn't in your demo. I have since fixed that little issue.
I don't plan to add arrival and departure elevators because I want this map to stand out. I don't feel that adding elevators contribute to the overall fun factor for the map.
Instead, I kind of made my own "elevators" for entry and exit.
My goal for creating custom maps is to make something that is clearly different from the Valve official levels, and perhaps demonstrate some aspect of gameplay that has never been done before. I don't feel the need to rehash existing style and gameplay.
Iconoclasm is always good! But if I hadn't known it was you, I would have thought the mapper couldn't make elevators.
I didn't find getting through the map particularly difficult, but then again I didn't really know where I was headed or what puzzle I was solving. Guess that is the object of a maze, not my fave type of map. Still well executed and everything worked - I guess. Lets see another one in more spacious accomodations? Thanks for mapping.
Aptly named map, the puzzle itself is finding one's way around. I never did find a use for the button to switch the funnel's direction, I was curious what purpose it serves...
Regarding the elevators, or lack thereof, I agree that they're not necessary. They're nice clean entrances/exits to maps, but in my opinion creative substitutes are certainly acceptable, if not preferred. Nonetheless, I think your map's ending could be improved. It would be more interesting if it fades out in and endless free-fall or something.
Copying my post from the duplicate thread which got deleted:
This is a very different "chamber" design to most, which I appreciate; however overall it felt unfinished. For the most part you're navigating a dark, quiet system of tunnels that get a bit monotonous after a while. You could try adding a bit of music or ambience, for a start.
The puzzle itself wasn't particularly hard to solve, except that some precision was needed with the light bridge at the start. Speaking of which, though, what's the use of the light "wall" towards the end? It projects onto a portalable panel, but I never found it to have any purpose.
Enigmaphase wrote:
Aptly named map, the puzzle itself is finding one's way around. I never did find a use for the button to switch the funnel's direction, I was curious what purpose it serves...
I have not figured out a way to get to the area with the switch to turn off the frizzler unless I reverse the direction of the funnel.
How did you do it? If the funnel is pushing forward, it prevents the player from going to that area.
After replaying it again, I figured out what the intended solution was. But I played through the whole map 3 times, I never used the orange funnel... Anyway, the fix should be simple: either add another light bridge above the current one or make the panels above the light bridge unportalable.
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Edit: Your join date is June 2, that's my birthday. Lol...
Thank you so much for pointing out that alternate solution, and happy belated birthday to you.
I will fix it tonight when I get home from the hospital.
I gotta say, you have extremely fast reflexes to be able to accomplish method 1. I cannot do it.
satchmo wrote:
I have no choice but to use an external link because the site refuses to upload my updated version.Every time I edit and upload the map, the older version remains. I tried this more than six times.
Just a note, if you haven't gotten this fixed already -- I had a similar problem w/ one of my maps.
If you change the name of the compressed file you upload while Editing your original download/post, you can create a new version w/in the same post and have it actually update.
The route I took was to keep the actual .bsp the same filename (so players could still type in the same "map " command), zip it up, then ONLY rename the .zip file.
Hope that helps.
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:
biVQf4Tj1Nk
(Link: http://www.youtube.com/watch?v=biVQf4Tj1Nk)
Also note the video description for more feedback and my signature for additional project information.
Being different for difference's sake is just indifference. Strive to be better, not just different. As a maze, this isn't amazing. It's more like being led around by the nose. And there was no cheese at the end! I guess artsy-fartsy I'm-so-smartsy maps just aren't my thing. It is fairly well executed, but the concept just doesn't please me. Based on how well I like it, I'd give it a 3, but it is too well done for that, so 4/5.
Navigating through a three-dimensional maze while negotiating a series of obstacles.
Play the latest version of sp_labyrinth within sp_vengeance: Vengeance
Here is a playthrough video. Needless to say, it has spoiler for the puzzle.
biVQf4Tj1Nk
File Name: sp_labyrinth_v1-1.zip
File Size: 1.43 MiB
Click here to download sp_labyrinth