Laser Fling
by cda2369 · Uploaded Apr 29, 2012
File Size: 1.61 MB
Downloads: 288
Rating: (8 votes)
Description
Not much really to say about it, it's a short map, with a bit of difficulty. [spoiler]You may notice a dropper that stays open, it's supposed to do that.[/spoiler] Plus, I may just recreate this map when the in-game portal 2 level maker comes out. This level, just to let you know, is actually a test for upcoming levels, so I didn't play much attention to detail such as texture alignment. EDIT: I recreated the level in the In-Game Level Maker, check it out: http://steamcommunity.com/sharedfiles/f ... d=68480834 -------------------------------------------------------------- Any issues, glitches, or something that just doesn't look right? Let me know in the forum post or PM me!
Comments
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I can't believe I played this map long enough to "complete" it.
Before I even entered the first room, I noticed (in no particular order): flickering props, misaligned textures, improperly sized brushes, poor lighting and random geometry.
Once I started moving around, I also noticed: more of the previously mentioned issues, props that were't aligned with anything, areas where the player could get stuck, a death pit that didn't add anything to the puzzle, a puzzle that required twitch and an un-orthodox use of a cube (not a good thing, imo).
Also, what was with the ending?You get thrown into a wall and the map is done?
1/5
taco wrote:
I can't believe I played this map long enough to "complete" it.Before I even entered the first room, I noticed (in no particular order): flickering props, misaligned textures, improperly sized brushes, poor lighting and random geometry.
Once I started moving around, I also noticed: more of the previously mentioned issues, props that were't aligned with anything, areas where the player could get stuck, a death pit that didn't add anything to the puzzle, a puzzle that required twitch and an un-orthodox use of a cube (not a good thing, imo).
Also, what was with the ending?You get thrown into a wall and the map is done?
1/5
Forgot to mention, this level was a test for upcoming levels I was going to make, so I didn't pay much attention to texture detail and such. Sorry if you didn't enjoy it.
You shouldn't need to pay much attention to texture detail and stuff if you work on a proper grid size. If you are planning on making multiple levels I highly recommend to actually do focus on this stuff, understanding and properly shouldn't take too long and after you get the hang of it it won't take more time at all and then people will like your maps a lot more!
cda2369 wrote:
Forgot to mention, this level was a test for upcoming levels I was going to make, so I didn't pay much attention to texture detail and such. Sorry if you didn't enjoy it.
A tip for your upcoming levels: Don't make them like this one. The gameplay was just... Stupid... In my opinion.
Is there any reason why the faith plates slapped you around like a ragdoll? You could just have made the second room closer to the first room.
I've never seen anyone use a timer on a laser-socket. To me that's just weird. When the socket is powered open the door, when it's underpowered close the door.
You wrote that you didn't focus that much on details in the environment, so I'll skip that line.
I agree with Taco on most of the things here. You need to make the future maps 10x better than this or people will find the map unsatisfying.
Heh, I enjoyed this a lot more than taco... I don't really mind twich reaction style maps, but as long as they're small. I.e. if that's the point of the map it's cool, but if it were sandwiched in between regular logic style puzzles it would be a lot worse.
I'd probably give the map a 4 if you raised the ceiling platform an extra 32-64 units or so, and copied out the 'round-the-door' brushes from the instance examples, but it was fun zooming back and forth trying to get that shot 
pgv-AgtEnoE
I'm sorry but, if your going to make a map a "test" for something you should test it with proper non-flickering textures, test lighting (see what works best for the chamber) test out aligning textures and make sure you don't have half a tile sticking out of the ground or something, detail the chamber with props that make sense and are properly aligned with the world, make sure test elements (that acid pit) is actually intended for the test chamber and not just there for show and finally test instances, most people use instances for the start/end of their maps (elevators) not just random walls, that makes no sense.
I guess what I'm trying to say here is that you need to test more than just the puzzle the chamber provides but the test chamber itself. You need a good amount of detail, lighting, test element usage, geometry that fits well and avoiding any possible way for a player to get stuck. If you need help, post a picture in the Map Showcasing thread of your map and ask for some helpful advice.
My first map for example wouldn't be as good as it is now if I hadn't asked for help. It started out like this:
http://steamcommunity.com/id/RubyCarbun ... 9248162670
Notice how it is way to bright. The lighting was absolutly terrible to begin with, so I asked the community on what I could improve on and then the chamber looked like this towards the end:
http://steamcommunity.com/id/RubyCarbun ... 792123914/?
The lighting was edited to fit the style better and it was given a higher rating for it. On top of that the puzzle elements made more sense. This chamber can't be used as an example for elevators because it was made in the Alien Swarm SDK before the instances were created.
In your map your puzzle seems developed, but the way the test chamber looks acts as a compliment to the puzzle and vice-versa. You can have the best puzzle ever thought up of but without good detail people won't ever play it through to the very end. You should ALWAYS pay attention to detail when map making.
EDIT: Also indicator lights are always a nice touch to any test chamber. 
one glitch i did find was when you get flinged back into the first room you can slow down on the roof and walk on it.
I walked all over in this map, even back to the start area where I was trapped. Quick shot to the overhead surface - not really a problem. Apparent that was the only next step. After activation the ending was ... what.....
3 is the best I can give....thanks for mapping I look forward to a little more in the next one...
Too hard for the average player and too easy for a ninja. What do you plan with this map? There is no real target group for this.
ExNyTLr32UU
(Link: http://www.youtube.com/watch?v=ExNyTLr32UU)
Not much really to say about it, it's a short map, with a bit of difficulty. You may notice a dropper that stays open, it's supposed to do that. Plus, I may just recreate this map when the in-game portal 2 level maker comes out. This level, just to let you know, is actually a test for upcoming levels, so I didn't play much attention to detail such as texture alignment.
EDIT: I recreated the level in the In-Game Level Maker, check it out:
http://steamcommunity.com/sharedfiles/f ... d=68480834
--------------------------------------------------------------
Any issues, glitches, or something that just doesn't look right? Let me know in the forum post or PM me!
File Name: laserfling.rar
File Size: 1.61 MiB
Click here to download Laser Fling