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This has now been released, please look in the released maps section.
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Test looks nice. I think the texture of the walls are meant for acid pits, but they didn't look too bad. Here are some things I found:
In the first test, I didn't need to get my player into the funnel. I was able to hop the gap over the emancipation grill. Once I got over there, a threw the cube over the gap.
In the second test, it's REALLY easy to bypass the second part. (The part where you disabled the two emancipation grills). Just throw the cube over the gap. Simple.
Test looks good, enjoyed it for the most part, but there are some obvious alternate solutions. 4/5. Good to know this is a WIP.
Nice set of maps - puzzles were thoughtful but not too difficult. All elements worked fine and it flowed smoothly. The look of the walls could be improved, but other than that I enjoyed it. Thanks for making!
Mattyd wrote:
Currently I have done only minimal work on sound, and still have a fair bit of work left with detailing. However, they are fully functional and I would appreciate any feedback.
It definitely will need another few coats of paint before you send it to the show but that's not why you uploaded it - you want puzzle feed back. So here you go:
Note: I did enjoy these maps. They are not difficult; however, they were fun. So you win.
Puzzle 1: I personally enjoyed this puzzle more than the second one. It was fun to complete with an easy-medium difficulty. I wasn't a huge fan of the fact that if you didn't position the cube right in the tractor beam, you couldn't adjust it without having to be pulled all the way through the tractor beam to get to the cube (but that's probably just a personal gripe).
Puzzle 1 does have at least one exploit: You can jump in the goo and swim up to the ledge, making it past the first fizzler without walking through it. You can also throw cubes over that area.
Visually, I didn't think the rising platform in front of the door wasn't very visually effective since you couldn't see it while it was rising out of the goo and getting to the door early wouldn't matter because it's closed. Might as well have a regular platform there. The final laser catcher should also have an indicator strip to the first fizzler.
Puzzle 2: I liked the power-up stuff you did here when you walk into the room. The puzzle was easier (and more exploitable than the 1st) but had a couple neat ideas. Having a button to activate the cube dropper is pointless - you should active the dropper with a trigger once the chamber powers up and then just let it auto-run. It was nice that you had a couple of different interactions with cube and the beam and that it's paths were short.
The worst part of this download and it MUST be fixed is the portalable surface that doesn't let players though it (the one by the door that you fling the cube though). This makes no sense at all and felt very lame. Use a laser field in front of the exit portal if you don't want players going though. Or use something (ANYTHING!) else to solve the issue. Invisible triggers that make no sense = bad.
Puzzle 2 can easily be exploited: Catch the cube as it drops, walk to the floor button and throw it over the goo. Walk around and pick it up. Throw it over move goo. Walk around and pick it up. Put it on the button. Win.
UsCobra11 wrote:
Test looks nice. I think the texture of the walls are meant for acid pits, but they didn't look too bad. Here are some things I found:In the first test, I didn't need to get my player into the funnel. I was able to hop the gap over the emancipation grill. Once I got over there, a threw the cube over the gap.
In the second test, it's REALLY easy to bypass the second part. (The part where you disabled the two emancipation grills). Just throw the cube over the gap. Simple.
Test looks good, enjoyed it for the most part, but there are some obvious alternate solutions. 4/5. Good to know this is a WIP.
Thanks for the prompt feedback, I'm a little unsure what you did on the first test. Are you saying you managed to jump round the side of the emancipation grill closest to the entrance?
On the second test chamber,that is a significant flaw, and I will be sure to fix it in the next update 
OnePortalizedGal wrote:
Nice set of maps - puzzles were thoughtful but not too difficult. All elements worked fine and it flowed smoothly. The look of the walls could be improved, but other than that I enjoyed it. Thanks for making!
Thanks for the feedback, I am still working on the 'prettying up' aspect of the map, so that will be better once I'm done.
Mattyd wrote:
Thanks for the prompt feedback, I'm a little unsure what you did on the first test. Are you saying you managed to jump round the side of the emancipation grill closest to the entrance?
You can jump it, yes. You don't need to though to exploit it - you can just throw cubes. Video uploading right now.
Goo jump
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Full run (unintended)
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Also, on the first puzzle, it would be nice if the light bridge emitter was recessed into the ground or changed in some way (possibly very small invisible ramps) so that you don't get stuck on it.
taco wrote:
Mattyd wrote:Thanks for the prompt feedback, I'm a little unsure what you did on the first test. Are you saying you managed to jump round the side of the emancipation grill closest to the entrance?
You can jump it, yes. You don't need to though to exploit it - you can just throw cubes. Video uploading right now.
Also, on the first puzzle, it would be nice if the light bridge emitter was recessed into the ground or changed in some way (possibly very small invisible ramps) so that you don't get stuck on it.
Thanks for the video, it's very useful. I am changing it as I speak 
In chamber 1, I also did the cube toss to circumvent the emancipation grills.. And of coarse I realized the correct method after I did that. As for the vertical light bridges, I find they're clipping me when they are "not" activated. I don't think you're supposed to be feeling them when they're not there. It's nothing detrimental to the game play, just kinda weird. Other than that, I liked it because it does take a slight bit of logic to solve.
Everything I had a problem with has already been mentioned, so I'll spare you the repeat 
Just one thing though: Are you using electrical damage on the water? When you die there is a blue shining light on the screen, or is it just me? If it is I suggest changing it to chemical.
I liked the puzzle though. A bit different from what I've see before. Nice job 
One thing I forgot to mention. The bsp file, once unpacked, says sp_defelection instead of deflection. I'm assuming it's a typo. The reason I mention this is because a lot of noobies that never used a console would probably type in sp_deflection a thousand time wondering why they get an error. I just backspaced a little till it shows. Nor would a lot of noobs know the "maps *" command. Just thought I'd bring that to your attention.
SkyFerret wrote:
One thing I forgot to mention. The bsp file, once unpacked, says sp_defelection instead of deflection. I'm assuming it's a typo. The reason I mention this is because a lot of noobies that never used a console would probably type in sp_deflection a thousand time wondering why they get an error. I just backspaced a little till it shows. Nor would a lot of noobs know the "maps *" command. Just thought I'd bring that to your attention.
Thanks for bringing that up, I noticed it just as I was getting the next version ready to upload. It is fixed now 
I have substantially redesigned both chambers, so hopefully I have prevented the cheats mentioned above.
Let me know how it goes with this version.
Logic: I have set the damage type to drown from memory, though I might change it to something else since it is causing visual issues.
Your update created a bigger short cut - now I can skip the whole first chamber and go right to the second chamber by walking thru and using laser on slanted panel to open the exit door going right to next chamber. Don't think a fizzler will fix that either
OnePortalizedGal wrote:
Your update created a bigger short cut - now I can skip the whole first chamber and go right to the second chamber by walking thru and using laser on slanted panel to open the exit door going right to next chamber. Don't think a fizzler will fix that either
And in chamber 2, you can still throw the cube through the hole in the glass wall get it to land on the other side of the goo. Then it just take three portals to finish it from there. I feel like you made some major changes to both chambers when all they needed were small fixes.
Hey, nice map!
I recorded my blind run for you. It took me roughly 3 minutes, though I think I would've taken longer had I solved the first chamber the intended way. I don't think the way I solved it was right. Other than that, the texturing is cool, and the props make up for a realistic environment. Good work on that front! I liked the quick sidestepping on the button in the second test to catch the cube, that was fun.
Just fix up the other stuff other people have mentioned and hey, you've got a great map. I give you a 4/5! 
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Ok, here's a tip. Before releasing a map, try your best to find alternate solutions. Don't just hope that your intended solution will be the only one. (Not trying to sound harsh)
I mean, since the update, you can just skip the whole first chamber... and it was a bit obvious.
In chamber 2, i just recommend making the gap longer.
Maybe also adding some more portal surface, because it was obvious that we had to use every single surface.
UsCobra11 wrote:
Ok, here's a tip. Before releasing a map, try your best to find alternate solutions. Don't just hope that your intended solution will be the only one. (Not trying to sound harsh)
I mean, since the update, you can just skip the whole first chamber... and it was a bit obvious.In chamber 2, i just recommend making the gap longer.
Maybe also adding some more portal surface, because it was obvious that we had to use every single surface.
I admit, that is a pretty bad stuff up, unfortunately I didn't notice it as it only became possible due to a last minute change of which I didn't think through properly.
I am fixing it (won't be much longer now 
Ok I have fixed the main bug in the first chamber.
On the second one, I'm still undecided as to what to do about the cube flinging cheat...
Mattyd wrote:
Ok I have fixed the main bug in the first chamber.On the second one, I'm still undecided as to what to do about the cube flinging cheat...
1st chamber seems to be working as intended. To fix the cube throwing, you could make that part of the map (the goo) wider. If you did that you wouldn't need the glass there any more. Also, it's not the easiest throw with the wall there (took me many tires to find the right place/angle) so you could just leave it in. If an exploit isn't easy, sometimes it's fine (or fun for fewest portal runs) to leave them in.
taco wrote:
Mattyd wrote:Ok I have fixed the main bug in the first chamber.
On the second one, I'm still undecided as to what to do about the cube flinging cheat...
1st chamber seems to be working as intended. To fix the cube throwing, you could make that part of the map (the goo) wider. If you did that you wouldn't need the glass there any more. Also, it's not the easiest throw with the wall there (took me many tires to find the right place/angle) so you could just leave it in. If an exploit isn't easy, sometimes it's fine (or fun for fewest portal runs) to leave them in.
My thoughts exactly, most people won't be able to do it, so I'm inclined to just say good on you if you can 
I'll never quite understand why people deliberately try to find alternate solutions, knowing full well what the intended is and just not taking the time to figure it out or how to execute it, and then bashing the creator...
Great mapping.. only issue I had was in room 1 Cube came through funnel mis-aligned, so I stood on the other cube, jumped and grabbed from funnel and then repeated to align properly.. couple flaky textures here and there, but all around great job.. 
Szieve wrote:
I'll never quite understand why people deliberately try to find alternate solutions, knowing full well what the intended is and just not taking the time to figure it out or how to execute it, and then bashing the creator...Great mapping.. only issue I had was in room 1 Cube came through funnel mis-aligned, so I stood on the other cube, jumped and grabbed from funnel and then repeated to align properly.. couple flaky textures here and there, but all around great job..
Thanks for the feedback! I should have fixed all the misaligned textures etc. by the time I release it proper.
Szieve wrote:
I'll never quite understand why people deliberately try to find alternate solutions, knowing full well what the intended is and just not taking the time to figure it out or how to execute it, and then bashing the creator...
There is nothing wrong with looking for alternative solutions. Some of them might bee a bit far fetched but we are testing here. Think like an aperture employee, you don't want test-subjects taking alternative routes when you're supposed to test a specific element. Making maps without alternative routes is a good thing and I think it's better to tell him about the problems rather then just letting them slide 
Szieve wrote:
I'll never quite understand why people deliberately try to find alternate solutions, knowing full well what the intended is and just not taking the time to figure it out or how to execute it, and then bashing the creator...
We aren't bashing the creator. Not at all. He is going to make a better map if we give him the feedback he needs which means a better experience for everyone.
Small-ish bugbear I thought I might flag up. When you press the button that turns the panel upwards for the laser in the first chamber, the indicator lights get stuck on orange and don't turn blue again when you step off the button.
EDIT: I hope I'm not being too mean, but here's another exploit in Test 2 you should probably take out.
Alternate Solution for Test 2
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DamnImOnFire wrote:
Small-ish bugbear I thought I might flag up. When you press the button that turns the panel upwards for the laser in the first chamber, the indicator lights get stuck on orange and don't turn blue again when you step off the button.EDIT: I hope I'm not being too mean, but here's another exploit in Test 2 you should probably take out.
Alternate Solution for Test 2
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Thanks for the heads up, and I uploaded it here to see what cheats people came up with so pass them along so I can fix them 
This has now been released, please look in the released maps section.
File Name: deflection_0.91.zip
File Size: 2.31 MiB
Click here to download Deflection