Stairway to Turret Heaven 1.1
by Gadzillar · Uploaded Jun 07, 2011
File Size: 4.23 MB
Downloads: 2158
Rating: (25 votes)
Description
Here's my submission for the summer mapping initiative. Couldn't get through the server for the deadline so I'm just uploading it in the general category. A clean/BTS map, with low-medium difficulty puzzles. Most seasoned mappers will probably notice that this hasn't been properly optimized; I apologize, I just ran out of time. Anyway, I had a lot of fun playing with the visual styles, and hopefully you guys have a bit of fun playing it! 1.1 Update: - Fixed two design errors that allowed the player to bypass the turret area completely - Minor graphical enhancements to turret room - Fixed a design error that allowed the player to use an excursion funnel to get outside of the playable map area - Full VIS complile Known problems: - Some players might want better indicator decals for the first area. I didn't add these but if someone wants to put them in, the .vmf is available. - It may be possible to fall outside the playable area without triggering the player death in the first area. This is most likely near the outside of the factory area. I was unable to replicate this myself and so didn't do another compile yet, but if there's any reason to make a v1.2 this will be on the list of things to fix. - There is an erroneous 'nodraw' texture visible in the elevator shaft. Only noticed after the last compile; this too would be fixed in 1.2 if necessary. If anyone wants to use the .vmf, feel free! -Gadz
Comments
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Decent map. ButI completely bypassed the turrets altogether by taking the portal that I used for the lightwell and came out behind the other side of the initial light well. You put stairs there that you can take to the exit.
There's a bug with the thermal beam, where you can put it up and go out of the map
You must be talking about the first area? I must have missed clipping some areas, thanks for the feedback!
(If anyone here plays TF2, I also made a map for that game called "Snofort" where you could get on top of the skybox with a well placed rocket jump...I think the part of my brain that does level boundaries just must not work right
)
Also in the turret chamber you can shoot a portal on the ceiling above the walkway and then drop down on to it avoiding all the turrets.
Thanks all for the helpful feedback
I've got a version done where the solutions/glitches described above are no longer possible, and I had the time to run a proper full VIS as well. Once file editing is restored I'll put up the new version for anyone interested.
Also, if you have a good idea to modify the level somehow, or you want to use it in your own pack/mod, feel free to make changes to the .vmf. All I ask is that you give some credit for the original work.
Cheers!
-Gadz
Map split between considerable Wheatley looks and unremarkable industrial tidbits, reminiscent of HL2. Gameplay wise, it's all quite uninteresting and dull until the very last spark of liveliness in the finale.
Bug: falling below doesn't kill you.
The ceiling skip to the exit is still avail so I can only give a 3...thanks for mapping.
Loved the map. I would wish some additional cues to the light bridge and the box button. Took me a while to find them.
xdiesp wrote:
Map split between considerable Wheatley looks and unremarkable industrial tidbits, reminiscent of HL2. Gameplay wise, it's all quite uninteresting and dull until the very last spark of liveliness in the finale.Bug: falling below doesn't kill you.
Thanks for the comments, I've found you to be one of the generally more helpful reviewers so your words carry more weight
Can you be more specific about where you were able to fall? I thought I had tested that fairly well.
@quatrus: I haven't been able to upload the fixed version since they disabled file editing for the contest. I think the roof thing is fixed, although if you can be more specific about where you're able to get up and out then I can make sure its addressed.
Good points iinlane, a few decals probably would have been helpful. I'll add them if there's another update. 
Gadzillar wrote:
where you were able to fall?
I think it was in the abyss outside: game faded to black, I heard the landing, then I was stuck there (all dark but able to shoot). As to say, it did not trigger the autoreload.
very short but ok. the first room is a good start. the second is no challenge but fun.
stuck on first area... got 0 idea how to get that cube out... any hints? or is it a bug
@ kalafina: You might be having the same trouble iinlane did.
Hint 1: The dropper is connected to a button, check the glass floors
Hint 2: Once you've found the button, you'll have to figure out a way to get to it, the light bridge in the second half of the room would help
If you're having trouble retrieving the cube after it's been dropped: There are two ways of doing it; either jump up and use the light bridge from across the gap to raise yourself, or you can catapult yourself up to the button that controls the excursion funnel and activate it temporarily, just be careful not to let the box drop into the chasm or you'll have to start over
Hope that's helpful. Also, there's an updated version now available.
I have found a bug in your level. You have no clip in your funnel please see screenshot.
http://steamcommunity.com/profiles/7656 ... tab=public
sorry dude.
It's a standard map, not very difficult but fun to play. Excellent work. Thanks for mapping.
Just played your map, it was fun, but you can still bypass the last room by just portaling the ceiling. Should probably make the ceiling unportalable?
I haven't played through the map fully yet, but I found this. You might want to just clip off that railing I land onto in that demo. 
Very good looking map. I have to give props to attention to detail. The puzzles were easy, but about on par with the official Valve puzzles difficulty. Still, this was enjoyable and felt very Aperture-official. Nice work.
Yikes, I just...didn't...test this...enough
Thanks to everyone for the comments. I'm glad some found that it was approximately the difficulty of some of the easy Valve puzzles, since that was what I was hoping for. I won't release another version since it's so glitched and I'm sure most people who were going to play it have done so already (ie. no replay value), but if I make another one down the line I'll remember to actually have it playtested 
Cheers 
A good map. Much better than many of the others on here. The elevator was a neat surprise, can't remember seeing it in any other maps I have played. I LOVE the multiple room idea, I hope more creators use that idea.
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:
W4n4Vjip2d0
(Link: http://www.youtube.com/watch?v=W4n4Vjip2d0)
Also note the video description for more feedback and my signature for additional project information.
Looks good enough that you don't mind that the puzzles are easy. Just a touch of cube-tossing, but doable with a controller. 3/5 from me.
Here's my submission for the summer mapping initiative. Couldn't get through the server for the deadline so I'm just uploading it in the general category. A clean/BTS map, with low-medium difficulty puzzles. Most seasoned mappers will probably notice that this hasn't been properly optimized; I apologize, I just ran out of time. Anyway, I had a lot of fun playing with the visual styles, and hopefully you guys have a bit of fun playing it!
1.1 Update:
- Fixed two design errors that allowed the player to bypass the turret area completely
- Minor graphical enhancements to turret room
- Fixed a design error that allowed the player to use an excursion funnel to get outside of the playable map area
- Full VIS complile
Known problems:
- Some players might want better indicator decals for the first area. I didn't add these but if someone wants to put them in, the .vmf is available.
- It may be possible to fall outside the playable area without triggering the player death in the first area. This is most likely near the outside of the factory area. I was unable to replicate this myself and so didn't do another compile yet, but if there's any reason to make a v1.2 this will be on the list of things to fix.
- There is an erroneous 'nodraw' texture visible in the elevator shaft. Only noticed after the last compile; this too would be fixed in 1.2 if necessary.
If anyone wants to use the .vmf, feel free!
-Gadz
File Name: sp_stairway_to_turret_heaven 1.1.zip
File Size: 4.23 MiB
Click here to download Stairway to Turret Heaven 1.1