[SP] Mini-Faith

by Lostprophetpunk · Uploaded Jul 11, 2011

Screenshot 1

File Size: 2.12 MB

Downloads: 709

Rating: (13 votes)

Description

Mini-Faith version 4 is out now! Containing excursion funnels, jump pads and gel...and some of those pesky little turrets you all love. Remember...have a little faith and think. Special thanks to: msleeper Hope you enjoy this map.

Advertisement
Registered users don’t see ads! Register now!
Comments

Sign in to comment.

Lostprophetpunk • Jul 11, 2011 • #53591
409 posts

Mini-Faith version 4 is out now!

Containing excursion funnels, jump pads and gel...and some of those pesky little turrets you all love.

Remember...have a little faith and think.

Special thanks to:

msleeper

Hope you enjoy this map.

File Name: SP_Mini-Faith[v4].zip
File Size: 2.12 MiB
Click here to download [SP] Mini-Faith

infernet89 • Jul 11, 2011 • #53592
174 posts

-Missing texture next to the gel indicator sign.
-The faith plate in the second room is broken
-You can fall in the little hole behind the wall with the light bridge and stuck there forever.

Also, i didn't liked so much the first puzzle.. the fact you need to fling in a way blindly, just for the floor-surprise is good.. But you need to add something to reach with that fling. So the player will launch himself here for a reason, not just because is the only thing he can do.

Lostprophetpunk • Jul 11, 2011 • #53593
409 posts

infernet89 wrote:
-Missing texture next to the gel indicator sign.
-The faith plate in the second room is broken
-You can fall in the little hole behind the wall with the light bridge and stuck there forever.

Also, i didn't liked so much the first puzzle.. the fact you need to fling in a way blindly, just for the floor-surprise is good.. But you need to add something to reach with that fling. So the player will launch himself here for a reason, not just because is the only thing he can do.

The missing texture is probably because I used an external texture. I used one from the ones Skotty made. I shall look to get the part behind the wall fixed.

The ariel faith plate isn't broken, you just need to think what it's used for. It's meant to not work for certain things.

Thanks for the feedback though. =]

BlumCoLe • Jul 11, 2011 • #53594
211 posts

THX for map

My solution
sJgQqBxCxFA

Little bug:

- tick mark at the end is a mirror image!

greetz

Lostprophetpunk • Jul 11, 2011 • #53595
409 posts

BlumCoLe wrote:
THX for map

My solution
sJgQqBxCxFA

Little bug:

  • tick mark at the target stands headlong --->

greetz

Thanks for the video and feedback on the bugs.

I will work on fixing all of these as soon as I can.

Enigmaphase • Jul 11, 2011 • #53596
110 posts

You should put a fizzler between first and second room, otherwise you don't have to get the second cube at all. Also, there's nothing forcing you to kill the turrets at the moment.

I like what infernet89 said about the first chamber. Make it look like you're flinging yourself to some high ledge that leads to an exit door, but then right as you fling yourself, have the ledge fold back into the wall and the floor panel open up... something like that.

Lostprophetpunk • Jul 11, 2011 • #53597
409 posts

Updated and fixed several bugs. Thank for you all for your feedback, I really appreciate it. As I have only just started to learn how to map make.

I have updated the file to be downloaded, and it is all working. There are several methods in getting yourself and the cube to the exit. =]

Marlovious • Jul 11, 2011 • #53598
111 posts

This is a promising start, but there are a ton of bugs to work out still.


The blind fling in the first chamber is kind of lame. As others have said, you should add a reason to fling from the panel.

You can either simply place a portal once you land at the bottom to get back up, or while in the air, move to the side and land on the edge of the hole. Both allow you to take the cube into the second chamber. As stated above, a fizzler between the first and second chamber would prevent the first cube being taken to the second chamber.

I suggest you add to the decor by either making the portalable surfaces smaller, or at least aligning the textures. Some info_placement_helpers would also clean it up a little.

Entrance and exit elevators would be nice.

In the second chamber it is possible to get trapped in the tractor beam if it is in the orange state and you are sucked up into it. For some reason I was able to actually get inside the tractor beam emitter.

It is possible to lose the second cube by dropping it in the water yet there isn't a dropper to get a new one if this happens. You should add a trigger_multiple under the water to kill the cube if it is dropped it.
onstarttouch,!activator,dissolve,0.00and set the flags to "physics objects"

I suggest you move this to the WIP section as this is very unfinished.

-tldr: at least it isn't fullbright.

Lostprophetpunk • Jul 11, 2011 • #53599
409 posts

Marlovious wrote:
This is a promising start, but there are a ton of bugs to work out still.

||The blind fling in the first chamber is kind of lame. As others have said, you should add a reason to fling from the panel.

You can either simply place a portal once you land at the bottom to get back up, or while in the air, move to the side and land on the edge of the hole. Both allow you to take the cube into the second chamber. As stated above, a fizzler between the first and second chamber would prevent the first cube being taken to the second chamber.

I suggest you add to the decor by either making the portalable surfaces smaller, or at least aligning the textures. Some info_placement_helpers would also clean it up a little.

Entrance and exit elevators would be nice.

In the second chamber it is possible to get trapped in the tractor beam if it is in the orange state and you are sucked up into it. For some reason I was able to actually get inside the tractor beam emitter.

It is possible to lose the second cube by dropping it in the water yet there isn't a dropper to get a new one if this happens. You should add a trigger_multiple under the water to kill the cube if it is dropped it.
onstarttouch,!activator,dissolve,0.00and set the flags to "physics objects"

I suggest you move this to the WIP section as this is very unfinished.||
-tldr: at least it isn't fullbright.

Thank you for the feedback. Much appreciated.

The reason for loads of bugs being found is because I am still learning how to make the mechanics etc of the map. Like I have just only learnt how to make the second cube respawn once it's dropped in the water or fizzled.

The info_placement_help I need to learn about, as I have never heard of it. Also, thanks for the tip for the cube destroying as I didn't know I had to do that.

How do I move this to wip?

Godzilla (Lazars) • Jul 11, 2011 • #53600
57 posts

Very easy map.
The first part of the map could be more complex though. It was too obvious what you had to do with the repulsion gel, and WAY too obvious after you put the cube on the button.

When you fall down was also extremely easy. I just got my cube, placed a portal near the turrets, put them in the water, get my cube, go back then fling myself and my cube into the exit

By the way you can travel on top of the water without dying.

quatrus • Jul 11, 2011 • #53601
1,047 posts

Nice start at mapping, I enjoyed your creation....Thanks

xdiesp • Jul 11, 2011 • #53602
1,078 posts

2-blackboxes of a map with testing elements just lying scattered around. Puzzles are loose enough for entire rooms to be bypassed with a single portaling. Ridden with bugs, see above plus getting stuck at the bottom of the lightbridge's open panel.

HBfAKlS9f6Q

First things first, the glitches have to die. Then, I suggest some more variety for the walls (patterns, colours, not to mention the elevators); as much protection as possible for the solution you deem necessary (put a fizzler in the pit!); and always show what's happening with a visible "sign".

Lostprophetpunk • Jul 12, 2011 • #53603
409 posts

xdiesp wrote:
2-blackboxes of a map with testing elements just lying scattered around. Puzzles are loose enough for entire rooms to be bypassed with a single portaling. Ridden with bugs, see above plus getting stuck at the bottom of the lightbridge's open panel.

Hence why I have gotten rid of some of the bugs I know about, which is why I have updated the file. I don't really appreciate my first map (which I have worked on for quite a while, as I have been learning the mechanics of the levels) being called "2-blackboxes of a map with testing elements just lying scattered around". Not everyone's first map will be amazing first off. The testing elements aren't just scattered around.

I appreciate the feedback below the youtube video, as that can at least have some input for me in the way of improving future maps.

grent • Jul 13, 2011 • #53604
26 posts

Lostprophetpunk wrote:
Hence why I have gotten rid of some of the bugs I know about, which is why I have updated the file. I don't really appreciate my first map (which I have worked on for quite a while, as I have been learning the mechanics of the levels) being called "2-blackboxes of a map with testing elements just lying scattered around". Not everyone's first map will be amazing first off. The testing elements aren't just scattered around.

Don't hide behind the shield of "this is my first map." Yes, your first map will usually have some issues, but that's no excuse to simply accept them.

I really don't have much to add to what's already been said. Either there's a lot of superfluous crap or (more likely) you have very little in the way of preventing a player from going about your map in a way you don't want them to. I also agree with the comments about the first chamber feeling wrong because of the "fling just because it's the only thing you can do."

Lostprophetpunk • Jul 13, 2011 • #53605
409 posts

grent wrote:
Don't hide behind the shield of "this is my first map." Yes, your first map will usually have some issues, but that's no excuse to simply accept them.

I really don't have much to add to what's already been said. Either there's a lot of superfluous crap or (more likely) you have very little in the way of preventing a player from going about your map in a way you don't want them to. I also agree with the comments about the first chamber feeling wrong because of the "fling just because it's the only thing you can do."

I am not hiding by the fact that this is my first map...It was just the fact that he referred to it as two black boxes...

Also, ever since getting feedback on bugs etc I have been working on fixing them. Hence why the version at the moment is "v2" because I fixed the known bugs. I have just finished updating it once more so I am releasing "v3" of it. So tell me again that I just 'simply accept' issues. I know I have things to learn, and through feedback on my maps I am learning. Don't try and make out that I do anything about the issues. If I would have just 'accepted' the issues, the first version of the map would still be there. However, because you have clearly not noticed that the versions of the map have been changed from the original release, then you kind of miss the point entirely.

Also through the help of some feedback received by certain members, I have been able to learn new things that I had no idea about before, as well as fix issues I didn't know about before.

I am just about to update it to the latest release now...maybe you want to give that a download and see how much has changed since the original release...and then see if you want to say that I 'simply accept' the issues mentioned by posts above.

Lostprophetpunk • Jul 14, 2011 • #53606
409 posts

I am working on fixing the following bugs in v3...

- You can get cube without the excursion funnel.
- The button where you fall down

I am looking to add..

- A test chamber sign

Hope you like the map.

Djinndrache • Jul 14, 2011 • #53607
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:

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

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

Lostprophetpunk • Jul 14, 2011 • #53608
409 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.

Thank you for the video. You didn't quite finish it the way intended.

Since you recorded the video I have released another two versions, v2 and v3. In v3 all bugs that were in the first map are fixed and the intended solution is a lot clearer.

Again, much appreciated for the recording.

grent • Jul 14, 2011 • #53609
26 posts

Lostprophetpunk wrote:
I am not hiding by the fact that this is my first map...It was just the fact that he referred to it as two black boxes...

And it is. The criticism is valid, my point was you shouldn't get pissy about it.

Lostprophetpunk wrote:
(everything else)

I was originally going to take this apart point by point, but I think I'll just summarize: from the way you were talking about your map, it sounded like you were defending it as it was. The map I played (likely version 1, as there were so many bugs about, but I suppose it could have been v2) was very much broken, and shouldn't really have been defended. More than anything, it annoyed me that you responded angrily towards criticism of your map, since anyone who is serious about making anything gladly accepts criticism as a way to get better. I see now that you do take this criticism to heart (even if you are a bit bitchy when doing so), so keep on trucking.

Lostprophetpunk • Jul 14, 2011 • #53610
409 posts

grent wrote:
I was originally going to take this apart point by point, but I think I'll just summarize: from the way you were talking about your map, it sounded like you were defending it as it was. The map I played (likely version 1, as there were so many bugs about, but I suppose it could have been v2) was very much broken, and shouldn't really have been defended. More than anything, it annoyed me that you responded angrily towards criticism of your map, since anyone who is serious about making anything gladly accepts criticism as a way to get better. I see now that you do take this criticism to heart (even if you are a bit bitchy when doing so), so keep on trucking.

I can take criticism. You however completely missed my point in the fact that you said that I just simply accept the bugs that people point out within my map, and simply do nothing about it.

Even now I have had people point out to me different bugs that happened when I updated the map to the latest version [v3], which is why I am working on fixing those specific bugs.

If you would've read my post properly...

Lostprophetpunk wrote:
Hence why I have gotten rid of some of the bugs I know about, which is why I have updated the file.

...then you would've seen I updated the map with the fixed bugs. Otherwise the first version of the map would still be there...

jamesf141 • Jul 15, 2011 • #53611
55 posts

This map, whilst quite enjoyable, does have a somewhat WIP feel to it. The mashup of underground and clean textures in the first room definitely needs fixing. The first room is also far too easy, especially when compared to the much more complex second room. On the plus side, it is more functional (although I would replace the button which causes the floor to drop away with a pillar button.

The second room is a wonderful concept (Although the faith plate only launching the box is a bit strange, and makes it seem broken at first.) However, it IS buggy. The water doesn't kill you (or, at the very least, kills you slowly enough to swim in it) and the fling sign thingy should have been put closer to where the technique was used. And at least one of the white surfaces seemed to have no purpose, which clashes violently with the 'black box' concept used everywhere else.

For a first effort, not bad at all, but in desperate need of some improvements.

Lostprophetpunk • Jul 15, 2011 • #53612
409 posts

jamesf141 wrote:
This map, whilst quite enjoyable, does have a somewhat WIP feel to it. The mashup of underground and clean textures in the first room definitely needs fixing. The first room is also far too easy, especially when compared to the much more complex second room. On the plus side, it is more functional (although I would replace the button which causes the floor to drop away with a pillar button.

The second room is a wonderful concept (Although the faith plate only launching the box is a bit strange, and makes it seem broken at first.) However, it IS buggy. The water doesn't kill you (or, at the very least, kills you slowly enough to swim in it) and the fling sign thingy should have been put closer to where the technique was used. And at least one of the white surfaces seemed to have no purpose, which clashes violently with the 'black box' concept used everywhere else.

For a first effort, not bad at all, but in desperate need of some improvements.

Thank you for the feedback. Much appreciated.

In the next update I am working on stopping players from accessing the cube from the side wall, meaning they have to use the excursion funnel. I did know about the water not killing you quick enough, but I completely forgot to fix that in the third update. >_<

You have given me an idea on how to update the method of flinging though...which I like. =]

Again, the feedback is much appreciated.

Lostprophetpunk • Jul 17, 2011 • #53613
409 posts

Update!

Sorry the update has taken a while, my compile of this small map takes about 30 minutes to do...have no idea why...=/

Fixed bugs...

- Death in toxic water
- Cube respawn
- Fizzlers
- Jump pad setting changed
- Hints changed

Hope you all enjoy it.

BlumCoLe • Jul 17, 2011 • #53614
211 posts

Much better!!! THX

3y5yviEcptU

...not perfect, but a solution...

Lostprophetpunk • Jul 17, 2011 • #53615
409 posts

BlumCoLe wrote:
Much better!!! THX

3y5yviEcptU

...not perfect, but a solution...

Thank you for the video, it pointed out a huge bug that could be used as a shortcut in the second room.

All fixed and updated the file. =]

pfalstad • Aug 02, 2011 • #53616
79 posts

We finished the level but couldn't find a way to kill any of the turrets, is that the intended solution?

Lostprophetpunk • Aug 03, 2011 • #53617
409 posts

pfalstad wrote:
We finished the level but couldn't find a way to kill any of the turrets, is that the intended solution?

That is the intended solution indeed. Thank you for playing my level though, much appreciated.

doctor who • Aug 08, 2011 • #53618
5 posts

Awsome map but im only gonna say 1 thing (checkpoints)

Lostprophetpunk • Aug 08, 2011 • #53619
409 posts

Thank you for the feedback. Checkpoints, among some other stuff will be in the next update.

Soundlogic • Aug 08, 2011 • #53620
169 posts

If you are going to include a new testing element, you shouldn't make it look exactly like an existing one. For instance the fizzlers that don't fizzle should look different.

KennKong • Feb 19, 2012 • #53621
942 posts

I played version 4, and found ways to get stuck in the second room. Both the cube and myself got stuck in the box the cube starts in. I was flinging the cube back to the entrance side, and it landed in the box too far from the center to be grabbed by the funnel. I flung myself back to the entrance side, and got stuck in the box.

I suggest using a cube dropper over the water, and a button to respawn the cube.

Not very pretty, doesn't work that well, and not much fun to play. 3/5 from me.

Advertisement
Registered users don’t see ads! Register now!