Sepulcros

by Team Citruz · Uploaded Jul 29, 2011

Screenshot 1

File Size: 2.56 MB

Downloads: 963

Rating: (19 votes)

Description

Team Citruz Presents: Sepulcros DESCRIPTION: Smallish map, in destroyed style. Just a little teaser for future maps in development by Citruz. Contains turret and lightbridge based testing elements. Easy to medium difficulty depending on your expeirence. Relative to the size and difficulty of maps in act 01 of the main game. INSTALLATION: Included in Read Me file. SCREENSHOTS: CONTACT INFO: If you have any comments or questions please do not hestiate to post in the thread where the download is posted or send it to [email protected] VERSION HISTORY: 1.1 Added fizzler in main room to prevent cheating Fixed graphical and texture issues Reduced lag issue caused by dropper 1.0 Initial Release MAP MADE BY TEAM CITRUZ

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Team Citruz • Jul 29, 2011 • #54827
17 posts

[img]http://i55.tinypic.com/29mk280.png[/img]
Team Citruz Presents: Sepulcros



DESCRIPTION:

Smallish map, in destroyed style. Just a little teaser for future maps in development by Citruz. Contains turret and lightbridge based testing elements. Easy to medium difficulty depending on your expeirence. Relative to the size and difficulty of maps in act 01 of the main game.


INSTALLATION:

Included in Read Me file.


SCREENSHOTS:

[img]http://img836.imageshack.us/img836/9973/thumb12z.png[/img]


CONTACT INFO:

If you have any comments or questions please do not hestiate to post in the thread where the download is posted or send it to [email protected]


VERSION HISTORY:

1.1 Added fizzler in main room to prevent cheating
Fixed graphical and texture issues
Reduced lag issue caused by dropper

1.0 Initial Release


MAP MADE BY TEAM CITRUZ

File Name: sp_citruz_sepulcros_1-1.zip
File Size: 2.56 MiB
Click here to download Sepulcros

xdiesp • Jul 29, 2011 • #54828
1,078 posts

Nice demo you've got there, mapping's suberb if a bit laggy. No questions asked about that single puzzle, but please look after the last jump from the lightbridge to the door: you easily hit the doorframe protuding from the wall, spelling death. It would be ace if you could just walk over there from the bridge, or at least it being not solid.

abeabe • Jul 30, 2011 • #54829
1 posts

SHould it be possible to solve the cube part by
throwing the cube over the glass wall? Just thought it was a little too easy...?

Otherwise a nice chamber!

gurcrist • Jul 30, 2011 • #54830
33 posts

I'm sure he means for the player to use the bridge to get to the button.

quatrus • Jul 30, 2011 • #54831
1,047 posts

Very nice chamber - puzzles were easy-med level and did require a bit of thought. There was more than one way to place the cube, but I like that vs linear maps. Well done. Thanks for creating.

Team Citruz • Jul 31, 2011 • #54832
17 posts

The standard way to solve the puzzle is to bunny hop across the bridge by placing the portal under the exit door. If you solve it any other way then this, congratulations.

Djinndrache • Aug 01, 2011 • #54833
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:

aNTDBpt0wj8
(Link: http://www.youtube.com/watch?v=aNTDBpt0wj8)

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

Team Citruz • Aug 02, 2011 • #54834
17 posts

Updated

GODFATHER • Aug 02, 2011 • #54835
26 posts

Nice little puzzle, The leap to get to the exist is annoying

Team Citruz • Aug 04, 2011 • #54836
17 posts

Added Ducks:

NuclearDuckie • Aug 04, 2011 • #54837
186 posts

Usually I'm not one to complain about optimisation, but in this map the lag was present to the point where it started to interfere with gameplay, especially in a timing-based puzzle. Frequent deaths ensued when I fell off the light bridge just as I was beginning to get my bearings; I ended up turning the graphics quality to minimum in order to be able to play through.

Also, you can get stuck on the island with the button, which is frustrating.

Team Citruz • Aug 04, 2011 • #54838
17 posts

1) Turn down graphics or get better computer. Playtested with 5 different users before uploading. No problem.

2) Portal 1 on floor where turrets were, portal 2 on wall under exit, jump through. Actually try before you say your stuck.

NuclearDuckie • Aug 04, 2011 • #54839
186 posts

Team Citruz wrote:
2) Portal 1 on floor where turrets were, portal 2 on wall under exit, jump through. Actually try before you say your stuck.

I did try that, but fell off because of the delay between me pressing the jump button and the game's response. I've played many custom maps before this; most run rather well, and the ones that don't at least aren't game-breaking.

Marise • Aug 07, 2011 • #54840
249 posts

Nice puzzle, but unforgiving if you die on step 2 or 3. I wonder if you could put an autosave on top of the floor button?

I did not see any ducks though, despite downloading it just today.

Team Citruz • Aug 08, 2011 • #54841
17 posts

Will do that, but are you aware you can autosave at any time?


To what purpose would the ducks server if they were released?

Marise • Aug 08, 2011 • #54842
249 posts

Silly me, I thought you actually added custom ducks to the map. They would not serve a purpose, but would be fun!


I know I can manually autosave, it's just nice when the map does it. Not that I would expect so many autosaves that death would be meaningless.

PCdoc • Sep 24, 2011 • #54843
245 posts

The solution video has no fizzler above the Glass.
Mine has a fixxler there, making the exit impossible without making a once-in-a-lifetime perfect jump right as you hit the fizzler while wlking across the bridge.

I never made that jump BTW but someone else said the final jump was "annoying" so they must have made it.

co0op • Feb 11, 2012 • #54844
114 posts

Nice easy map. Getting better and better at cubethrows
4/5.

KennKong • Feb 23, 2012 • #54845
942 posts

Minus 1 point for poor portal placement and tight timing. Having to push the button, then make a large turn to hit a portal, another large turn to go to a portal, to hit another portal obscured by growth, and another large turn and jump to get to the exit, is not challenging. It's just an amateurish way to add difficulty when you can't do it with good design. I hope in your future work you focus on making the puzzle difficult, not just the execution. 2/5 from me, remove from playlist.

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