[SP] Wedged

by MutatedTurret · Uploaded Sep 09, 2011

Screenshot 1

File Size: 4.17 MB

Downloads: 1980

Rating: (27 votes)

Description

My next work, has taken a while due to set backs in other levels, but is finally released! Features using bridges for multi-purposes to block cubes. Update version 1.1 released

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MutatedTurret • Sep 09, 2011 • #54962
54 posts

My next work, has taken a while due to set backs in other levels, but is finally released!
Features using bridges for multi-purposes to block cubes.

Update version 1.1 released

File Name: Wedged V1.1.zip
File Size: 4.17 MiB
Click here to download Wedged

GODFATHER • Sep 09, 2011 • #54963
26 posts

Very slick map, well constructed with some nice puzzles,not too difficult but employed some interesting mechanics. My only niggle is in the last chamber, having to crouch to press the button to get the cube seemed a little lame, maybe embellish that a little to require some thought?

I enjoyed it very much 5/5.

Szieve • Sep 09, 2011 • #54964
158 posts

Very nice map.. A bit on the easier side... at least for me I've seen other maps that took me forever and others found a snap.. I liked the mechanics.. I agree.. crouching to get the cube was a bit lame, but with the difficulty of the rest of the room.. took me forever to get the cube caught in just the right way with the bridge.., I think it was pretty nice.. Had a few problems with lag in a few spots.. first and second rooms.. ironed itself out after a death.. lol I rarely, if ever have that problem, so others with systems that are not quite as high end as mine might experience issues. All in all I'll give it 5/5 Nice job, & keep 'em coning.

benvent • Sep 09, 2011 • #54965
154 posts

Enjoyed the levels. Not to hard not to easy. The only exploit I saw was in the very last room with the exit door.I held the cube to trigger the exit door to open and then quickly dropped and shot a portal inside the door.Once I saw it was the end I went back out and solved as intended. I replayed the last room to see if there was enough time on the timer to complete without using the portable surface by the exit. There was,but I am sure you knew that already. I did notice a cube glitch that allows you to trigger the laser with only one light bridge in place. I lifted the cube over the light bridge and let go and it balanced on the bridge when the laser was passing through it. A suggestion to eliminate this would be to trigger both bridges at the same time only if both switches have been activated. Anyway,nice job. Keep up the good work.

OnePortalizedGal • Sep 09, 2011 • #54966
156 posts

I too was able to use the cube in the last room to trigger the door and then shoot a portal quickly in the wall outside the exit door and walk thru - might want to fix that.
I enjoyed the looks, mechanics and puzzles very much. The length of the map was wonderful. It's nice to download a lengthly map and have so many different puzzles to solve and enjoy. Thanks for all the hard work - keep them coming!

Saturn • Sep 10, 2011 • #54967
46 posts

Good map, very nicely done. Varied use of the hard-light bridge.

My only issue was in the second part of the last puzzle. I spent most of the time trying to figure out how i'm going to do it with the one laser cube. I really just accidentally stumbled over that second cube dispenser down there. Maybe you should mark it so we know there's another cube to take.

Dom44 • Sep 10, 2011 • #54968
73 posts

Great map, nice puzzles using Light Bridge, laser, and other things, really nice. Surprisingly long also.

Brits • Sep 10, 2011 • #54969
39 posts

Some interesting use of the light bridge, I really enjoyed your map!

club • Sep 10, 2011 • #54970
44 posts

Nice map. Good looking details, nice puzzles. The final chamber was the weak link, but still good enough to make this map a 5 for me. Good job

FourthReaper • Sep 10, 2011 • #54971
356 posts

Very good map you made there. The detail put into it is really good, and with smaller tiles and different wall tiles the clean style got a fresh and neat overhaul. This also helps in orientation a little, that's a good thing.

On a different note, the last chamber was the ugly kid. I just heard Saturn say there was another cube dispenser, wich would have helped me had I known at the time. I just shot through the open door - at those uncanny, unfortunate panels you placed there - whilst the door was closing.

Despite this most of the - quite sizable - test was pleasing to say the least. Really refined and nicely crafted puzzler. Five store-brand cakes for you.

MutatedTurret • Sep 10, 2011 • #54972
54 posts

Thanks for the feedback all.

I'll take opinions about crouching to get under the cube dropper, thought it'd be a random tidbit but just turned out to be pointless work, probably needs to go in hand with something.
I think I was planning to put some signs to point toward the dropper, but forgot, amidst all the other testing I was doing.

Regards to the actual puzzle itself, it was a recycled idea from a previous project attempt (which I decided wasn't going anywhere)
I'm not sure what I can do to prevent the player from just ignoring it without over complicating, as I didn't test this as meticulously.

Overall the large stretched out size comes from the puzzles being presented in neat subsections, I'm sure to recycle this cube clamping method in more complex puzzles.

andyb • Sep 10, 2011 • #54973
257 posts

Was a damn fine map.For the low dropper...you could set that up as a puzzle itself.Not sure how but you already got light bridges so continue the theme that way and make the dropper area where it is now just an entrance into another chamber to find a cube

Random • Sep 11, 2011 • #54974
171 posts

This was a fun map with interesting uses of the light bridge. The Clean style was done attractively as well.
The first thing that bugged me a little was that there was no indication in the second-to-last room that the doors would stay open after the lasers were deactivated. It wasn't too difficult to figure out after experimenting, but since they don't behave that that in the main game I spent a minute or so wondering how I could keep the second door open while being able to walk through it.
And yes, the final room really needs a little work. It's a shame, because it's a neat puzzle when you know where everything is. You have no idea of the crazy things I was trying before I came here to look. Just a few signs indicating to a cube dropper at the bottom of the pit would work, or put it in a more open spot. Or it could be a good idea to incorporate grabbing it into another puzzle. I think you could maybe have that horizontal bridge run into a portal surface (as long as you don't allow it line up with the laser) and use that to complete a side task to get the second cube.

Other than that, very good, and I would recommend it.

xdiesp • Sep 11, 2011 • #54975
1,078 posts

Masterpiece of simplicity and style, like a sprawling maze split in smaller episodes with a fast moving approach. Let me elaborate, the progression through the chambers is linear but the whole structure is so complex and uninterrupted that it feels different than a chain of sealed rooms - more like a big monster level, graciously split in parts.

That said, professional and inspired Clean style with quick (but very vanilla) puzzles. As soon as I saw the sideways receptacle, I immediately recognized you from Compact Compression Play it!

ChickenMobile • Sep 11, 2011 • #54976
2,460 posts

This was great! All the puzzles were really good (and somewhat crafty) plus it looked great! Although most puzzles reused the same 'light-bridge cube-button' concept, you made us use it in so many different ways, plus the toggle-direction light-bridge made some cool turret puzzles.

Well done making the puzzle with the laser cube being blocked by the light-bride. It's one of those concepts that not many people come up with and works really well.

Great use of white space and observation rooms, the walls were not the same or boring, and lighting was spot on (as in I didn't notice anything bad ).

The last puzzle I didn't even know there was a second cube and I totally missed the concept, but I still will rate it 5/5. Congrats.

quatrus • Sep 11, 2011 • #54977
1,047 posts

Very creative map.
I got stuck where the portal funnel goes across the goo, I couldn't jump up to the top shelf and mistake - put both portals back on wall near funnel - oops...
Add lighting or something down in pit in last chamber - so that easier to see there is an opening at the bottom. Using two light bridges to balance the cube was novel, but like the others I first shot through the momentarily opened door.
Well done, thanks for creating.

moorawr • Sep 12, 2011 • #54978
3 posts

Good map - I thought the first room where you could change the orientation of the light bridge was pretty neat.

For the last room, I didn't even know there was a second cube dispenser until I read the forums. Although I understood the concept (use two light bridges to balance the cube), I simply used the light bridge from the room where you get the first cube from, and hit the button that activates the timed light bridge from behind.

brianuuu • Sep 12, 2011 • #54979
19 posts

Nice map, but two glitches are found, 2:24 and 6:37
LC4RRvdyO5M

CH3ll • Sep 12, 2011 • #54980
2 posts

Very nicely done! You cought the feeling of GlaDos' testingchambers. Maybe you could insert a few comments of her, that would really highrise it.

The only thing striking was at the last chamber. I was able to activate the door and place a portal outside. As I went through and recognized the end, I solved the puzzle.

But all in all, it is a really 5 Star map.
--------------------------------------------
Congratulations: You earned a

Djinndrache • Sep 13, 2011 • #54981
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:

lOQ7kn-ZPL0
(Link: http://www.youtube.com/watch?v=lOQ7kn-ZPL0)

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

Marise • Sep 13, 2011 • #54982
249 posts

Fun map, nice and long. I kept thinking it was the end, but there was more... and more! The pace was good, too. If the puzzles took any longer, then the number of chambers might be a little much. I felt like I was always moving forward, but still had to think.

I'd say you can eliminate the white panels on the other side of the final door. There is enough time to walk through, and they are just creating an exploit.

satchmo • Sep 15, 2011 • #54983
415 posts

Fairly complex puzzles. It must have taken you quite a while to design and playtest.

Great job.

Spam Nugget • Sep 18, 2011 • #54984
492 posts

Really nice puzzles, I like the varied uses of hard light bridges to block cubes.
Also, I found an exploit in the first chamber:You can shoot a portal through the grate with the turrets to the other side of the room, switch the lightbridge to vertical, place another portal at the end of that and just jump through.
Could probably benefit from some GLaDOS lines and test chamber signs, just to polish it all off.
But all in all, nicely done!

pfalstad • Sep 20, 2011 • #54985
79 posts

Great map, nice and long with lots of creative puzzles. I didn't see the cube dropper in the last room at first either and spent some time trying to use a turret to press the button (which didn't work). Funny that I went down to the bottom of the pit to look around and still didn't see it the first time.

MutatedTurret • Sep 22, 2011 • #54986
54 posts

Thanks for the continued feedback everyone!

I've released version 1.1:
Final chamber:
cube dropper is higher, no need to crouch.
added indicator signs for dropper
removed portable walltile behind door

Added Glados voice clips around whole level.

Varakir • Nov 25, 2011 • #54987
19 posts

The map isn't loading for me, I am just trapped in the elevator (I spent about 5 minutes trying to 'think with portals' before I gave up)

Is it something to do with the vmf file in the zip? I tried some googling but couldn't find a solution. Looking forward to playing the map.

edit: I no clipped through the lift in the end, really enjoyed the map - some great creative puzzles.

MutatedTurret • Nov 26, 2011 • #54988
54 posts

Were you launching the game directly from the .bsp file or from the console in game?
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.

Varakir • Nov 30, 2011 • #54989
19 posts

MutatedTurret wrote:
Were you launching the game directly from the .bsp file or from the console in game?
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.

I was launching through the console, but this isn't the only map i've had an issue with so it might be local.

KennKong • Mar 13, 2012 • #54990
942 posts

MutatedTurret wrote:
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.

I have this problem occasionally. I'm not a good enough mapper to debug it, but it has something to do with the last map played not exiting properly, and the transition script. Don't use the transition script, and never have that problem.

Now on to the map itself. An A+ effort. I liked everything about it: the looks, the puzzles, the length, and the extras. Easily the most enjoyable map I've played in the last couple of months. 5/5.

joric • Jun 21, 2018 • #54991
43 posts

Community Spotlight of the day. Ok map. 5/5.

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