G Laser 1
by gompasta · Uploaded Feb 13, 2012
File Size: 1.04 MB
Downloads: 1001
Rating: (20 votes)
Description
A laser based map, including funnels. I would say it is a medium difficulty, but i would need to see playthroughs to see how hard it actually is. Have fun. PS: I need map names!
Comments
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That was nice puzzle.It took me around 10-20 minutes to solve.It was clever.
However , the point I didn't like on your map is some spots was really dark.At least you can add some glass lights on this excursion funnel room and observation room on ledge you climb up with stairs.
4/5
I did think that it was a bit too dim, but i was rushing to get it out of the way before i ran out of time. I was hoping to make it in the destroyed style, but again, no time. I may make a new version later on with the ideas i get from these replies.
Hello, I've been playing maps here for a few months and decided to finally join today. Nice map, I wa able to finish it in about 10 minutes. I'm not sure if I used the intended solution. I can't send messages yet, so message me and I'll see if I can respond with what I did.
I really enjoyed this. Very professional looking, puzzle was on the easy side, but it was thoughtful. I'd like to see another chamber or two added. It went too fast. Very nice work - let's see some more! 5/5
Short and sweet, easy-to-moderate difficulty. Took me about 12 minutes. No glitches that I could see, nice job! Others complained about lighting, but I didn't have any trouble with that.
4/5 from me.
Nice little map! Took me about five minutes to solve. I recorded a demo file, I can sent you that if you'd like to see it.
One tiny thing:
You activate and deactivate the fizzler, it looks better if you use a prop_dynamic with fizzler_dynamic as a model and use the button to animate it:
OnPressed, fizzler_emitter, setAnimation, close, 0.00
OnPressed, fizzler_emitter, setdefaultanimation, closeIdle, 0.00
OnButtonreset, fizzler_emitter, setnamiation, open, 0.00
OnButtonreset, fizzler_emitter, setdefaultanimation, idle, 0.00
Overall it's a very good small chamber, I'd give it a 4/5: Great!
~Lp
lpfreaky90 wrote:
Nice little map! Took me about five minutes to solve. I recorded a demo file, I can sent you that if you'd like to see it.One tiny thing:
You activate and deactivate the fizzler, it looks better if you use a prop_dynamic with fizzler_dynamic as a model and use the button to animate it:
OnPressed, fizzler_emitter, setAnimation, close, 0.00
OnPressed, fizzler_emitter, setdefaultanimation, closeIdle, 0.00
OnButtonreset, fizzler_emitter, setnamiation, open, 0.00
OnButtonreset, fizzler_emitter, setdefaultanimation, idle, 0.00Overall it's a very good small chamber, I'd give it a 4/5: Great!
~Lp
I thought i did that... Nope. I set the prop as a dynamic but forgot to set the outputs. Thanks for playing though!
Sweet short map. Doesn't take long to play the map, but it was worth the play.
Here is my blindrun:
rph2wm8vOYE
(Link: http://www.youtube.com/watch?v=rph2wm8vOYE)
Djinndrache wrote:
Sweet short map. Doesn't take long to play the map, but it was worth the play.Here is my blindrun:
Hehe, that jump you did with the second cube was unintended, but not really map-breaking. Thanks for recording.
Took about 5 min tops.... Don't take that the wrong way, it just made sense to me.. other maps have stumped me that I watched DJ blindrun thru in 5 min. Nice mapping.
Timer is quite a bit too long.
gompasta wrote:
Djinndrache wrote:Sweet short map. Doesn't take long to play the map, but it was worth the play.
Here is my blindrun:
Hehe, that jump you did with the second cube was unintended, but not really map-breaking. Thanks for recording.
wow.. yeah, nice ninja jump.
Szieve wrote:
Took about 5 min tops.... Don't take that the wrong way, it just made sense to me.. other maps have stumped me that I watched DJ blindrun thru in 5 min. Nice mapping.Timer is quite a bit too long.
The timer was actually set so the cube has just enough time to get from the button into the funnel room.
Loved it! Want more!
I mananged to get that stairanimation to stay upright even though I removed the cube, but that's is probably just me fiddling with the outputs. Great chamber overall, would like to have a bit longer playtime after taking the time downloading but hey, it was fun! 
While commenting on Jonatan's "Devil's Tower", I complained about a "yawning chasm" between the hard maps like his, and the mostly easy rest of the maps. You are standing on the easy side of that chasm, ready to bridge the gap. If you can do this in one day, I'm anticipating great things from you.
I also experienced the ramp staying up. This is a variation of the button save glitch: if you press, release and repress and release a button quickly enough, it will remain in its OnPressed state. I don't know there's anything you can do about that, Valve will have to fix it.
After playing the map blind, I was ready to give it a 4. Now, knowing that you pulled this off in just a day earns you a bonus point. 5/5 from me.
Nice little map, short and sweet, took me about 4 or 5 min. you've got a couple no draws visible (under the lights that you can see when the ramp panels are up) but I loved the artistry of the level, took me a second to figure out what the button that operated the fizzler was doing, but once I got that the rest of it fell into place.
awesome job
4/5
KennKong wrote:
I also experienced the ramp staying up. This is a variation of the button save glitch: if you press, release and repress and release a button quickly enough, it will remain in its OnPressed state. I don't know there's anything you can do about that, Valve will have to fix it.
The easiest way to fix this is to use relays:
Onpressed_relay and onunpressed_relay
onpressed_relay:
OnTrigger, onunpressed_relay, cancelpending, 0.00
OnTrigger, --the stuff that needs to happen- 0.01
onunpressed_relay:
OnTrigger, onpressed_relay, cancelpending, 0.00
OnTrigger, --the stuff that needs to happen- 0.01
That should fix it!
Kinda quick n easy, but it looked good, played well, and it was fun ^^
Gotta love compact maps with good re-use of elements!
KennKong wrote:
I also experienced the ramp staying up. This is a variation of the button save glitch: if you press, release and repress and release a button quickly enough, it will remain in its OnPressed state. I don't know there's anything you can do about that, Valve will have to fix it.
I had somewhat same problem, "stairs" not going up again with the cube button.
Getting the cube off the button and then again on the button fixed the problem.
Played the map in 3 minutes or something. Liked the puzzle, it hasn't to be hard all the times for me
Adding a few chambers and some detail would make this a really nice map!
Thanks for all the support and feedback on this map. I am not going to update this map, as it was meant to be a one-day thing, but who votes on remastering, deglitching, destroy(styling) and rereleasing the map?
gompasta wrote:
Thanks for all the support and feedback on this map. I am not going to update this map, as it was meant to be a one-day thing, but who votes on remastering, deglitching, destroy(styling) and rereleasing the map?
You don't need to "re-" or "de-" anything to this map. It was pretty damn good as it was. But how about a new map, with a better name?
For a 1-day project this is pretty decent! The puzzle is easy, but fun.
You maybe could have added some lights on the upper landing (where the TB button and the second box dropper are), but overall the light level is OK. (If it had the same light level everywhere, it would be boring
)
On the subject of map names: why the "sp_a2" prefix? It's a bit confusing because it's what Valve uses for the 'official' part 2 maps. I think it's better if you just start with "sp_<author_name_here>...". (Or "mp_coop<author_name_here>_..." for coop.) Not a huge issue, but I thought I'd mention it.
HMW wrote:
On the subject of map names: why the "sp_a2" prefix? It's a bit confusing because it's what Valve uses for the 'official' part 2 maps. I think it's better if you just start with "sp_...". (Or "mp_coop_..." for coop.) Not a huge issue, but I thought I'd mention it.
It was to get the destroyed theme intro when loading, as i wanted this to be a destroyed style map. Does it not show when you load?
Great little map. Good interesting use of the elements and a great little puzzle. Done in a day?! WTF!! That's impressive! Would like to see what you could do in two days or a whole week... ...
The destroyed loading theme worked for me. Didn't notice any other bugs.
A laser based map, including funnels.
I started this map as a 1 day mapping challenge, and i feel it came out quite nicely.
I would say it is a medium difficulty, but i would need to see playthroughs to see how hard it actually is.
Have fun.
PS: I need map names!
File Name: sp_a2_g_laser_1.rar
File Size: 1.04?MiB
G Laser 1