Indiana Evil
by ziland · Uploaded Jul 26, 2011
File Size: 9.20 MB
Downloads: 1175
Rating: (21 votes)
Description
I was going for an IndianaJones meets resident evil vibe set in the portal2 universe (without the zombies) This is Final Release. Enjoy Comments, suggestions, bugs welcome.
Comments
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Loved it. However, I didn't need to go into one of the rooms and I didn't go through that scary laser maze thing. I don't know if there are multiple ways to solve it, but great job nonetheless.
Thank you so much for the feedback. Which room were you able to skip? How did you get past the laser field maze?
Mad people are blessed to Allah, because God only knows what of Indy and RE should be in here. Map's unpresentable: dark and ugly, it's actually trying to be foreboding - but the mapping doesn't elevate above Clean and any escapade out is like bat country.
Not everything is like that, those Clean styled chambers are indeed there and sometimes interesting with one original mechanic - the flying cube detector. But I doubt people will stick around after the false start, my suggestion is to extract the valid tibits, downsize them all and mash them together (in Clean).
Bugs: every door has nodraw textures; you can skip the funnel+cube area by funneling up the railing; the glass room can be skipped by walking on its outer walls from outside; invisible fizzlers are confusing; it may not be, but the sensation of seeing those ceilings replaced with floating tiles is that of a bug not showing them from below in the first place (and tbh it's not logic either, to die when you fall there).
-Which doors specifically?
-Can you run a demorec of the funnel up the railing maneuver.
-will fix the glass room shortcut.
-fizzlers were there to aid the player as not to be confused and get portalled into slime by accident,they were never meant to be seen.
-the false ceilings are there to provide illusion of a closed space from below. will remove the death trigger
I should've clarified, this is not a traditional mapping style; hence, the name. but thank you for your honesty. all suggestions, tips, bugs welcome.
ziland wrote:
-Which doors specifically?
All doors.
ziland wrote:
-Can you run a demorec of the funnel up the railing maneuver.
It's really basic: float up for a meter or so, head for the railing.
ziland wrote:
-fizzlers were there to aid the player
In this game, fizzlers aid the player and are visible. Players which see oddities as this happen will come to the conclusion it's a bug or sloppy mapping.
ziland wrote:
the false ceilings are there to provide illusion of a closed space from below
Your call, I immediately assumed you had botched the worldportal given the rest of the map
Neat map. Liked the platforming feel and the cube-lazer grid mechanic. The dark parts are indeed too dark but my main suggestion would be putting indicators next to the doors of the 3 'chambers'. After i completed one of them i wasn't sure if i finished it or missed the obejective, so i would continue to the next chamber not knowing what i'm expected of.
I would just put a X sign near every door, and when you finish it the sign would change to a tick.
Thanks Saturn. I'll add indicators.
I wanted the player to have a choice of what they did first.
I agree, it's too dark in certain areas. I wanted a dark cavernous feel, ominous.
Oh, it's great that you can choose which to do but i was a little confused if i did what i had to do in them.
I was wondering what the point was of the other two "chambers" as the one with the laser maze seems to end the map. The laser maze is perhaps a little TOO hard. It is one thing to make the player dodge lasers, but to make them deadly like that means that the player will find ways to avoid the maze entirely. Also, what's with the room above where you grab the Portal gun?
Thanks so much for the feedback.
The other two chambers contain switches that are needed in order to activate the center chamber.
The original idea for the map was a multi-part challenge run to execute each tasks in each room before moving on to the exit.
In the maze, if the lasers aren't lethal, there's no challenge.
the room above the portal gun is a false exit. you need a cube to "exit" the level. However the real exit room is in another chamber. The map required the player to run through all rooms to activate each switch and then bring the companion cube back to the center to "exit" the level. In the next update, I'm adding indicators and hints to direct the player in understanding this better.
When you actually finish the level, it will return you to the main menu.
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:
Pse54v3t6lA
(Link: http://www.youtube.com/watch?v=Pse54v3t6lA)
Also note the video description for more feedback and my signature for additional project information.
Indiana Jones and the Dark of the Lost Raiders. The evil resident here must have been on vacation. I got trapped in a death loop, when a faithplate flung me onto the ceiling of the laser maze. I had absolutely no interest in restarting. 2/5 from me, remove from playlist.
I was going for an IndianaJones meets resident evil vibe set in the portal2 universe (without the zombies)
This is Final Release.
Enjoy
Comments, suggestions, bugs welcome.
File Name: IndyEvil.zip
File Size: 9.2 MiB
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