My Beta Level

by Jexim · Uploaded Mar 13, 2012

Screenshot 1

File Size: 1.40 MB

Downloads: 67

Rating: (5 votes)

Description

Original name huh? So I realized I posted this wrong a while back and now I'm doing it correctly. I'm pretty happy with the playability of my level, so I figured I'd see if I could get some play testers to give me some thoughts and feed back. I'd love some first play vids and such. The level needs a lot of work as far as textures and lighting goes, and I'm currently working on that, but I wanna know if the puzzles need work or not, so I'm counting on all of you to gimme some feedback!

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Jexim • Mar 13, 2012 • #61221
40 posts

Original name huh? So I realized I posted this wrong a while back and now I'm doing it correctly. I'm pretty happy with the playability of my level, so I figured I'd see if I could get some play testers to give me some thoughts and feed back. I'd love some first play vids and such. The level needs a lot of work as far as textures and lighting goes, and I'm currently working on that, but I wanna know if the puzzles need work or not, so I'm counting on all of you to gimme some feedback!

File Name: mylevelbeta.rar
File Size: 1.4 MiB
Click here to download My Beta Level

Lpfreaky90 • Mar 13, 2012 • #61222
2,842 posts

All was nice until I got to the final part:
The fling landed me on the elevator; leaving me without the hard light bridge
Turrets. You should really use info_placement_helpers there.
The surface for getting to the exit was really really dark; almost impossible to spot.

Some other things:
There are some clipping issues near the lift in the -room
I had the idea that I was looking at nodraw in the
*-room

Other then these issues; great job

Jexim • Mar 13, 2012 • #61223
40 posts

both the fling and the impossibly dark panel for the final solution, have been fixed in my as of yet unfinished "polished" version of the level. There ARE placement helpers in the turret section, I'm having difficulty getting them to be effective enough there though, that whole section might get modified heavily before final release.

Thanks for the heads up on those nodraws, I'll have to take care of them.

Thanks for the input!

zivi7 • Mar 13, 2012 • #61224
649 posts

A nice little map for starting!

LPfreaky already mentioned the glitching last elevator. I had less trouble with the dark tile for the exit fling, I think sooner or later the player will find it following the yellow exit line.

However, that last fling was impossible for me. Either I hit my head in the first portal, making me fall into the water when exiting the second one. Or I flung too far and couldn't land on the path to the exit.

benvent • Mar 13, 2012 • #61225
154 posts

I enjoyed the map. The only issue I had is that the flings didn't seem consistent. The first time trying to go to the one dot and two dot rooms the faithplate flings left me short. Second try -perfect landing. I didn't have an isssue with the elevator like the others did because i didn't use portals to get to the three dot room. I just used the faithplate and bounced up to the three dot area. Anyway, Nice job!

Tremer • Mar 13, 2012 • #61226
26 posts

YBum8iKrnv0

Everything is visible in the video.

Comments:

It wasn't obvious to me the block only activated the door to the button. I thought the block and the button were both required to open the door.

It's easy to get stuck on the lifts.

Jexim • Mar 13, 2012 • #61227
40 posts

zivi7 wrote:
However, that last fling was impossible for me. Either I hit my head in the first portal, making me fall into the water when exiting the second one. Or I flung too far and couldn't land on the path to the exit.

I have a feeling you were missing a piece, you shouldn't be going THROUGH a portal when you make that final jump .

benvent wrote:
The only issue I had is that the flings didn't seem consistent. The first time trying to go to the one dot and two dot rooms the faithplate flings left me short. Second try -perfect landing.

That was caused by the stupid way that I made those angled platforms(carving is not the answer) and has since then been fixed in the "polished" version.

Tremer wrote:
It wasn't obvious to me the block only activated the door to the button. I thought the block and the button were both required to open the door.

Yea, I made it in order kind of "hide" the second button, but the effect does kind of make like it look like both are used to activate that long set of lights. I was relying on the fact that they don't turn back to blue to help key in the fact that the box can be taken off.

Tyronis3 • Mar 14, 2012 • #61228
96 posts

I can bunnyhop the turret room and survive, allowing me to complete the map without doing the other 2 rooms.

Tremer • Mar 14, 2012 • #61229
26 posts

Tyronis3 wrote:
I can bunnyhop the turret room and survive, allowing me to complete the map without doing the other 2 rooms.

I'd be interested in seeing this if you could post a video.

Jexim • Mar 14, 2012 • #61230
40 posts

as would I, even doing the turret room with running(which I've done before, but I'm having trouble finding a way to fix) I'd be interested to see how you'd make it to the exit path without the hardlight bridge

Szieve • Mar 17, 2012 • #61231
158 posts

turret room.. needs serious work. Got through the fist part after about 9 kills... 2nd part, 10 kills.. I stopped. having some walls block the full path of the lightbridge is unacceptable. Cranking down the power of the turrets to less than a 3 shot kill might help. or fixing the walls.. as it stands, I'm not even attempting to finish this map.

Great design, but as stated there is a serious problem in room 3 .. not really a puzzle, just a pain in the butt to survive.

PCdoc • Mar 18, 2012 • #61232
245 posts

A lot of fun - I enjoyed this map thoroughly and had difficulty, but finally escaped.
The turrets were tough and my only regret was I could not kill any.

Kudos

quatrus • Mar 24, 2012 • #61233
1,047 posts

Nice map. One issue to add, maybe just my rough flings, but the push button up in the first area seemed a bit hard to activate took me several tries to hit it perfectly.

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