The Part Where Everything Goes to Hell REAL Map

by MasterLagger · Uploaded Aug 20, 2011

Screenshot 1

File Size: 0.98 MB

Downloads: 818

Rating: (9 votes)

Description

Ok, since some people didn't like the sample map I gave earlier because I edited some extra stuff out of it,(textures, rooms, etc.) I decided to stick up a different map that is not edited. That means that the observation room is added and accessible, all the textures should be align the way they should be, and an auto-save feature is included. Let me know if you have any issues with the map.

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MasterLagger • Aug 20, 2011 • #49872
1,695 posts

Ok, since some people didn't like the sample map I gave earlier because I edited some extra stuff out of it,(textures, rooms, etc.) I decided to stick up a different map that is not edited. That means that the observation room is added and accessible, all the textures should be align the way they should be, and an auto-save feature is included. Let me know if you have any issues with the map.

File Name: TPWEGTH Real Map.zip
File Size: 1007.31 KiB
Click here to download The Part Where Everything Goes to Hell REAL Map

rlink0 • Aug 20, 2011 • #49873
19 posts

Short, but not too bad.
Uhm, as soon as I fell into the electric water or whatever this one time, I could actually see the floor? Like, I could see everything beneath the top layer.
As far as the puzzle went, it was okay. There was only one really challenging part, getting the cube to the button was rather simple.
Not many glitches or anything. The design seemed pretty okay.

MasterLagger • Aug 20, 2011 • #49874
1,695 posts

Regarding to the goo, I used clip instead of nodraw around the goo. I never liked the fact the I couldn't see the floor or wall when using nodraw so I experimented a bit with other tool textures. Did you try getting to the observation room?

Edit: Did anyone expect getting tossed to another room?

Djinndrache • Aug 21, 2011 • #49875
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:

Pe16sEdWpqM
(Link: http://www.youtube.com/watch?v=Pe16sEdWpqM)

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

MasterLagger • Aug 21, 2011 • #49876
1,695 posts

A message appears foreshadowing a boss battle later in my MapPack if you stand in front of the monitor in the observation room.
That was an interesting way of shooting portals on the floor in the goo room and not the walls. Kinda blocks you, but it works!
I used the Hard Light Bridge to come out of a wall, run through the portal, then shoot a portal to the other room when the Grid is disabled.
That was a pretty good video! You covered everything except the monitor message which is alright since there wasn't a boss after this chamber.

Marise • Aug 21, 2011 • #49877
249 posts

I think the map title popping up at the beginning is a bit too much of a give-away that something unexpected is going to happen. Maybe just call it "The Faith Plate"? Or perhaps "Unfaithful"? I am just tossing out ideas now.

You've achieved the effect of a conspicuously simple puzzle which turns out to be more than it seems. You also got the timed part down to a hair - I had to retry it several times. Suggestion: Put the auto save on the platform you land on, rather than on the button in the first room. That's minor though, as it would save only a few seconds.

I like the observation room with the message on the monitor.

One small thing: The cube dropper is clipping into the wall a little bit.

xdiesp • Aug 21, 2011 • #49878
1,078 posts

Micromap whose banal mapping and mediocre puzzles just leave unfazed, if not for the (spoiled) twist at the beginning. It's over in 4 moves (catapult one, catapult two, bridge one, bridge two) so consider adding subquests to activate each machine. That first room could use some detail more, what with the single wall texture.

MasterLagger • Aug 21, 2011 • #49879
1,695 posts

I have a certain way of adding textures. If there were more walls, space, etc. I would use more textures. I'll double check the cube dropper though. As for spoiling the beginning, it's part of "training" the player to be careful since this is one of the first few maps. In the MapPack, when the player reaches "The Part Where Everything Goes To Hell" entry text, there won't be anymore hints from the entry text. The only help you'll get is from Wheatley and the monitors he uses.

BTW xdiesp, I don't think you checked the observation room yet if your telling me to add sidequests.

xdiesp • Aug 21, 2011 • #49880
1,078 posts

MasterLagger wrote:
BTW xdiesp, I don't think you checked the observation room yet if your telling me to add sidequests.

...one line of pop-up text.

MasterLagger • Aug 21, 2011 • #49881
1,695 posts

One line huh? I count three. Has anyone not seen this?

Marise • Aug 21, 2011 • #49882
249 posts

I think he's talking more about making the puzzle more complex.

As a stand-alone map it's fairly short. As an early map in a pack, sort of a training/introduction thing, I think the length is fine.

Your walls could benefit from a bit more variety of textures, though. I did the same thing in my first couple of maps, making one wall = one texture. It actually does look nicer, though, if you mix it up some. You can just split the wall into sections and vary the size of the tiles on them. It's a small thing but it does spice up the visuals.

MasterLagger • Aug 21, 2011 • #49883
1,695 posts

Oh, kind of like a nice little pattern. Ok, I get it now.

protoborg • Aug 24, 2011 • #49884
288 posts

xdiesp wrote:
Micromap whose banal mapping and mediocre puzzles just leave unfazed, if not for the (spoiled) twist at the beginning. It's over in 4 moves (catapult one, catapult two, bridge one, bridge two) so consider adding subquests to activate each machine. That first room could use some detail more, what with the single wall texture.

That is quite the vocabulary you have there. Too bad you are clearly not using it well. You are calling this map dull and unoriginal, huh? I guess you are capable of more or better maps. Or is it just that you missed the part where he said it was part of a larger map pack? Regardless, I think perhaps your comment was mean and spiteful. It is one thing to say you don't like the map because you find it unoriginal, but to try to disguise your distaste in "fancy" words is a clear sign of a small, closed mind.

I only saw the video, but so far I think this has great potential.

xdiesp • Aug 24, 2011 • #49885
1,078 posts

Never realized that "dull" and "unoriginal" were such fancy words.

Take a look at the spotlights section, if you want to make comparisons.

MasterLagger • Aug 24, 2011 • #49886
1,695 posts

Different people have different interests. Spotlight Maps are pretty good, but they kinda lack the "surprise" factor (except the Linking Annex maps). I just try to do the "uncommon" type of maps. But I have to agree with Protoborg on this, there is no excuse for you to act like a moron just because a map that I (or anyone else) makes doesn't meet your personal expectations.

xdiesp • Aug 24, 2011 • #49887
1,078 posts

You do "originality", fine: then let's make comparisons with...

- Retrospective
- sp_tod_Sprunrun
- Antimatter One.
- Angrybombs
- Time Arch
- Quantum Entanglement 1

People don't sugarcoat it here. It's your choice to make the most out of criticism and suggestions or not.

MasterLagger • Aug 24, 2011 • #49888
1,695 posts

I never said my map was golden. Just because people don't "sugarcoat" here doesn't mean people can be rude about it either. Let's just drop this argument now before it gets out of hand.

JonVD • Aug 28, 2011 • #49889
36 posts

MasterLagger wrote:
Regarding to the goo, I used clip instead of nodraw around the goo. I never liked the fact the I couldn't see the floor or wall when using nodraw so I experimented a bit with other tool textures. Did you try getting to the observation room?

Edit: Did anyone expect getting tossed to another room?

I did expect that, but only because you see the text in the begiining. Remove it and it's a complete surprise I think.
Also, you're able to just throw the cube onto the button from the platform next to the door and walk right out of the chamber without being catapulted to the other room.

MasterLagger • Aug 28, 2011 • #49890
1,695 posts

Ah, so you found the safe way to exit the level. Good for you!

KennKong • Feb 26, 2012 • #49891
942 posts

If this is intended to be early in a mappack, where you're training the user for more advanced puzzles to come, it's alright. By itself, it's not much to play. The first time I played it, I unintentionally tossed the cube onto the button flying to the door. Of course, I couldn't repeat that maneuver a second time, and discovered the rest of the map. I might have seen the message in the observation room, if I weren't so busy trying to smash the glass with the chair. Underwhelming in both visuals and gameplay, so just 3/5.

MasterLagger • Feb 26, 2012 • #49892
1,695 posts

A blast from the "DEAD" past. This MapPack is dead due to the lack of practice I had. Although, I thought it was a decent map.

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