[WIP] Infomercial map

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youme
937 Posts
Posted Nov 17, 2007
Replied 4 minutes later
well for a first it is pretty good, I'll give you that.

My first map was apalling, back when I got Episode one and was a n00b

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Duffers
474 Posts
Posted Nov 18, 2007
Replied 1 day later
New upload. Get it while it's hot.

NOTES;

  • It's gone through a visual and logical overhaul.
  • If something looks broken, it's supposed to.
  • There's still no lighting yet.
  • There's still no voice yet.
  • No cubemaps yet (sorry, I'm in a hurry to leave and do something else).
  • There are a few areas that look incorrect because there is no lighting. They will be fixed (such as the roof at the ramp fling).

If you spot a bug, lemme know (no, the Lift is not a bug).

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Lorithad
240 Posts
Posted Nov 18, 2007
Replied 45 minutes later
You really seem to like the step-up flings. There are lots of them in there.

The map seems a lot better this time around, visually speaking. No more wooden fenses and such.
Not really a fan of the non lethal ooze at parts though.

The kick the cube puzzle, brilliant. Just brilliant. Something new and interesting.

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Duffers
474 Posts
Posted Nov 18, 2007
Replied 35 minutes later

Lorithad wrote:
The kick the cube puzzle, brilliant. Just brilliant. Something new and interesting.

Actually, you're supposed to drop the cube off the railing into a portal below and fling it through the doorway, but I suppose that works too. Either way, you have to go back around.

Also, would it make it more interesting if I set the damage from the wading water to like... 10? So you don't die, but it's agitating walking through it?

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Lorithad
240 Posts
Posted Nov 18, 2007
Replied 52 minutes later
That might work.

Something else that I just remembered...
There is a button that is kind of redundant.

See, this button opens the gap in the wall. But at no point do you ever need to go back that far. (unless you do need to, by not doing the Kick the cube puzzle)
Plus there's the added bonus of when you've got the WCC on the button below, and then you push the pedestal button, the wall will close after the pedestal timer runs out.

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Duffers
474 Posts
Posted Nov 18, 2007
Replied 5 minutes later

Lorithad wrote:
Plus there's the added bonus of when you've got the WCC on the button below, and then you push the pedestal button, the wall will close after the pedestal timer runs out.

I'll fix that. Also, it's not a timer, it's a trigger_multiple set up so when you leave the vicinity of the button, the door closes.

But... Could you please explain what you mean by kick the cube?

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Lorithad
240 Posts
Posted Nov 18, 2007
Replied 24 minutes later

Screw explaining things. Here's something better:

http://youtube.com/watch?v=z-r5_7wqr5I

As you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.

One other thing: When you need to kill your companion cube, You can see it sitting at the bottom of the incinerator.

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Duffers
474 Posts
Posted Nov 18, 2007
Replied 5 minutes later

Lorithad wrote:
Screw explaining things. Here's something better:
http://youtube.com/watch?v=z-r5_7wqr5I

As you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.

One other thing: When you need to kill your companion cube, You can see it sitting at the bottom of the incinerator.

Wow, that's sick. I didn't even think of that.

Also~ Where the screen shakes and you hear an explosion, if you turn around the CC is gone. This implies it blew up.

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Lorithad
240 Posts
Posted Nov 18, 2007
Replied 5 minutes later
....The screen shaking implys it blew up?
That didn't really occur to me at all. While the effect is pretty cool, I think the map can do without it. The standard incinerator effect would do just fine. We know it's dead.
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Duffers
474 Posts
Posted Nov 18, 2007
Replied 1 minutes later

Lorithad wrote:
....The screen shaking implys it blew up?
That didn't really occur to me at all. While the effect is pretty cool, I think the map can do without it. The standard incinerator effect would do just fine. We know it's dead.

I'll add fire so you can't see it.

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Astro
77 Posts
Posted Nov 18, 2007
Replied 21 minutes later
yeah the challenges in the map were good, i also really enjoy the momentum flings

but like he said ooz that doesnt do any damge...you should change it to mud instead

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Duffers
474 Posts
Posted Nov 18, 2007
Replied 2 minutes later
I was trying to make it look like a sewer of sorts when I did it... Oh well, I gave it light freeze damage. Not enough to kill you, but you don't want to stand on it because it's annoying.
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Astro
77 Posts
Posted Nov 19, 2007
Replied 1 hour later
Heres the thing, we have been trained that that ooz will kill you on contact. That is like trying to change the types of walls you can portal, no sense in going up hill like you are doing. Also if you want to make it look like a sewer than you need to make it all into a curve instead of square like it is now.

Or just make it mud and make it slippery like in the game and save time from making it actually look like a sewer.

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Duffers
474 Posts
Posted Nov 19, 2007
Replied 1 minutes later

Astro wrote:
Heres the thing, we have been trained that that ooz will kill you on contact. That is like trying to change the types of walls you can portal, no sense in going up hill like you are doing. Also if you want to make it look like a sewer than you need to make it all into a curve instead of square like it is now.

Or just make it mud and make it slippery like in the game and save time from making it actually look like a sewer.

I don't mean a sewer like an ACTUAL sewer... I mean like somewhere where all this goo was being kept before it was dumped into the level. Anyway, the floors are now mud.

ALSO~ I encourage anyone to actually try and get stuck. I want to see if my map is idiot-proof.

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youme
937 Posts
Posted Nov 19, 2007
Replied 12 hours later
Getting better, but dissconnecting the player because they droped thier cube is harsh. You should only make them restart.

(client_command triggered with 'restart')

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Duffers
474 Posts
Posted Nov 19, 2007
Replied 1 hour later

youme wrote:
Getting better, but dissconnecting the player because they droped thier cube is harsh. You should only make them restart.

(client_command triggered with 'restart')

I was just about to ask that. Thanks.

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Lorithad
240 Posts
Posted Nov 19, 2007
Replied 1 hour later
Restarting or loading to last made save would work well (provided there are auto saves).
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Duffers
474 Posts
Posted Nov 20, 2007
Replied 19 hours later
Just doing the sound (voice-overs) while Donut does the lighting, then it will be released.
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Duffers
474 Posts
Posted Nov 21, 2007
Replied 1 day later
Guys, I'd really like some more feedback on what's alrerady posted.
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Lorithad
240 Posts
Posted Nov 22, 2007
Replied 13 hours later
Played through your map once again. Found something strange this time.

On the step-up by the lift (which i'm still not sure why it's there, as it does nothing, I don't even bother with the button that doesn't activate it), near the top of the upper ledge(also can be described as the floor of the cube kick puzzle area), there is an invisible platform. This platform isn't that big, but it's big enough for somebody to stand on. It doesn't give you any advantages, it's just there.

I am kind of hoping that in the final realease of this, you decide to do away with the glass box starting area. It does a bit strange.

On a side note, your map has pretty good replay value. You should be proud of that.