[SP] Ode to Turrets I: "The Factory"

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Kaleido
272 Posts
Posted Aug 05, 2012
The intro level to an eventual map pack called "Ode to Turrets". Built in about 2 weeks for the contest. It's about 80% where I'd like it to be, and there's still a few bugs and plenty of stuff missing, but hey, I made it in on time!
Enjoy!

Click here to download Ode to Turrets I: The Factory

Click here to download Ode to Turrets I: "The Factory"

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RogerL
490 Posts
Posted Aug 07, 2012
Replied 1 day later
I thought this was a nice introductory-level type map, but as you say, it has a few things that need to be done to it. I went right instead of left first, so I ended up getting stuck in the room with the inactive funnel and had to start over. There are three portable surfaces down by the conveyor belt, one of which kills you when you go through. You can also place a portal into the entry room from there as well. The puzzle itself was pretty easy -- a little too easy for my tastes. But I thought it was a solid effort.
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Kaleido
272 Posts
Posted Aug 08, 2012
Replied 11 hours later

RogerL wrote:
I thought this was a nice introductory-level type map, but as you say, it has a few things that need to be done to it. I went right instead of left first, so I ended up getting stuck in the room with the inactive funnel and had to start over. There are three portable surfaces down by the conveyor belt, one of which kills you when you go through. You can also place a portal into the entry room from there as well. The puzzle itself was pretty easy -- a little too easy for my tastes. But I thought it was a solid effort.

Thanks for the feedback!

You're right, the initial idea was to lock all those doors until the player turns on the power, and then have them unlock in the order that the puzzle should be solved, but I ran out of time and totally overlooked fixing it until it was too late..

Also, yes, nothing down in the conveyor should be accessible, there's a kill trigger there, but I also should've either paid more attention to the textures I used down there or just put a portal cleanser across the whole thing...

I also found a way to bypass the entire map and skip every single puzzle, an hour after the deadline... it was something I knew would be a problem but just didn't address in the time I had, and it turns out it's really bad...

I'll definitely be addressing all of these issues, and finishing the detailing properly once the contest results have been announced.

Thanks for playing!

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wstrika
200 Posts
Posted Aug 10, 2012
Replied 2 days later
Here is my playthrough:

VR7N_lVXxJY

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Kaleido
272 Posts
Posted Aug 10, 2012
Replied 2 hours later
Yea that's... not the solution.

That's the skipping the map part I was talking about.

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ChickenMobile
2,460 Posts
Posted Aug 10, 2012
Replied 8 hours later
My feedback:
Do not read if you are judge!

||It was a good effort Kaleido, however it definitely needed a whole lot more work to get anywhere.

The map was way too easy and the atmosphere was very bland, plus a lot of the places in your map were either very dark or lacking in reasonable detail.

It was difficult to know what did what, and I didn't feel satisfied whatsoever when I completed it.

<3||

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Kaleido
272 Posts
Posted Aug 10, 2012
Replied 11 hours later
Thanks for the honest feedback, ChickenMobile.

I honestly feel like DQ-ing myself from the competition so I can just prop some bug fixes to the workshop. I already have over 1k subs and it feels really bad that they have to play my half-finished garbage...

edit:

I got meme'd by BenVlodgi:

I'm in a better mood now.

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Kaleido
272 Posts
Posted Aug 21, 2012
Replied 10 days later
Ok, I posted a small number of fixes to the workshop tonight... A couple details, the progression should make a touch more sense, and the laser puzzle is a tiny bit harder to figure out now (still the same though, so if you've beaten it already it won't be any more difficult)

I'm still working on prototyping something kinda cool for the final room at the end, but it isn't even close to ready yet, so I thought I should at least upload the bug fixes for everyone...

I'm also going to get crackin' on Ode II soon, the current issue I have is that I have a pretty good idea of what I want for Ode III already, but I'm going to have to figure out a way to connect the two in map II so... should be interesting.

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Aicxe
69 Posts
Posted Aug 22, 2012
Replied 1 day later
Make a small easter egg hallway that leads to an observation room where you can see one of your previous chambers.

I have it in the map I'm working right now and I think it's cool.