[SP] Dilapidation

Avatar
LoneWolf2056
193 Posts
Posted Aug 27, 2012
Easy/Medium Difficulty puzzle with laser redirection. I wasn't able to get anyone to playtest it so there may be bugs.

This is my second map, decided to try out the overgrown theme.

Click here to download Dilapidation

Click here to download Dilapidation

&

Advertisement
Registered users don't see ads! Register now!
Avatar
quatrus
1,047 Posts
Posted Aug 27, 2012
Replied 8 hours later
Love the decayed/overgrown style, first chamber looked and worked great. however, stuck in second chamber, got two cubes but can't solve the laser grid. Maybe will try again later.
Avatar
LoneWolf2056
193 Posts
Posted Aug 27, 2012
Replied 2 hours later

quatrus wrote:
Love the decayed/overgrown style, first chamber looked and worked great. however, stuck in second chamber, got two cubes but can't solve the laser grid. Maybe will try again later.

Thanks for the feedback, yeah the 2nd puzzle is quite tricky but it is possible :p

Avatar
UsCobra11
272 Posts
Posted Aug 28, 2012
Replied 2 hours later
1st Chamber = Portal bumps, portal bumps everywhere
Avatar
LoneWolf2056
193 Posts
Posted Aug 28, 2012
Replied 9 hours later

UsCobra11 wrote:
1st Chamber = Portal bumps, portal bumps everywhere

Eep! did not know about that before >< Seems obvious when I think about it xD Thanks, new version should be up in a sec, hope I've fixed it ><

Avatar
quatrus
1,047 Posts
Posted Aug 28, 2012
Replied 6 hours later
Hmmm something about laser puzzles and going back fresh, solved it in about 3 minutes.
Thanks for creating and look forward to more decayed maps...
Avatar
LoneWolf2056
193 Posts
Posted Aug 28, 2012
Replied 56 minutes later

quatrus wrote:
Hmmm something about laser puzzles and going back fresh, solved it in about 3 minutes.
Thanks for creating and look forward to more decayed maps...

Thanks, lol I'm not overly great at laser puzzles myself xD I remember I got stuck on one in the main game early on :p

Avatar
sicklebrick
876 Posts
Posted Aug 28, 2012
Replied 3 hours later
Cool map - really like the wide feel with the close ceiling and insane detail (it felt like it was a right miserable day outside)!
Kinda curious though... part 1 seemed a bit simple compared to part 2.
Is this the intended solution?

Jp8gavxXT0k

Avatar
RogerL
490 Posts
Posted Aug 28, 2012
Replied 2 hours later

sicklebrick wrote:
Kinda curious though... part 1 seemed a bit simple compared to part 2. Is this the intended solution?

That was my solution for room one as well, except that I easily did it with zero portals, which just seems wrong for a game called ... well, you know ... Portal. Room two was made difficult, for me, only because of all the distracting clutter endemic to this style of map. And I reeeeeaaaaaalllllly wanted to get the companion cube.

Avatar
sicklebrick
876 Posts
Posted Aug 28, 2012
Replied 8 minutes later
Yeah, my head started buzzing after 5 mins in part 2 >.<
Avatar
LoneWolf2056
193 Posts
Posted Aug 29, 2012
Replied 11 hours later

RogerL wrote:
sicklebrick wrote:

Kinda curious though... part 1 seemed a bit simple compared to part 2. Is this the intended solution?

That was my solution for room one as well, except that I easily did it with zero portals, which just seems wrong for a game called ... well, you know ... Portal. Room two was made difficult, for me, only because of all the distracting clutter endemic to this style of map. And I reeeeeaaaaaalllllly wanted to get the companion cube.

Hmm not the intended solution >_< Do you think I should remove some of the clutter? Don't worry you might see that companion cube again :p

Sorry for making your head hurt Sickle

Anyway its mainly cause I couldn't get anyone to playtest it before I uploaded so missed a few puzzle breaking things.

Thanks for the feedback

EDIT: Ok I think i've fixed it, unfortunately it does make getting the laser lined up a little fiddly

Avatar
sicklebrick
876 Posts
Posted Aug 29, 2012
Replied 8 hours later
It wasn't that bad man. I'd been up a long time and was just losing focus
Avatar
LoneWolf2056
193 Posts
Posted Aug 29, 2012
Replied 1 hour later

sicklebrick wrote:
It wasn't that bad man. I'd been up a long time and was just losing focus

K

Hmm got some changes, will probably add placement helpers, in the first puzzle anyway, cause its a bit annoying and I am thinking about swapping the discouragement field for a second emancipation grill to try to make the puzzle a little trickier and portal focused.

Avatar
RogerL
490 Posts
Posted Aug 29, 2012
Replied 1 hour later
Yeah, some people really like this map style, I just don't happen to be one of them. The first puzzle is much better now and I had to use portals this time! If I could make a suggestion: you make it very easy on the player by giving away so many cubes; you might want to make the player work more to get cubes.
Avatar
LoneWolf2056
193 Posts
Posted Aug 29, 2012
Replied 16 minutes later

RogerL wrote:
Yeah, some people really like this map style, I just don't happen to be one of them. The first puzzle is much better now and I had to use portals this time! If I could make a suggestion: you make it very easy on the player by giving away so many cubes; you might want to make the player work more to get cubes.

Thanks for the suggestions, should have the update out tomorrow, will hopefully improve the first puzzle a lot xD

Avatar
RogerL
490 Posts
Posted Aug 29, 2012
Replied 3 hours later
It doesn't matter what style you choose, the puzzle is the most important thing. Make a great puzzle, then design around it. I look forward to seeing your next version.
Avatar
josepezdj
2,386 Posts
Posted Aug 30, 2012
Replied 9 hours later
Very funny and interesting map! I loved how you used of the destroyed theme, very well detailed and developed chambers. I liked the puzzle of chamber 1, not much the one in 2 as I don't really like that kind of laser-puzzle, but overall, good ones.

Also, I liked all those surprises and remake of the chambers, they gave you the feel that the environment is alive. Good work

I've recorded my solutions:

RGs2jy_r5pg

Thanks for mapping!

Avatar
LoneWolf2056
193 Posts
Posted Aug 30, 2012
Replied 33 minutes later

RogerL wrote:
It doesn't matter what style you choose, the puzzle is the most important thing. Make a great puzzle, then design around it. I look forward to seeing your next version.

Thanks, I made some minor tweaks and added placement helpers, still a little annoying to aim the laser unfortunately. I'll keep in mind your tips for part 2 :p

josepezdj wrote:
Very funny and interesting map! I loved how you used of the destroyed theme, very well detailed and developed chambers. I liked the puzzle of chamber 1, not much the one in 2 as I don't really like that kind of laser-puzzle, but overall, good ones.

Also, I liked all those surprises and remake of the chambers, they gave you the feel that the environment is alive. Good work

Wow thanks for the video and the nice feedback I like the first chamber the most too but most people find it too easy even though I always thought the second puzzle would be too easy xD Depends what type of puzzles you are better at I suppose. Will be starting Part 2 soon unless I need to do more fixes to this.

EDIT lol you tried to jump over the collapsed floor everyone seems to do that sorry to say that elevator doesn't have any logic xD, did you fall through it properly in your blind playthrough or does everyone bunnyhop everywhere? Might remove that hinged one, ugh only if really necessary, dont want a 5th update unless something major is broken. Also had intended the fallen catwalk to be used as a mini fling to get the cube rather than standing on one

Avatar
josepezdj
2,386 Posts
Posted Aug 30, 2012
Replied 45 minutes later

LoneWolf2056 wrote:
lol you tried to jump over the collapsed floor everyone seems to do that sorry to say that elevator doesn't have any logic xD, did you fall through it properly in your blind playthrough or does everyone bunnyhop everywhere?

Well, in my first run I fell directly... the second time I jumped that lot in order to see what happened I'd suggest you to collapse at least another group of tiles, like 128 units more or so, in order to prevent what I do in te video... It's a bit strange that playerclip that stopped me out of nowhere, don't you think?

On the other hand, about your comment in my youtube channel,

LoneWolf2056 wrote:
I? had to add that cube button in order to stop people skipping the puzzle by just redirecting the laser through the emancipation grill though.

I'm afraid that change alone cannot correct it:

And I assure you is not too difficult to achieve that (weirdly), only a couple of tries. I'd suggest here to activate a "box" made of brushes tied to a func_clip_physics that force the cube to stand in position. You can activate it right in the moment that the cube press the button and deactivate it 1 sec later for example

EDIT

Man, I forgot to say: impressive detail that wind on the hanging foliage!

Advertisement
Registered users don't see ads! Register now!
Avatar
LoneWolf2056
193 Posts
Posted Aug 30, 2012
Replied 1 hour later

josepezdj wrote:

Ugh that's a pain in the ass xD I suppose I could leave it for an alt solution if you are determined to do a zero portal run of that room xD