[SP] Tungsten

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warnightify
39 Posts
Posted Apr 25, 2013
A map with different approach to cubes. Shuffle them and find your way out in this Wheatley-themed chamber containing two parts.

I would appreciate a video of this map, it is always good too see different solutions. Thanks in advance.

Click here to download Tungsten

Click here to download Tungsten

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quatrus
1,047 Posts
Posted Apr 25, 2013
Replied 3 hours later
Nice visuals, clean puzzles involving a little different take on cube shuffling...
Thanks for creating....fun.
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josepezdj
2,386 Posts
Posted Apr 28, 2013
Replied 2 days later
Very funny map. I liked the neatness of the whole thing, specially the 3D skybox (very detailed), that you made a transition corridor between both chambers (and it was also very detailed) and the puzzles that were not obvious at a first sight. My only real complaint is the way you made those frames for the grates >.< You need to cut up the brushes at 45 degrees at their edges making the corners don't have straight lines; then fit the textures on them... I'm referring to this:

||

||
You should have cut them like this:


And also, I prefer to use the floor and ceiling textures for the ceiling and floors, instead of using the wall tiles all over...

But still... it is a 5/5 for me.
Thanks for creating!

warnightify wrote:
I would appreciate a video of this map, it is always good too see different solutions. Thanks in advance.

There you go:

B8fDK1xGxj8

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warnightify
39 Posts
Posted Apr 29, 2013
Replied 20 hours later
Thank you josepezdj, for giving detailed feedback. Now , those grates was part of the prefabs I used. I think unalignment issue is something with the texture lock. I usually do that corner trick too but I used prefabs instead. Now that you mentioned it , I've seen people used metal wall textures on ceilings , so I preferred those textures for ceilings. But I will use floor textures from now on.
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sicklebrick
876 Posts
Posted May 01, 2013
Replied 1 day later
Thanks,that's a beutiful little puzzle - really satisfying!
It's also pretty tight considering how many cubes there to shuffle around; I'm always looking for alternate solutions, so that was a nice surprise. The seocond half seemed a little easy by comparison, but the whole thing is really nicely made and themed. I don't mind wall textures on the floor and so forth either, so good job all round. Cheers
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sicklebrick
876 Posts
Posted May 01, 2013
Replied 10 hours later
Needed an excuse to replay.. here's an sneaky alternate ending to the first bit

dnObQ587e7c

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josepezdj
2,386 Posts
Posted May 02, 2013
Replied 13 hours later
Oh, I forgot to mention that you forgot adding a logic_autosave, warnightify... It?s annoying to die in the second chamber and check that you are respawn in the elevator again!
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warnightify
39 Posts
Posted May 02, 2013
Replied 8 hours later
Thanks for reminding , josepezdj . Updated the map with aligned new grates and autosaves.

Sicklebrick , your solution is very clever. Thanks for the video.

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RectorRocks
522 Posts
Posted May 03, 2013
Replied 19 hours later
Good map, although the second chamber was a little too short and easy.
Here's my blindrun:
9fLV-nOgMO4

Tell me if there are any unintended solutions!

5/5. Excellent.
Thanks for mapping!
Cheers!

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BlackWolfe
55 Posts
Posted May 04, 2013
Replied 1 day later
I'd upload a video, but the only method I have for capturing gameplay is using demos, and I don't want to tie up my computer for the amount of time it would take to write the AVI.

It took me a lot of backtracking to solve the first set of puzzles, too, so you'd be subjected to a very long, bog-standard playthrough.

Feedback:

I don't often think of fizzling cubes as being part of the solution to a puzzle, so nice work there! If I had one beef, it was accidentally fizzling the wrong cube, which led to basically having to start from square one. You might consider making those two first cubes different types to help players keep them sorted, but that's entirely up to you, as it only cost me a little bit of time (oh, no, more time playing Portal whatever shall I do).

Visually, the level was great. I spent almost a third of my playtime just looking around.

All in all, great job.

sicklebrick wrote:
Needed an excuse to replay.. here's an sneaky alternate ending to the first bit

Another twitchy sicklebrick playthrough.

It occurs to me that using that light bridge technique, you could have bypassed taking that third cube through the portal and backtracked over the stairs you came in. I'm pretty sure the bridge was high enough.

Also, watching your plays always makes me twitchy -- do you always jump everywhere?

Edit: Merged doublepost.

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sicklebrick
876 Posts
Posted May 04, 2013
Replied 2 hours later

BlackWolfe wrote:
watching your plays always makes me twitchy -- do you always jump everywhere?

Without exception! There's a certain calming rythmical quality to bunnyhopping, and the speed gains not only help with the impatience, but open up new areas to explore... and exploring's always fun.. so yay.
When I first saw someone bhopping I thought "wow that looks so **** obnoxious and weird" but it's strangely addictive :p

Edit: Forgot to mention, there's a physics clip brush stopping you backtracking, even if you're noclipping or whatever.. Presumably, it's to stop the player throwing the cube up, and then going round to collect it.

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Jepp
134 Posts
Posted May 10, 2013
Replied 5 days later
Really nice and solid puzzles this was, don't think I did anything unintended.
Comments in the video!

Blindrun
c2tVmN7qRw4

Thanks for mapping!

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warnightify
39 Posts
Posted May 25, 2013
Replied 14 days later

Jepp wrote:
Really nice and solid puzzles this was, don't think I did anything unintended.
Comments in the video!

Thanks for mapping!

Thank you.Your explanations are detailed enough.And yes , it seems like there are no unintended ways.