[PTI] New Game Element - Sphere Cannon (4 Maps)

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PortalCombat
306 Posts
Posted Jun 12, 2013
These are my 4 showcase maps for my Sphere Cannon.
The puzzles have medium difficulty and you can see how I
would suggest to use the Sphere Cannon as a new Game Element.

Click here to download New Game Element - Sphere Cannon (4 Maps)

Click here to download New Game Element - Sphere Cannon (4 Maps)

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PortalCombat
306 Posts
Posted Jun 12, 2013
Replied 6 minutes later
If you want to use the Sphere Cannon in your own Maps, you can download it here:

New Game Element - Sphere Cannon

Big thanks goes out to FelixGriffin for creating the ingame model for the PTI Editor.

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El Farmerino
393 Posts
Posted Jun 13, 2013
Replied 1 day later
Nice work - some good ideas of how to use the cannon and its limitations to make some great puzzles. Map 2 in particular was excellent; a good level of difficulty with some fantastic a-ha moments.

Perhaps some kind of anti-cannon field is also in order? Having to find ways to transport the cannon could add an extra layer of puzzling to proceedings...

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PortalCombat
306 Posts
Posted Jun 14, 2013
Replied 11 hours later

El Farmerino wrote:
Nice work - some good ideas of how to use the cannon and its limitations to make some great puzzles. Map 2 in particular was excellent; a good level of difficulty with some fantastic a-ha moments.

Thanks for your feedback, I am glad that you liked the maps!
Map number 2 has a higher difficulty than the other 3 maps, but mostly because it can be a bit
confusing to play the map at first, but then it should be easy enough to solve it.
I really like these maps, where you have to 'think twice' in order to solve it, and thats
what I tried in this map aswell.

El Farmerino wrote:
Perhaps some kind of anti-cannon field is also in order? Having to find ways to transport the cannon could add an extra layer of puzzling to proceedings...

I am not working on the cannon or new features for it anymore.
But I published all my files in the Downloaddatabase, so if someone want to edit or improve it,
its easy to do with Hammer Editor. So I guess the 'transport' idea could be pretty nice, but
speaking for myself: Im not gonna work on that anymore.

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Mr Waterhandle
88 Posts
Posted Jun 15, 2013
Replied 1 day later
Cool new element. I think if you would combine the first half of the second map with the latter half of the third map you'd have the most satisfying map. It began to feel slightly same-y throughout and I'm not the biggest fan of massive amounts of connections or symbol matching (although it's better than a huge tangled antwire mess), but even so these were still quite nice. It's always nice to have something new in the game and especially if it's as polished as this element is! I don't think the instructional text is necessary for every map, but it's not a big deal. Could it work for COOP? If it's practical enough, erhaps thats something to try next. Thanks for mapping!
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PortalCombat
306 Posts
Posted Jun 16, 2013
Replied 1 day later

Mr Waterhandle wrote:
Cool new element. I think if you would combine the first half of the second map with the latter half of the third map you'd have the most satisfying map. It began to feel slightly same-y throughout and I'm not the biggest fan of massive amounts of connections or symbol matching (although it's better than a huge tangled antwire mess), but even so these were still quite nice.

Thanks for your feedback. It is kind of hard to make these PTI Maps look good, so I just did my best.

Mr Waterhandle wrote:
It's always nice to have something new in the game and especially if it's as polished as this element is! I don't think the instructional text is necessary for every map, but it's not a big deal.

Thanks! I did not spend that much time on the design, though.
I just wanted to make a working cannon, which handles the same as the portalgun and can be picked up.
The Text is there for all the "new" players, which never used the cannon before.
(... I know someone could start at map 4 instead of one, and may never see the other maps)

Mr Waterhandle wrote:
Could it work for COOP? If it's practical enough, erhaps thats something to try next. Thanks for mapping!

It actually works for COOP. Look into this Thread:

topic8234.html