BEE2 Styles review request?
Quote from TeamSpen210 on October 4, 2014, 4:57 amBasically, I'd like to solicit critique of the various BEE2 items and styles, particularly my own and the original ones (1950s-80s, Clean, P1, Art, Overgrown, Refurbished). Ignoring stuff that pretty much can't be fixed (the 128 grid, anachronistic test elements in Old Aperture, heavy logic entity use, lack of optimisation) it would be wonderful if some people were able to review some of the instances or full maps, and suggest improvements. Each room or item has been used in many maps, so the higher the quality, detail and bug-free the better.
With the entry/exit corridors they are basically full Hammer maps, with all the customisability that provides so feel free to bash any bugs . Most of the corridors howeved have a rather small space set aside for them to fit in, so I can't make them much bigger. In some cases the walls or ceiling are about 4 units thick! The entry/exit elevators (or test spheres) have effectively infinite space (the entire left half of the map area), so they can be expanded very easily. We don't usually have much room to change most other items without making it not compatible with other styles or maps, so they are very restricted most of the time.
Basically, I'd like to solicit critique of the various BEE2 items and styles, particularly my own and the original ones (1950s-80s, Clean, P1, Art, Overgrown, Refurbished). Ignoring stuff that pretty much can't be fixed (the 128 grid, anachronistic test elements in Old Aperture, heavy logic entity use, lack of optimisation) it would be wonderful if some people were able to review some of the instances or full maps, and suggest improvements. Each room or item has been used in many maps, so the higher the quality, detail and bug-free the better.
With the entry/exit corridors they are basically full Hammer maps, with all the customisability that provides so feel free to bash any bugs . Most of the corridors howeved have a rather small space set aside for them to fit in, so I can't make them much bigger. In some cases the walls or ceiling are about 4 units thick! The entry/exit elevators (or test spheres) have effectively infinite space (the entire left half of the map area), so they can be expanded very easily. We don't usually have much room to change most other items without making it not compatible with other styles or maps, so they are very restricted most of the time.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from quaternary on October 8, 2014, 7:45 pm(These aren't your items, they're Mevious's, but I don't really want to clutter the main thread with my pointless ranting)
super secret and fun spoiler
[spoiler]The Rexaura items are kind of problematic. In game they're super solid, but working with them in puzzles is somewhat difficult.First of all, there's a "Cube Sensor" and "Lifeform Sensor" in the default Rexaura pallete in beemod, but show up in game as "Lifeform Sensor" and "LIFEFORM SENSOR" (???). I haven't been able to get them to work properly, and can't really tell the difference between them either (anyone care to explain?). I gotta say, using "Angle" to provide 4 different lengths was a pretty spiffy idea considering that you can't produce "real" custom fields in pti.
Cube deflector really really REALLY needs a better puzzlemaker model. Right now it's a turret, but the direction it's pointing in is totally wrong (it deflects the pellet from the back side of the turret to the left side?), making it very frustrating to make puzzles with because I keep getting the orientation wrong and have to rebuild it.
Call me picky, but the "Rexaura Cube Dropper" is somewhat inflexible, with no options to "auto drop first cube", "auto-respawn cube" etc etc. I don't know if that's impossible, given how there isn't much you can actually do with bee.
Another thing that I found sort of irritating is that there's no way to make a button that simply creates a green pellet when pressed and respawns it when pressed again, like in the original Rexaura. The closest you can get is a toggle button, but that only spawns a pellet every other press (and destroys it on the other presses).
(Speaking of toggle buttons any way to break the "toggle" functionality away from setting it to infinity? Like "start enabled" or something. This way there don't need to be 2 pillar button items if you want infinity mode and toggle mode too)
Okay, sorry for complaining about free things. I probably came across like I hate you all, that's not true, there's just some tiny things that need improvement I guess. [/spoiler]
Edit: Your items!
For you
[spoiler]I tried out your laser music item, and the music seemed to be "directional", like there was an invisible radio playing the music wherever I put the item. Is there any way to make the music just some from nowhere (like in Triple Laser the official map?)Oh and this is a bizarre suggestion, but is there anything you can add to the editor or as an observation room toggle or something to suppress voices?
The current solution seems to be making a duplicate of each style with the voice logic removed, but having a little "mute" item to pop in some corner of the map (or a checkbox on the entry door or observation room) would be even better. Probably would require updating the voice logic to actually listen to the mute signal, but hey, it's the last time you'll get weird errors with sendificators and the like not working properly, which keep their logic in the observation room.
I'll stop here before I devolve into dumb suggestions again. Great work so far, future-starter.[/spoiler]
(These aren't your items, they're Mevious's, but I don't really want to clutter the main thread with my pointless ranting)
super secret and fun spoiler
Edit: Your items!
For you
Quote from TeamSpen210 on October 8, 2014, 10:24 pmThanks for the review! Fortunately I will be fixing most of this with the new BEE2. Since I have to convert all the items to the new item format, I'll be taking the oppertunity to fix this stuff. I've already made a pellet deflector model. I'll make the laser music item global. I can now make custom fizzler items, so I'll be converting the Rexaura stuff to that (along with removing the duplicates).
The new BEE2 has functionality to make configuration options to basically customise the function of styles. I'll remove the rexaura dropper, and make it a style-wide property that applies to all cubes and droppers. A bunch of other stuff is included here, so there won't be more than one version of any style.
Thanks for the review! Fortunately I will be fixing most of this with the new BEE2. Since I have to convert all the items to the new item format, I'll be taking the oppertunity to fix this stuff. I've already made a pellet deflector model. I'll make the laser music item global. I can now make custom fizzler items, so I'll be converting the Rexaura stuff to that (along with removing the duplicates).
The new BEE2 has functionality to make configuration options to basically customise the function of styles. I'll remove the rexaura dropper, and make it a style-wide property that applies to all cubes and droppers. A bunch of other stuff is included here, so there won't be more than one version of any style.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]