New Map: Sidewinder [WIP]
Quote from dis3322 on November 29, 2007, 9:16 pmHey all, want to thank everyone for their support again. I just released a new version of the map which fixes many bugs that you guys found and fixes many graphical problems. Let me know what you think
Hey all, want to thank everyone for their support again. I just released a new version of the map which fixes many bugs that you guys found and fixes many graphical problems. Let me know what you think
Quote from Adair on December 2, 2007, 6:00 pmHi, nice map.
I just played the latest version which is the only version I've played. Judging from the feedback you got prior to this latest release I'd say you've made a lot of progress on this map.
As far as playability: I found the map very playable and it wasn't very hard, but there were a couple of challenges that made me stop and think for a minute, which is good because sometimes I get tired of the fling puzzles that require some very fast and precise portal placement. Your puzzles are more cerebral without being too easy. [spoiler]Especially getting through that last door, I knew I needed something to hold the button down with, but I'd almost forgotten the WCC by that point. When I couldn't get the turret back I started thinking really hard and then I figured out how to get the WCC back.[/spoiler] Good job making me think. And I agree, the door-rocket thing is awesome.
As for problems: I found at least one place where I took issue with the graphics. The first main room, where you get the cube, if you look at the ceiling and move around you can see what looks like the outline of the bottom of a door way. I can't remember if there were more problems or not.
And for the record I also don't like using the turret to press buttons. It seems like Valve made a point that they weren't to be used for that(maybe they're supposed to be too light weight or something...even if you have multiple turrets, I don't know).
My suggestion: You could disable the ability to use a turret on a button and put a regular cube in the same room with the turret that would only be usable on the same buttons that the turret is used for.I almost forgot, one more problem: After I got to the very end I could [spoiler]turn around and shoot a portal at the brick wall above the door which allowed me to bring the WCC with me outside. I then placed the WCC on the lighted cake, which made it look like the WCC was glowing with happiness because I had brought it with me, which made me happy as well. [/spoiler]
Hi, nice map.
I just played the latest version which is the only version I've played. Judging from the feedback you got prior to this latest release I'd say you've made a lot of progress on this map.
As far as playability: I found the map very playable and it wasn't very hard, but there were a couple of challenges that made me stop and think for a minute, which is good because sometimes I get tired of the fling puzzles that require some very fast and precise portal placement. Your puzzles are more cerebral without being too easy.
As for problems: I found at least one place where I took issue with the graphics. The first main room, where you get the cube, if you look at the ceiling and move around you can see what looks like the outline of the bottom of a door way. I can't remember if there were more problems or not.
And for the record I also don't like using the turret to press buttons. It seems like Valve made a point that they weren't to be used for that(maybe they're supposed to be too light weight or something...even if you have multiple turrets, I don't know).
My suggestion: You could disable the ability to use a turret on a button and put a regular cube in the same room with the turret that would only be usable on the same buttons that the turret is used for.
I almost forgot, one more problem: After I got to the very end I could
Quote from dis3322 on December 2, 2007, 11:18 pmAdair:
Thank you very much for your detailed post. i'm glad to see you liked it.
About the problems you pointed out, I will look into the graphical issues. Despite all the improvements i've made it is still definitely the weakest area of my map.
The strange thing is that this is the only site that I have made a thread on that anyone has taken issue with the turret thing so i'm still not convinced on that. I understand where you are coming from, it does go against what valve did but I just don't want to do exactly what valve did. But I still appreciate having your opinion on this. If people on other sites start to say the same thing i'll change it.
About being able to take the cube out. That was actually intentional. So at least i'm glad you enjoyed it. But did it come across as a bug? I could see why since the wall uses a texture that has previously been non portable. If so I need to make it more clear that was intentional.
There is actually another easter egg at the end.
*spoilers*
You can portal onto the skybox at the end, and there is more cake out there
Adair:
Thank you very much for your detailed post. i'm glad to see you liked it.
About the problems you pointed out, I will look into the graphical issues. Despite all the improvements i've made it is still definitely the weakest area of my map.
The strange thing is that this is the only site that I have made a thread on that anyone has taken issue with the turret thing so i'm still not convinced on that. I understand where you are coming from, it does go against what valve did but I just don't want to do exactly what valve did. But I still appreciate having your opinion on this. If people on other sites start to say the same thing i'll change it.
About being able to take the cube out. That was actually intentional. So at least i'm glad you enjoyed it. But did it come across as a bug? I could see why since the wall uses a texture that has previously been non portable. If so I need to make it more clear that was intentional.
There is actually another easter egg at the end.
*spoilers*
You can portal onto the skybox at the end, and there is more cake out there
Quote from Crooked Paul on December 3, 2007, 2:17 amOMFG I loved this map.
There's a bunch of stuff you can criticize about the map if you're in that kind of mood. For instance, I didn't particularly like [spoiler]the one-way "portal ventricle" where the OVER HERE graffiti is, with its mostly unportalable surfaces except for the ceiling above a slot not big enough for the player to fall back down once he's come up via portal. Meh. Big meh on that. Especially beause it meant I left the CC permanently behind (BTW shouldn't this really be a normal WSC?).[/spoiler]
But let's keep our nitpicking in perspective. This map is fun. [spoiler]Having control of your own pet rocket turret is fun, and it's used really well here. Loved the three-gate "locks"!![/spoiler] I figured it out and did it right my first try, and it made me feel like a total badass. That is what solving a Portal puzzle should feel like every time.
If you want my honest assessment, dis, I think this map has fucking great core gameplay. But there are some issues, and if you took a little time to do a revision, you could have a really killer map on your hands here. For instance, [spoiler]some (but not many) of the rooms have big expanses of wall with samey textures, and the other posters are right, you really shouldn't use turrets to press buttons, especially in a map where GLaDOS is present. Really breaks the mood. But you could provide the player with a WSC (not the CC) pretty easily, like putting it behind the gate that protects the ball-catcher. Then they would have the means to press those buttons legitimately, and you wouldn't have to change any puzzles, I don't think.[/spoiler]
Check out what I did with the missile turret:
http://www.youtube.com/watch?v=H7XnrWcipTAThanks for a rad map, dis! I hope you will have the patience to really polish it up before you do the official release. And welcome!
OMFG I loved this map.
There's a bunch of stuff you can criticize about the map if you're in that kind of mood. For instance, I didn't particularly like
But let's keep our nitpicking in perspective. This map is fun.
If you want my honest assessment, dis, I think this map has fucking great core gameplay. But there are some issues, and if you took a little time to do a revision, you could have a really killer map on your hands here. For instance,
Check out what I did with the missile turret:
http://www.youtube.com/watch?v=H7XnrWcipTA
Thanks for a rad map, dis! I hope you will have the patience to really polish it up before you do the official release. And welcome!
Quote from Adair on December 3, 2007, 3:39 amCrooked Paul wrote:...Especially beause it meant I left the CC permanently behind.You left the CC behind permanently? Then how did you [spoiler]get through the last door which requires a button being held down with something?[/spoiler]
Btw, nice little rocket video.dis3322 wrote:About being able to take the cube out. That was actually intentional. Smile So at least i'm glad you enjoyed it. But did it come across as a bug? I could see why since the wall uses a texture that has previously been non portable. If so I need to make it more clear that was intentional.If I remember correctly there was only a small area or two where I actually could [spoiler]make a portal on the brick wall.[/spoiler] Which is why I thought it was unintentional. I might be mistaken about that though. I'll get back to you on that soon as I can.
You left the CC behind permanently? Then how did you
Btw, nice little rocket video.
If I remember correctly there was only a small area or two where I actually could
Quote from Remmiz on December 3, 2007, 4:19 amHaven't played it yet but just from opening the zip I got a ocuple things:
1. Directories in the zip. Putting your maps into their own folder and allowing us to extract into the portal folder helps a lot.
2. You still have your user name in the extract directoryAfter playing:
1. The lighting on the lamp is very dark in the first room.
2. Consider taking out the text at the beginning. It's pretty obvious what we have to do and gives a bit of seclusion feeling.
3. Texturing, lighting and entity creation needs a lot of work.Great ideas but your mapping skills needs quite a bit of work. I kept getting distracted by the misaligned textures or out of place lighting. Keep on working on it though. Read some tutorials on how to create the Portal objects, examine other maps and keep on thinking with Portals.
Haven't played it yet but just from opening the zip I got a ocuple things:
1. Directories in the zip. Putting your maps into their own folder and allowing us to extract into the portal folder helps a lot.
2. You still have your user name in the extract directory
After playing:
1. The lighting on the lamp is very dark in the first room.
2. Consider taking out the text at the beginning. It's pretty obvious what we have to do and gives a bit of seclusion feeling.
3. Texturing, lighting and entity creation needs a lot of work.
Great ideas but your mapping skills needs quite a bit of work. I kept getting distracted by the misaligned textures or out of place lighting. Keep on working on it though. Read some tutorials on how to create the Portal objects, examine other maps and keep on thinking with Portals.
Quote from xitooner on December 3, 2007, 8:36 amDefintely didnt like the lighting adn textures. . .most of the puzzles were insanely simple, really. The rocket was easily the most enjoyable/unique aspect (I think I just like to see things blow up) The problem with the rocket is. . .when I see one, the first thing I do is look around for the nearest window. No surprise any more; too bad we cant do much more with it. The rockets really arent dangerous. . . just an irritation really. At least you put a little bit more spin on it than usual, and actually made blowing the glass up into a decent puzzle in places. . .
Defintely didnt like the lighting adn textures. . .most of the puzzles were insanely simple, really. The rocket was easily the most enjoyable/unique aspect (I think I just like to see things blow up) The problem with the rocket is. . .when I see one, the first thing I do is look around for the nearest window. No surprise any more; too bad we cant do much more with it. The rockets really arent dangerous. . . just an irritation really. At least you put a little bit more spin on it than usual, and actually made blowing the glass up into a decent puzzle in places. . .
Quote from Crooked Paul on December 3, 2007, 2:00 pmxitooner wrote:The rocket was easily the most enjoyable/unique aspect (I think I just like to see things blow up) The problem with the rocket is. . .when I see one, the first thing I do is look around for the nearest window.I see what you're saying here. But really that's a good thing. It means players can apply their training from SP and other custom maps to new ones.
When you see an Aperture Science 1500 Megawatt Supercolliding Superbutton, don't you immediately look around for a WSC? When you see a pellet-spitter, don't you look for a catcher right away?
In portal, the "endpoints" of a "puzzle line" are rarely the interesting bits, if you see what I mean. It's how you connect them that's fun, and this map connects that missile launcher to various glass panels in a nice, satisfying way.
@ Adair: I thought the CC was lost to me forever. So I was moving that single disabled turret from button to button, which took some doing, but it's possible. I'm definitely going to be playing through this map again (especially if there's an updated version!), so I'll figure out some other hacks/workarounds then, and maybe make some vids if they're interesting at all.
EDIT: Posted a new vid of the part I call "missile locks" (like locks in a canal). Total spoiler! These videos seem to look a lot sharper if you hit the "contract" button second from right.
http://www.youtube.com/watch?v=gACbz5IrMdU
I see what you're saying here. But really that's a good thing. It means players can apply their training from SP and other custom maps to new ones.
When you see an Aperture Science 1500 Megawatt Supercolliding Superbutton, don't you immediately look around for a WSC? When you see a pellet-spitter, don't you look for a catcher right away?
In portal, the "endpoints" of a "puzzle line" are rarely the interesting bits, if you see what I mean. It's how you connect them that's fun, and this map connects that missile launcher to various glass panels in a nice, satisfying way.
@ Adair: I thought the CC was lost to me forever. So I was moving that single disabled turret from button to button, which took some doing, but it's possible. I'm definitely going to be playing through this map again (especially if there's an updated version!), so I'll figure out some other hacks/workarounds then, and maybe make some vids if they're interesting at all.
EDIT: Posted a new vid of the part I call "missile locks" (like locks in a canal). Total spoiler! These videos seem to look a lot sharper if you hit the "contract" button second from right.
http://www.youtube.com/watch?v=gACbz5IrMdU
Quote from dis3322 on December 3, 2007, 8:37 pmAgain, thank all of you for your detailed input.
Just so you know, i'm pretty busy right now so making a new version of the map may take a while.
Crooked Paul:
I'm glad you loved the map so much
About the turret thing, I never really thought of an interesting way to include a cube in that room, but I like the idea of putting it by the catcher I think I will do that when I get around to a new iteration.There are actually three ways to press the final button, two of which involve the CC the other uses the turret. The hardest way is the quickest, which I like it gives a sort of speed run element to the map.
Btw, it's really flattering that you liked it enough to make videos
Adair: I'll definitely look into the brick wall thing for the next iteration.
Remmiz:
I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?
Xitooner: Thanks for your feedback.
Again, thank all of you for your detailed input.
Just so you know, i'm pretty busy right now so making a new version of the map may take a while.
Crooked Paul:
I'm glad you loved the map so much
About the turret thing, I never really thought of an interesting way to include a cube in that room, but I like the idea of putting it by the catcher I think I will do that when I get around to a new iteration.
There are actually three ways to press the final button, two of which involve the CC the other uses the turret. The hardest way is the quickest, which I like it gives a sort of speed run element to the map.
Btw, it's really flattering that you liked it enough to make videos
Adair: I'll definitely look into the brick wall thing for the next iteration.
Remmiz:
I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?
Xitooner: Thanks for your feedback.
Quote from Remmiz on December 4, 2007, 1:26 amdis3322 wrote:Remmiz:I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?
I downloaded the version which was up at the time of my post. I'm running in DirectX 9.0c with everything as high as it can go. The room is lit, but the model of the lamp is black for me...as it is in your own screenshot.
I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?
I downloaded the version which was up at the time of my post. I'm running in DirectX 9.0c with everything as high as it can go. The room is lit, but the model of the lamp is black for me...as it is in your own screenshot.