[RELEASE] Cassata Chamber 2
Quote from CassataGames on October 11, 2008, 1:42 pmAfter about half a year of on and off work (I'm not bragging, I've just stopped working on this map for long periods of time) I finally finished it. Forcefully actually, compiling took too long so I just brought it to an end. I'll try to make more maps more often if my feedback for this map is good.
Anyway, so this map is my attempt to make something as authentic and as possible, while trying to provide thought provoking puzzles that are loyal to the original feel of the game before the BTS's kicked in. I think one of the things you will defiantly notice about this map is that it's dynamic in how you move around and solve puzzles. The goal is always apparent, but the steps in getting to them often overlap each other and cause for a lot of revisiting of different area's. This makes things more interesting rather then saying "Good job, move to the next empty room that you've never seen before." It allows people to keep tabs on their environment, much less... gaze at my hard work. Haha.
Questions, Comments, what did you like? What did you hate?
I'd love to hear what you have to say!Directions:
1. Unzip BMZ file.
2. Run Portal
3. Click "Bonus Maps" on the titlescreen.
4. Click "Import"
5. Locate the BMZ file.
6. Play the map.[img]http://forums.thinking.withportals.com/pafiledb/images/screenshots/casscmbr20009.jpg[/img]
After about half a year of on and off work (I'm not bragging, I've just stopped working on this map for long periods of time) I finally finished it. Forcefully actually, compiling took too long so I just brought it to an end. I'll try to make more maps more often if my feedback for this map is good.
Anyway, so this map is my attempt to make something as authentic and as possible, while trying to provide thought provoking puzzles that are loyal to the original feel of the game before the BTS's kicked in. I think one of the things you will defiantly notice about this map is that it's dynamic in how you move around and solve puzzles. The goal is always apparent, but the steps in getting to them often overlap each other and cause for a lot of revisiting of different area's. This makes things more interesting rather then saying "Good job, move to the next empty room that you've never seen before." It allows people to keep tabs on their environment, much less... gaze at my hard work. Haha.
Questions, Comments, what did you like? What did you hate?
I'd love to hear what you have to say!
Directions:
1. Unzip BMZ file.
2. Run Portal
3. Click "Bonus Maps" on the titlescreen.
4. Click "Import"
5. Locate the BMZ file.
6. Play the map.
[img]http://forums.thinking.withportals.com/pafiledb/images/screenshots/casscmbr20009.jpg[/img]
Quote from penapappa on October 11, 2008, 3:31 pmThis was far better than first one. every room is linked to other very clever way. I know how hard it is to make medium long, but not too confusing map. I have nothing else bad think to say about this than there was one or more miss-aligned textures in one place.
But anyway, I give 9.5/10, 10/10 in twp rate-system
This was far better than first one. every room is linked to other very clever way. I know how hard it is to make medium long, but not too confusing map. I have nothing else bad think to say about this than there was one or more miss-aligned textures in one place.
But anyway, I give 9.5/10, 10/10 in twp rate-system
Quote from Farragar on October 12, 2008, 5:36 amGenerally good, but lighting was pretty bad in some areas (hard to see?), some textures were badly aligned, and portal bumpers were missing in some places.
With that out of the way, the test chambers themselves were pretty well made and fun, although the first fling took me a while to work out where I was supposed to be going.
Generally good, but lighting was pretty bad in some areas (hard to see?), some textures were badly aligned, and portal bumpers were missing in some places.
With that out of the way, the test chambers themselves were pretty well made and fun, although the first fling took me a while to work out where I was supposed to be going.
Quote from Kiavik on October 12, 2008, 11:00 amI encountered some invisible walls, and one part of the chamber where you just encounter a dark corridor where you cant get out. Maybe I did something wrong?
I encountered some invisible walls, and one part of the chamber where you just encounter a dark corridor where you cant get out. Maybe I did something wrong?
Quote from infernet89 on October 14, 2008, 2:45 pmProbably i solved the chamber in a unfair way, i see some unused puzzles:
Probably i solved the chamber in a unfair way, i see some unused puzzles:
(I'll stop recording if i die.)
Quote from CassataGames on October 14, 2008, 4:08 pmHaha, yeah... you skipped half the map, even after I thought I fixed that. Great speed run though, I'll be sure to fix that up along with some lighting adjustments before I start working on a new map.
Haha, yeah... you skipped half the map, even after I thought I fixed that. Great speed run though, I'll be sure to fix that up along with some lighting adjustments before I start working on a new map.
Quote from omnivore on October 19, 2008, 1:11 pmDefinitely the invisible walls are annoying. Particularly above the round-the-corner button protected by the backstop-like shield...of course, my first instinct was to go over the top, and I could easily climb up using cubes, , but there was an invisible wall there. If you don't want people to climb, put a visible wall! Similarly, in the room just previous to that (up top of the two buttons), I thought the obvious thing was to climb over the jumbled cubes...but an invisible wall prevented me from doing so. Pile them higher so it's clear there's no way to squeeze through! I agree that a few places were too dim as well.
I'm not done with the map yet -- stuck! -- but this is a quality piece of work, very enjoyable (so far!). Nicely done.
Definitely the invisible walls are annoying. Particularly above the round-the-corner button protected by the backstop-like shield...of course, my first instinct was to go over the top, and I could easily climb up using cubes, , but there was an invisible wall there. If you don't want people to climb, put a visible wall! Similarly, in the room just previous to that (up top of the two buttons), I thought the obvious thing was to climb over the jumbled cubes...but an invisible wall prevented me from doing so. Pile them higher so it's clear there's no way to squeeze through! I agree that a few places were too dim as well.
I'm not done with the map yet -- stuck! -- but this is a quality piece of work, very enjoyable (so far!). Nicely done.
Quote from omnivore on October 19, 2008, 5:23 pmFinished now...great map! Highly recommended. I really liked the way you used space, so that I was always revisiting familiar places from new angles. Very swiss-cheesy. Can't wait to see more from you!
Finished now...great map! Highly recommended. I really liked the way you used space, so that I was always revisiting familiar places from new angles. Very swiss-cheesy. Can't wait to see more from you!
Quote from Hober on October 20, 2008, 12:10 am@Omnivore: Point of order:
The Forum Rules wrote:When posting something that might be a spoiler, the One True Way is to enclose it in
- Code: Select all
[spoiler][/spoiler]
I just added that to the rules, so there's no excuse for not knowing any more.
@Omnivore: Point of order:
- Code: Select all
[spoiler][/spoiler]
I just added that to the rules, so there's no excuse for not knowing any more.
Quote from CassataGames on October 20, 2008, 12:19 amHas anyone found the cake easteregg yet?
Even if you noclip, I'd just like to know someone found it.
Has anyone found the cake easteregg yet?
Even if you noclip, I'd just like to know someone found it.