[RELEASE] LoveGLaDOS
Quote from Grax on January 20, 2008, 9:27 pmLoveGLaDOS
by Graxthal(Full title: How I Learned to Stop Worrying and Love GLaDOS)
Description
LoveGLaDOS follows the Portal campaign levels' visual style and gameplay relatively closely. It is about as difficult as the Advanced Maps.Download
dload.php?action=file&file_id=149
or
http://students.guildhall.smu.edu/c7/26 ... glados.zipAdditional Notes
Feel free to post recorded demos or youtube videos of your run-throughs (both first-runs and speed-runs are very informative). All feedback is appreciated.
LoveGLaDOS
by Graxthal
(Full title: How I Learned to Stop Worrying and Love GLaDOS)
Description
LoveGLaDOS follows the Portal campaign levels' visual style and gameplay relatively closely. It is about as difficult as the Advanced Maps.
Download
dload.php?action=file&file_id=149
or
http://students.guildhall.smu.edu/c7/26 ... glados.zip
Additional Notes
Feel free to post recorded demos or youtube videos of your run-throughs (both first-runs and speed-runs are very informative). All feedback is appreciated.
Quote from Duffers on January 20, 2008, 10:07 pmWell, I just played through this map, and I have to say, it's kickass.
You certainly put a lot of thought into this. I especially loved the "crushers" near the end, and how you incorperated the rocket turret into the level was genius.
Only problems I noticed were (lol) backwards indicator lights everywhere, where the orange checkmark was mirrored. Not a big deal, but random and kind of demeaning nonetheless.
good job with this. I look forward to more from you.
Well, I just played through this map, and I have to say, it's kickass.
You certainly put a lot of thought into this. I especially loved the "crushers" near the end, and how you incorperated the rocket turret into the level was genius.
Only problems I noticed were (lol) backwards indicator lights everywhere, where the orange checkmark was mirrored. Not a big deal, but random and kind of demeaning nonetheless.
good job with this. I look forward to more from you.
Quote from taco on January 20, 2008, 11:42 pmNicely done, Graxthal.
I really enjoyed the visual style, pacing and use of vertical space in this test chamber.
I found the difficulty to be very close to what you were selling it to be, "about as difficult as the Advanced Maps" - if not a bit easier, but enjoyable nonetheless.
The only "issue" I ran into was in the very first room. If you fire a portal onto the middle of the wall right above the three fizzlers, the portal will be pushed to one side - my guess is you have a stray portal bumper there.
As for improvements, I felt that all the "red pit flooring" would have benefited greatly from pipes and wiring - in their current state they feel unfinished.
Once again, great map - I look forward to your future releases.
taco
Nicely done, Graxthal.
I really enjoyed the visual style, pacing and use of vertical space in this test chamber.
I found the difficulty to be very close to what you were selling it to be, "about as difficult as the Advanced Maps" - if not a bit easier, but enjoyable nonetheless.
The only "issue" I ran into was in the very first room. If you fire a portal onto the middle of the wall right above the three fizzlers, the portal will be pushed to one side - my guess is you have a stray portal bumper there.
As for improvements, I felt that all the "red pit flooring" would have benefited greatly from pipes and wiring - in their current state they feel unfinished.
Once again, great map - I look forward to your future releases.
taco
Quote from Kiavik on January 21, 2008, 8:20 amDid it. Very good. But you forgot to make all the glass destroyable by rockets. Examples:
Put some nice stuff behind that glass
Did it. Very good. But you forgot to make all the glass destroyable by rockets. Examples:
Put some nice stuff behind that glass
Quote from Jaso on January 21, 2008, 11:07 amExcellent map, I like it very much.
I uploaded my least portals strategy, http://www.youtube.com/watch?v=UEnZW8VWZa8
Excellent map, I like it very much.
I uploaded my least portals strategy, http://www.youtube.com/watch?v=UEnZW8VWZa8
Quote from Grax on January 21, 2008, 2:28 pmThanks all for the feedback thus far. I'm taking notes on everything. ^_^
Jaso, I watched your Least Portals run and laughed pretty hard. [spoiler]I was hoping the cameras/cubes would allow for some tricky things, but didn't know it'd be as ridiculous as that.[/spoiler] Good stuff, I love it.
Thanks all for the feedback thus far. I'm taking notes on everything. ^_^
Jaso, I watched your Least Portals run and laughed pretty hard.
Quote from Darksoul on January 21, 2008, 4:43 pmI like it, very well made and forgiving with several solutions for the obstacles wich I really like since it gives more "freedom". It's a bit on the easy side but like someone else said "I'm a sucker for impossible stuff"
I like it, very well made and forgiving with several solutions for the obstacles wich I really like since it gives more "freedom". It's a bit on the easy side but like someone else said "I'm a sucker for impossible stuff"
Quote from taco on January 21, 2008, 5:23 pmJust played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.
I can only imagine how much better the map would look with them in place.
Also, right when you start the map, if you look up at the recessed lighting and walk directly forward to where you enter the first room, there are two small nodraw faces visible in the lighting.
Just played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.
I can only imagine how much better the map would look with them in place.
Also, right when you start the map, if you look up at the recessed lighting and walk directly forward to where you enter the first room, there are two small nodraw faces visible in the lighting.