[SP] Across
Quote from Rlski on July 25, 2014, 10:38 amHere is my first 100% Hammer-made test. It's a short test chamber including a laser and a reflection cube in a destroyed/malfunctioning part of the Aperture facility.
I would say easy to medium difficulty : 5-15 mins.
Any feedback greatly appreciated !
Here is my first 100% Hammer-made test. It's a short test chamber including a laser and a reflection cube in a destroyed/malfunctioning part of the Aperture facility.
I would say easy to medium difficulty : 5-15 mins.
Any feedback greatly appreciated !
Quote from quatrus on July 25, 2014, 11:02 amExcellent atmosphere - visual and just enough sound - your across puzzle was quite good, took a bit of thinking also...Well done -- thanks for creating.
Excellent atmosphere - visual and just enough sound - your across puzzle was quite good, took a bit of thinking also...Well done -- thanks for creating.
Quote from RogerL on July 26, 2014, 11:22 amI thought your map had a nice puzzle. Atmospherics was good. A couple of minor things I noticed: the entry door will reopen from the puzzle room side if you get close enough to trigger it; usually they stay closed. And I'm not a big fan of invisible fizzlers like the one you had over that entryway door; either show it or get rid of it since it does you no good. And I'm not sure what triggered the [spoiler]platform under the laser[/spoiler]; making a crucial puzzle element magically appear for no reason doesn't seem like a good idea. But for your first Hammer map, this was pretty good.
I thought your map had a nice puzzle. Atmospherics was good. A couple of minor things I noticed: the entry door will reopen from the puzzle room side if you get close enough to trigger it; usually they stay closed. And I'm not a big fan of invisible fizzlers like the one you had over that entryway door; either show it or get rid of it since it does you no good. And I'm not sure what triggered the
Quote from Rlski on July 26, 2014, 1:26 pmRogerL wrote:I thought your map had a nice puzzle. Atmospherics was good.Thanks !
RogerL wrote:the entry door will reopen from the puzzle room side if you get close enough to trigger it; usually they stay closed. And I'm not a big fan of invisible fizzlers like the one you had over that entryway door; either show it or get rid of it since it does you no good.The idea behind it was to let the player go back to the entry hallway but prevent him to bring back a cube and trap it somewhere. Just exploration purpose. But i'll just go to a one-side door, that makes much more sense.
RogerL wrote:And I'm not sure what triggered [spoiler]the platform under the laser[/spoiler]; making a crucial puzzle element magically appear for no reason doesn't seem like a good idea.[spoiler]It's actually a trigger when you go next to the laser emitter. The trigger is pretty large.[/spoiler] It wasn't meant to be hidden, since you're going on this side of the goo pit anyway. If it's too shocking i'll make it more visible.
Thanks again for feedback
Thanks !
The idea behind it was to let the player go back to the entry hallway but prevent him to bring back a cube and trap it somewhere. Just exploration purpose. But i'll just go to a one-side door, that makes much more sense.
Thanks again for feedback
Quote from RogerL on July 26, 2014, 8:14 pmRlski wrote:It wasn't meant to be hidden, since you're going on this side of the goo pit anyway. If it's too shocking i'll make it more visible.Like I said, it was a minor complaint, but you could easily fix it with a pedestal button or something. Or even make the player do some work to [spoiler]raise the platform[/spoiler].
Like I said, it was a minor complaint, but you could easily fix it with a pedestal button or something. Or even make the player do some work to