[SP] Box Fling
Quote from J*Rod on June 5, 2011, 6:28 amA large-sized map divided into two main sections which interconnect. Overall a great puzzle to play. This took a lot of effort to make and tweak.
Please comment and rate!
Theme: Destroyed (Act I, pre-wakeup)
AI Voice: AnnouncerScreenshots:
http://steamcommunity.com/id/czfjrod/sc ... 365334538/
http://steamcommunity.com/id/czfjrod/sc ... 365332280/
http://steamcommunity.com/id/czfjrod/sc ... 365329886/
http://steamcommunity.com/id/czfjrod/sc ... 365325905/
http://steamcommunity.com/id/czfjrod/sc ... 365323602/
http://steamcommunity.com/id/czfjrod/sc ... 365316924/
http://steamcommunity.com/id/czfjrod/sc ... 365313609/
http://steamcommunity.com/id/czfjrod/sc ... 365311653/
http://steamcommunity.com/id/czfjrod/sc ... 365306453/v2 Update Notes:
Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino)
Tweaked skybox lighting
Added SDK instances to ZIP file to preserve directory structurev3 Update Notes:
Altered opening hallway props
Added additional foliage
Tweaked lightingv4 Update Notes:
Added intro text
Added autosave points at entry door and sealed buttonv5 Final Update Notes:
Tweaked intro text
Added additional info_placement_helper entities
Added readme file to ZIPFile Name: sp_a1_boxfling_jsmaps_v5.zip
File Size: 11.12?MiB
Click here to download [SP] Box Fling
A large-sized map divided into two main sections which interconnect. Overall a great puzzle to play. This took a lot of effort to make and tweak.
Please comment and rate!
Theme: Destroyed (Act I, pre-wakeup)
AI Voice: Announcer
Screenshots:
http://steamcommunity.com/id/czfjrod/sc ... 365334538/
http://steamcommunity.com/id/czfjrod/sc ... 365332280/
http://steamcommunity.com/id/czfjrod/sc ... 365329886/
http://steamcommunity.com/id/czfjrod/sc ... 365325905/
http://steamcommunity.com/id/czfjrod/sc ... 365323602/
http://steamcommunity.com/id/czfjrod/sc ... 365316924/
http://steamcommunity.com/id/czfjrod/sc ... 365313609/
http://steamcommunity.com/id/czfjrod/sc ... 365311653/
http://steamcommunity.com/id/czfjrod/sc ... 365306453/
v2 Update Notes:
Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino)
Tweaked skybox lighting
Added SDK instances to ZIP file to preserve directory structure
v3 Update Notes:
Altered opening hallway props
Added additional foliage
Tweaked lighting
v4 Update Notes:
Added intro text
Added autosave points at entry door and sealed button
v5 Final Update Notes:
Tweaked intro text
Added additional info_placement_helper entities
Added readme file to ZIP
File Name: sp_a1_boxfling_jsmaps_v5.zip
File Size: 11.12?MiB
Click here to download [SP] Box Fling
Quote from YM_Industries on June 5, 2011, 7:39 amHi, I unfortunately didn't have much time to play your level, but it looks great!
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.
Hi, I unfortunately didn't have much time to play your level, but it looks great!
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.
Quote from DiMartino on June 5, 2011, 12:17 pmHey there. Liked your map, one of the best here so far.
But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.
Anyway 5/5.
Hey there. Liked your map, one of the best here so far.
But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.
Anyway 5/5.
Quote from xdiesp on June 5, 2011, 2:05 pmWell developed, but falls short of other majestic decayed levels. However the puzzle helps up with that: distributed, far reaching, never frustrating. Can be completed with just one cube (assuming you [spoiler]take the 2nd one with you[/spoiler]), catapults become fairly useless after the very beginning.
Bug: some of the walls turn black when you are near a portal. Odd, never happened before.
Well developed, but falls short of other majestic decayed levels. However the puzzle helps up with that: distributed, far reaching, never frustrating. Can be completed with just one cube (assuming you
Bug: some of the walls turn black when you are near a portal. Odd, never happened before.
Quote from J*Rod on June 5, 2011, 3:25 pmYM_Industries wrote:Hi, I unfortunately didn't have much time to play your level, but it looks great!
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.I actually included lots of signs to help out with the navigation in place of the opening sign, but I understand that it's not perfect.
I was under the impression that only custom instances needed to be uploaded, so I will put in the other instances I used now that you mentioned it.
xdiesp wrote:Well developed, but falls short of other majestic decayed levels. However the puzzle helps up with that: distributed, far reaching, never frustrating. Can be completed with just one cube (assuming you [spoiler]take the 2nd one with you[/spoiler]), catapults become fairly useless after the very beginning.Bug: some of the walls turn black when you are near a portal. Odd, never happened before.
I've been tweaking the lights a lot during the weeks I worked on it, and I compiled it with full HDR/LDR "final" on VRAD. It certainly looks different to when it's compiled regularly. I'll keep tweaking it.
I found most of it too confusing however, I had no idea what I was supposed to be doing. I'm sure it is very puzzling to complete. (I'm giving up)
My only question is, did you actually not use a single instance? Because if you used any instances, even if they are included in the SDK, you need to package them in your download.
I actually included lots of signs to help out with the navigation in place of the opening sign, but I understand that it's not perfect.
I was under the impression that only custom instances needed to be uploaded, so I will put in the other instances I used now that you mentioned it.
Bug: some of the walls turn black when you are near a portal. Odd, never happened before.
I've been tweaking the lights a lot during the weeks I worked on it, and I compiled it with full HDR/LDR "final" on VRAD. It certainly looks different to when it's compiled regularly. I'll keep tweaking it.
Quote from J*Rod on June 5, 2011, 3:38 pmDiMartino wrote:Hey there. Liked your map, one of the best here so far.But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.
Anyway 5/5.
Oh, yeah, hadn't thought too much about that. I'll fix that up with my next release.
But what I really want to say is one puzzle was very confusing. It's button namber 3 (that trigger laser cube). I put blue gel near and just jumped there, than acidently jusmped on pusher number 3 (or what ever it calls), and when I got back to the button I really was confused. Maybe if you add some glass there map would be longer.
Anyway 5/5.
Oh, yeah, hadn't thought too much about that. I'll fix that up with my next release.
Quote from MaD2ko0l on June 5, 2011, 3:58 pmhey i had a quick look at you map, and altho i got a little bit stuck, i had managed to skip the turret chamber.
after i got the laser activated and the blue goo in place, i could go straight to #4 and exit
hey i had a quick look at you map, and altho i got a little bit stuck, i had managed to skip the turret chamber.
after i got the laser activated and the blue goo in place, i could go straight to #4 and exit
Quote from J*Rod on June 5, 2011, 7:09 pmVersion 2 of Box Fling is released, and another version is on its way.
Just keep sending in your thoughts on it, and I'll keep tweaking it.
Version 2 of Box Fling is released, and another version is on its way.
Just keep sending in your thoughts on it, and I'll keep tweaking it.
Quote from J*Rod on June 5, 2011, 10:34 pmVersion 3 is up now! It's got some more foliage and I've tweaked the lights some more.
Feel free to rate and criticize.
Version 3 is up now! It's got some more foliage and I've tweaked the lights some more.
Feel free to rate and criticize.
Quote from J*Rod on June 6, 2011, 1:17 pmI've had a little playtest with a couple friends, and they thought it would be a good idea to put in autosaves. I was also interested in their radical methods of playing through.
Version 4 is up now, and it has both intro text and autosaves.
The moral of the story? Can't do without playtesting over and over.
I've had a little playtest with a couple friends, and they thought it would be a good idea to put in autosaves. I was also interested in their radical methods of playing through.
Version 4 is up now, and it has both intro text and autosaves.
The moral of the story? Can't do without playtesting over and over.