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[SP] Box Fling

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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

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits

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.

Turrets, not tourettes. Only people with tourettes say that.

My Work:
FLAMING LEMONS
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FUNRUN - COMING SOON
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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.

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
Sorry, only logged-in users can see spoilers.
), 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.

the hills are alive... with the sound of music
YM_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
Sorry, only logged-in users can see spoilers.
), 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.

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits
DiMartino 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.

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits

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

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.

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits

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.

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits

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.

The star is silent, but prominent.
Extra Curricular - The official community of Extra Credits
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