[WIP] Glass Prison
Quote from Artesia on October 29, 2007, 1:55 amI found the "leak" you found, its actually noclip brushes since you shouldn't be able to go up there, did you portal up there? cause I forgot to make that part of the wall metal. that stack of blocks has player clips all around it so there should be no way to get up there
in stage 2, I had made a trigger, that once you flew up into the verticle shaft, activated 2 things, angular clip brushes that funneled you back into the portal, and an invisble func_door that if you went back into stage one, would push you off the ledge so you cant try again. It was a lot harder, so much that I decided to remove it.
as for the energy ball, my strat is [spoiler]to wait for a new one to spawn, bounce around and underneath me, then I wait for it to leave and I start right then, when I get to the end or the room, I then time when I will make the final jump based on where the ball is, usually I have to let it pass me, if you do all the jumps flawlessly first try on this puzzle, you can't miss the ball and you die [/spoiler]
I'm not sure if I should do the moving platforms, because I think you need to move backwards at least once to avoid the ball. and I hear people complaining about how hard that stage is already
should I add it again and see how people like it?
I found the "leak" you found, its actually noclip brushes since you shouldn't be able to go up there, did you portal up there? cause I forgot to make that part of the wall metal. that stack of blocks has player clips all around it so there should be no way to get up there
in stage 2, I had made a trigger, that once you flew up into the verticle shaft, activated 2 things, angular clip brushes that funneled you back into the portal, and an invisble func_door that if you went back into stage one, would push you off the ledge so you cant try again. It was a lot harder, so much that I decided to remove it.
as for the energy ball, my strat is
I'm not sure if I should do the moving platforms, because I think you need to move backwards at least once to avoid the ball. and I hear people complaining about how hard that stage is already
should I add it again and see how people like it?
Quote from deathremains on October 29, 2007, 11:04 amindeed you should i though this was a EXTREMELY EXCELLENT MAP but i still can't figure out how to get to the end =(
indeed you should i though this was a EXTREMELY EXCELLENT MAP but i still can't figure out how to get to the end =(
Quote from roger federer on October 29, 2007, 11:49 amQuote:I found the "leak" you found, its actually noclip brushes since you shouldn't be able to go up there, did you portal up there? cause I forgot to make that part of the wall metal. that stack of blocks has player clips all around it so there should be no way to get up thereactually i noclipped up there after finishing to take a look at the decorations.
also, in moving from stage 1 to stage 2: why does that combine shield have to be there? it's a little obnoxious since portaling to the other side is easy to mess up, then you just have to do it all again. save points after each stage would also be nice
Quote:I think you need to move backwards at least once to avoid the ball.it's not impossible, i did it a few times to see if i could, but it's definitely very hard. the ball wasn't so much the problem as was lining up the shots so fast. the difficulty there seems to be a function of how high the window you shoot through is. i'd say that if you started removing used platforms, you should also raise a few of the windows to balance the difficulty some, that way it would demand quickness without being too over the top.
actually i noclipped up there after finishing to take a look at the decorations.
also, in moving from stage 1 to stage 2: why does that combine shield have to be there? it's a little obnoxious since portaling to the other side is easy to mess up, then you just have to do it all again. save points after each stage would also be nice
it's not impossible, i did it a few times to see if i could, but it's definitely very hard. the ball wasn't so much the problem as was lining up the shots so fast. the difficulty there seems to be a function of how high the window you shoot through is. i'd say that if you started removing used platforms, you should also raise a few of the windows to balance the difficulty some, that way it would demand quickness without being too over the top.
Quote from Artesia on October 29, 2007, 1:16 pmI originally intended all of stage 1 & 2 to be done seamlessly together, I added the 2die overlay to show that thats the way you're supposed to go.
as for save points, I was planning one for right before stage 3, and right before stage 4, 1 being short enough that if you mess up on #2, its not that much of a pain to redo 1.
not sure when ill be able to work on it. I'll try my best lol
I originally intended all of stage 1 & 2 to be done seamlessly together, I added the 2die overlay to show that thats the way you're supposed to go.
as for save points, I was planning one for right before stage 3, and right before stage 4, 1 being short enough that if you mess up on #2, its not that much of a pain to redo 1.
not sure when ill be able to work on it. I'll try my best lol
Quote from Rivid31 on October 29, 2007, 2:35 pmThis map is awesome =D. Challenging, but fun since you don't always die. Can't wait for the final version.
On another note,
ScreenshotThe metal textures behind those 2 slanted surfaces, where the pistons go into the wall are portalable. Might want to fix that so you don't get stuck back there
This map is awesome =D. Challenging, but fun since you don't always die. Can't wait for the final version.
On another note,
Screenshot
The metal textures behind those 2 slanted surfaces, where the pistons go into the wall are portalable. Might want to fix that so you don't get stuck back there
Quote from Shmitz on October 29, 2007, 3:18 pmI do like the departure from goo pits. However, because there's no reward for progression, by the time I get to parts 2 and 3 they may as well be goo pits, because I'm going to be reloading my save game if I mess up rather than have to do all of the previous parts over again. The "keep on trying till you run out of cake" aspect of your return pits would last consistently through the challenges if upon reaching a new area a lift or something was activated to facilitate returning to the "go point" for the current puzzle.
I do like the departure from goo pits. However, because there's no reward for progression, by the time I get to parts 2 and 3 they may as well be goo pits, because I'm going to be reloading my save game if I mess up rather than have to do all of the previous parts over again. The "keep on trying till you run out of cake" aspect of your return pits would last consistently through the challenges if upon reaching a new area a lift or something was activated to facilitate returning to the "go point" for the current puzzle.
Quote from Artesia on October 29, 2007, 4:29 pmwhen I originally came up with the idea not to have goo pits, I was trying to design it so there were no chances to save...
quite hard to test tho
it may be too hard, if after stage 2, it throws you up onto a slide that forces you to start stage 3 thats what I had originally intended...
lol maybe I could add a timer button, before you start stage 1, that is timed so that you have to hurry through the first 3 stages, before the doors to stage 4 close
you could still save, but if you fell on stage 3 and realized there was too little time left anyways, you wouldn't have to load just walk up and try again
when I originally came up with the idea not to have goo pits, I was trying to design it so there were no chances to save...
quite hard to test tho
it may be too hard, if after stage 2, it throws you up onto a slide that forces you to start stage 3 thats what I had originally intended...
lol maybe I could add a timer button, before you start stage 1, that is timed so that you have to hurry through the first 3 stages, before the doors to stage 4 close
you could still save, but if you fell on stage 3 and realized there was too little time left anyways, you wouldn't have to load just walk up and try again
Quote from roger federer on October 29, 2007, 4:31 pmthat's true, it would be real neat if you could hit a button at the start of every new 'stage' that opens a stair case or something so you dont have to do it all from the start again. save points work too, and are easier, but you don't feel very accomplished loading states all the time.
that's true, it would be real neat if you could hit a button at the start of every new 'stage' that opens a stair case or something so you dont have to do it all from the start again. save points work too, and are easier, but you don't feel very accomplished loading states all the time.
Quote from Mapster on October 29, 2007, 4:35 pmroger federer wrote:tit would be real neat if you could hit a button at the start of every new 'stage' that opens a stair caseThanks for the idea
Thanks for the idea
Quote from Artesia on October 29, 2007, 4:37 pmive thought of that idea actually, but felt it would make it too easy... part of the challenge of the map is supposed to be an "all or nothing" challenge. right now theres really only 1 place to save... maybe I'll think about getting rid of it, do something up in the ceiling to keep you from saving...
can we say impossible? rofl
ive thought of that idea actually, but felt it would make it too easy... part of the challenge of the map is supposed to be an "all or nothing" challenge. right now theres really only 1 place to save... maybe I'll think about getting rid of it, do something up in the ceiling to keep you from saving...
can we say impossible? rofl