[WIP] Infomercial map
Quote from youme on November 17, 2007, 1:30 pmwell for a first it is pretty good, I'll give you that.
My first map was apalling, back when I got Episode one and was a n00b
well for a first it is pretty good, I'll give you that.
My first map was apalling, back when I got Episode one and was a n00b
Quote from Duffers on November 18, 2007, 7:50 pmNew upload. Get it while it's hot.
NOTES;
- It's gone through a visual and logical overhaul.
- If something looks broken, it's supposed to.
- There's still no lighting yet.
- There's still no voice yet.
- No cubemaps yet (sorry, I'm in a hurry to leave and do something else).
- There are a few areas that look incorrect because there is no lighting. They will be fixed (such as the roof at the ramp fling).If you spot a bug, lemme know (no, the [spoiler]Lift is not a bug[/spoiler]).
New upload. Get it while it's hot.
NOTES;
- It's gone through a visual and logical overhaul.
- If something looks broken, it's supposed to.
- There's still no lighting yet.
- There's still no voice yet.
- No cubemaps yet (sorry, I'm in a hurry to leave and do something else).
- There are a few areas that look incorrect because there is no lighting. They will be fixed (such as the roof at the ramp fling).
If you spot a bug, lemme know (no, the
Quote from Lorithad on November 18, 2007, 8:35 pmYou really seem to like the [spoiler]step-up flings[/spoiler]. There are lots of them in there.
The map seems a lot better this time around, visually speaking. No more wooden fenses and such.
Not really a fan of the non lethal ooze at parts though.The [spoiler]kick the cube puzzle[/spoiler], brilliant. Just brilliant. Something new and interesting.
You really seem to like the
The map seems a lot better this time around, visually speaking. No more wooden fenses and such.
Not really a fan of the non lethal ooze at parts though.
The
Quote from Duffers on November 18, 2007, 9:11 pmLorithad wrote:The [spoiler]kick the cube puzzle[/spoiler], brilliant. Just brilliant. Something new and interesting.[spoiler]Actually, you're supposed to drop the cube off the railing into a portal below and fling it through the doorway, but I suppose that works too. Either way, you have to go back around.[/spoiler]
Also, would it make it more interesting if I set the damage from the wading water to like... 10? So you don't die, but it's agitating walking through it?
Also, would it make it more interesting if I set the damage from the wading water to like... 10? So you don't die, but it's agitating walking through it?
Quote from Lorithad on November 18, 2007, 10:03 pmThat might work.
Something else that I just remembered...
There is a button that is kind of redundant.See, this button opens the gap in the wall. But at no point do you ever need to go back that far. (unless you do need to, by not doing the [spoiler]Kick the cube puzzle[/spoiler])
Plus there's the added bonus of when you've got the WCC on the button below, and then you push the pedestal button, the wall will close after the pedestal timer runs out.
That might work.
Something else that I just remembered...
There is a button that is kind of redundant.
See, this button opens the gap in the wall. But at no point do you ever need to go back that far. (unless you do need to, by not doing the
Plus there's the added bonus of when you've got the WCC on the button below, and then you push the pedestal button, the wall will close after the pedestal timer runs out.
Quote from Duffers on November 18, 2007, 10:08 pmLorithad wrote:Plus there's the added bonus of when you've got the WCC on the button below, and then you push the pedestal button, the wall will close after the pedestal timer runs out.I'll fix that. Also, it's not a timer, it's a trigger_multiple set up so when you leave the vicinity of the button, the door closes.
But... Could you please explain what you mean by kick the cube?
I'll fix that. Also, it's not a timer, it's a trigger_multiple set up so when you leave the vicinity of the button, the door closes.
But... Could you please explain what you mean by kick the cube?
Quote from Lorithad on November 18, 2007, 10:32 pmScrew explaining things. Here's something better:
http://youtube.com/watch?v=z-r5_7wqr5IAs you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.
One other thing: [spoiler]When you need to kill your companion cube, You can see it sitting at the bottom of the incinerator.[/spoiler]
Screw explaining things. Here's something better:
http://youtube.com/watch?v=z-r5_7wqr5I
As you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.
One other thing:
Quote from Duffers on November 18, 2007, 10:38 pmLorithad wrote:Screw explaining things. Here's something better:
http://youtube.com/watch?v=z-r5_7wqr5IAs you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.
One other thing: [spoiler]When you need to kill your companion cube, You can see it sitting at the bottom of the incinerator.[/spoiler]
Wow, that's sick. I didn't even think of that.
Also~ [spoiler]Where the screen shakes and you hear an explosion, if you turn around the CC is gone. This implies it blew up.[/spoiler]
http://youtube.com/watch?v=z-r5_7wqr5I
As you can see, it's brilliant. Whether or not it was intentional for you to design it where this is possible or not, keep it. It's very awesome, and something unique to your map.
One other thing:
Wow, that's sick. I didn't even think of that.
Also~
Quote from Lorithad on November 18, 2007, 10:44 pm....[spoiler]The screen shaking implys it blew up?
That didn't really occur to me at all. While the effect is pretty cool, I think the map can do without it. The standard incinerator effect would do just fine. We know it's dead.[/spoiler]
....
Quote from Duffers on November 18, 2007, 10:45 pmLorithad wrote:....[spoiler]The screen shaking implys it blew up?
That didn't really occur to me at all. While the effect is pretty cool, I think the map can do without it. The standard incinerator effect would do just fine. We know it's dead.[/spoiler]I'll add fire so you can't see it.
I'll add fire so you can't see it.