[WIP] Glass Prison

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Mapster
396 Posts
Posted Oct 27, 2007
Replied 7 minutes later
I'll check it out and moved topic to WIP Thread.
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Artesia
238 Posts
Posted Oct 27, 2007
Replied 7 minutes later
forgot to mention, the combine shields allow you to shoot through them, but you cannot pass through them, they're the opposite of a fizzle field in that manner.
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Mapster
396 Posts
Posted Oct 27, 2007
Replied 22 minutes later
All of the glass, portal cleans, combine shields really makes it hard to see what to do next.
You really have to look over 10 times to see what to do next.

I managed to get to stage 3 but now it's getting extreamly hard... maybe too hard for me but i'm giving it my best shot

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Artesia
238 Posts
Posted Oct 27, 2007
Replied 2 minutes later
lol, I made it to challenge myself

its supposed to be really fast so you have to think of what to do next on the fly.

takes me several tries to do each stage actually, which is why you dont fall into slime or anything that will kill you, the combine ball killing you, I laugh every time I hit that damn thing lol

Edit:

stage 2 in the vertical shaft used to be harder, it only gave you one chance to shoot the ceiling before it would launch you out and reset you, and after you did hit the ceiling, it immediately pushed you through it so you started falling and had to hit the cieling again... or it would reset you... I decided to take out the complications, and allow you to have an occasional break in that shaft if you needed

on stage 3, I was also going to have the platforms you have already been to lower like on 18 adv, but I think that would make it impossible.

hint on stage 3 you dont always have to progress forward, time it to the ball, also there are occasions where you can skip a cell if you are a quick shot, also you can time it so the ball will go underneath you

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Mapster
396 Posts
Posted Oct 28, 2007
Replied 11 minutes later
Yeah I got the hint that if you missed a floor you would die by the ball... i got twitchy after trying to a few times
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DiddyKong42
192 Posts
Posted Oct 28, 2007
Replied 14 hours later
The flinging part was fun, but at stage 3... thats when it got harddddddddd.

Just couldn't do it =.

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espen180
307 Posts
Posted Oct 28, 2007
Replied 44 minutes later
Something tells me I need to play more custom maps...
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Artesia
238 Posts
Posted Oct 28, 2007
Replied 1 hour later
I'll probably fraps stage 3 sometime
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Mapster
396 Posts
Posted Oct 28, 2007
Replied 27 minutes later

espen180 wrote:
Something tells me I need to play more custom maps...

The same thing is running through my head

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roger federer
75 Posts
Posted Oct 28, 2007
Replied 3 hours later
really sweet map, it's very beautiful. i really like the all-in-one fling puzzles everywhere. it's really awsome that you cannot get stuck anywhere or die. way to not be lazy and just put goo everywhere! this makes for a much nicer level.

Quote:
on stage 3, I was also going to have the platforms you have already been to lower like on 18 adv, but I think that would make it impossible.

i think you could very well do this, it would make it alot harder, but it would not be impossible to have only one chance to shoot it. the energy ball killings where kinda obnoxious, since there was nothing i could do about it, but it's prolly not worth changing at all.
i can't wait till it's finished.
also, you might have a leak or something behind the metal box decorations in the top of the main room, maybe you know about it. there is a screenshot.

also, in stage 2, there is a way to get a portal up on the ceiling after you landed, if it's a quick thinking exercise, this cuts the difficulty by a lot. and we all know more hard=more fun.
here's a link to a screen, though i imagine you already know about it.
spoiler:
screenshot

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Artesia
238 Posts
Posted Oct 29, 2007
Replied 4 hours later
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 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

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?

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deathremains
36 Posts
Posted Oct 29, 2007
Replied 9 hours later
indeed you should i though this was a EXTREMELY EXCELLENT MAP but i still can't figure out how to get to the end =(
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roger federer
75 Posts
Posted Oct 29, 2007
Replied 45 minutes later

Quote:
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

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

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.

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Artesia
238 Posts
Posted Oct 29, 2007
Replied 1 hour later
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

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Rivid31
152 Posts
Posted Oct 29, 2007
Replied 1 hour later
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

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Shmitz
167 Posts
Posted Oct 29, 2007
Replied 42 minutes later
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.
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Artesia
238 Posts
Posted Oct 29, 2007
Replied 1 hour later
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

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roger federer
75 Posts
Posted Oct 29, 2007
Replied 1 minutes later
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.
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Mapster
396 Posts
Posted Oct 29, 2007
Replied 3 minutes later

roger federer wrote:
tit would be real neat if you could hit a button at the start of every new 'stage' that opens a stair case

Thanks for the idea

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Artesia
238 Posts
Posted Oct 29, 2007
Replied 1 minutes later
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