http://steamcommunity.com/id/Coppermant ... ?appid=620
Just a workshop map. Nothing extremely special, but I'm improving it in Hammer. Golly, PTI maps have zero optimization. :atlas_facepalm:
http://steamcommunity.com/id/Coppermant ... ?appid=620
Just a workshop map. Nothing extremely special, but I'm improving it in Hammer. Golly, PTI maps have zero optimization. :atlas_facepalm:
Aperture Science Security Camera [Version 00.04]
Copyright (c) 2012 Aperture Innovations. All rights reserved.
Coppermantis\ [SP] Syntax Error
Personally, I find this puzzle amazing. But this review must be mean and informative. First of all, I am afraid test subjects may be wandering around thinking what to do since it is hard to understand the connections. Also, it is possible to get stuck and have to restart the whole chamber, but I guess it's the test subject's fault for not saving often. The room after the Incandescent laser field is a bit too small and cluttered, especially with the stairs. One of the platforms I believe you do not need since you could jump to the other place. Otherwise, very good puzzle and lighting.
-Puzzle: 7/10
The puzzle might be confusing for beginner-medium players because of the connections.In my opinion, it is mediocre difficulty.
-Design: 7/10
I believe some rooms and hazards are useless and induces multiple retries.
-Detail: 5/10
All Perpetual Puzzle Initiative maps will have this detail level.
--Total: 6.3333.../10
I am programmed to be mean, so please disregard this if it affects your decision to play this map.
--Difficulty level: 2-5 minutes to solve puzzle. 2-5 tries.
Something that cannot be said will certainly lead to a retry (note that there is no syntax error).
--In conclusion, it is a mediocre map that should certainly be tested on.
rooms and hazards are useless and induce multiple retries
What exactly do you mean by this? which room was useless?
mediocre difficulty.
Also, what does this mean? Mediocre usually refers to something being of average quality. Do you mean it's average difficulty, in which case that's about right. I agree that the indicators could get a little confusing, I'll rework 'em in Hammer.
The room after the laser field has already been made a little less cluttered, although there's not much I can do at this time to make it significantly less confusing.
Anyway, thanks for the review. 
EDIT: I swear I hit edit. Guess I hit new post instead.
Coppermantis wrote:
Anyway, thanks for the review.
No problem... I have a lot of free time.
And I was a bit exaggerating on rooms being useless. I meant the fling room, you don't need most of that room and the water under the stairs since I get pushed in there twice and it's slightly annoying. But I guess I don't watch my steps. I got trapped in the fling room. :/
And you could also throw the cues from the laser field room to the top and get stuck.
I give you a 4/5, because I loved the feel it gave me (portal 1), the only thing is that there isn't enough lighting and you should maybe revamp the laser room. 
Like others have said, that room is too clustered in, the stairs make it awkward and I never needed either piston in that room. (well, to make move anyway)
Apart from that, it was a nice, p1-remicent map that made me happy. 5/5 
( I've never used instances, never got them to work. Making all the stuff from scratch is easier for me.)
EDIT: Some of the instances added during it's PTI phase aren't working. The things like lasers and fizzlers work but the elevator doesn't actually connect to the world.
Some of the new rooms.



Coppermantis wrote:
How do I tie a button into an instance that already exists? I have a prop_button and a cube dropper instance and I want to make the button fizzle the cube. How do I do this?( I've never used instances, never got them to work. Making all the stuff from scratch is easier for me.)
EDIT: Some of the instances added during it's PTI phase aren't working. The things like lasers and fizzlers work but the elevator doesn't actually connect to the world.
Some of the new rooms.
pic
pic
awesome pic
I don't want to start a flame war, but you may want to try using prefabs. (Grox has a nice little pack that i love)
And I really like the new rooms, feels more detailed 
I fought with it for a while while making photonic. It especially doesn't like if you collapse an instance in hammer, you have to fix all the AutoInstance1-@entity names to be just @entity
@ p0rtalplayer: I'm afraid I'll have to look on the VDC to figure out what you mean, instances always confused me. They mess with my established knowledge of how the I/O works. : P
Coppermantis wrote:
Wasn't my choice to use instances, the in-game editor makes all things instances except level geometry and indicators. Hence why it's a convoluted mess to make work of. I'd have used prefabs if given the option, much simpler in my opinion, of course.@ p0rtalplayer: I'm afraid I'll have to look on the VDC to figure out what you mean, instances always confused me. They mess with my established knowledge of how the I/O works. : P
Heh. Guess I'll write up a comprehensive guide to instances on the wiki then.
p0rtalplayer wrote:
Coppermantis wrote:
Wasn't my choice to use instances, the in-game editor makes all things instances except level geometry and indicators. Hence why it's a convoluted mess to make work of. I'd have used prefabs if given the option, much simpler in my opinion, of course.@ p0rtalplayer: I'm afraid I'll have to look on the VDC to figure out what you mean, instances always confused me. They mess with my established knowledge of how the I/O works. : P>
Heh. Guess I'll write up a comprehensive guide to instances on the wiki then.
that would be a good idea ^^, maybe you would finish by making me like instances...(never)