Don't Eat the Paint
i) There is an alternate solution for the first test:
lol.jpg
ii) I accidentally died after re-retreiving the portal gun and i re-spwned without it...i was forced to re-start the level.
iii) The back panel where the crushers are needs to be more visible (i only noticed it by accident.)
Great map tho, good job. I dont think this will be disqualified, but the rules state that you can only have one map theme, so it is a possibility.
CaretCaret wrote:
oh, ok.Does it work now?
Yes, perfect
Also the bugged and shortcuts were nicely fixed.(ironic, i apparently love playing your map, i played it for like 5 or 6 times now heh)
.
To be honest, I found this first before whatever the intended solution was (presuming this wasn't it), though I imagine it isn't too important, as it is only a teaser in the beginning.
EDIT: Instead of double posting...
cg5 wrote:
In that last section with the orange gel and the crushers, I missed the portal surface at the upper level, and only saw it after noclipping to look around. You need to make that more obvious. Otherwise the map was great.
Really? I just rushed to the other side of the crushers to check out the scenery--upon seeing nothing was there (except the portal wall), I turned around and spotted the upper surface... It seemed to me to be in the "cone field of vision" of anyone in the situation I mentioned. Maybe signage would help...? (Arrow rotated to point diagonally upwards...?)
If I am correct, I have a suggestion:
Spoileriffic Suggestion
detp_suggestion.jpg
Oh, and I noticed the standing button by the propulsion gel vent is "modern Aperture" style, not the "retro Aperture" style.
Here is a video of my playthrough.
You will see a problem with the cube button & the fling jump.
http://www.xfire.com/video/47b3a9/
Video freezes & starts lagging, for some reason, at 7 minutes for like 10 seconds.
few things I do are kind of embarrasing but its okay. :d
timefiller wrote:
Here is a video of my playthrough.You will see a problem with the cube button & the fling jump.
http://www.xfire.com/video/47b3a9/
Video freezes & starts lagging, for some reason, at 7 minutes for like 10 seconds.few things I do are kind of embarrasing but its okay. :d
Nice, but you solved the first paint puzzle the wrong way. 
That thing with the cube button kinda sucked 
bjs0 wrote:
...the fling exploit is still very much present.
Really? Have you tried it? Cause I sure cant solve the puzzle that way.
About the button. Thank you so much! I totally didn't notice that.
CaretCaret wrote:
Really? Have you tried it? Cause I sure cant solve the puzzle that way.
If the screenshot I posted is from the latest version, then yes. I have performed the exploit several times.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=iN_4Ed2eqMM
An interesting glitch I found is that if you get the cube stuck halfway in the door (when it's closed), you can then walk towards the door, pick up the cube, and walk through the door. Th cube will still stay stuck in the door, and you can keep walking back and forth through the door. Rather entertaining but also not an exploit in any way. Perhaps this works with all maps, I'm not sure, I just discovered it today though.
To me the puzzles were incredibly simple.
I don't know . . . maybe the fact that I just played DoubleTake (which was very tricky) and then "The_Room" (same) had an effect on me thinking this is easy.
The scenery and textures were excellent.
Especially the water and rusted metal scene where you had to find your gun - that was the best part.
Only real criticism I can offer is: At the very begging of the map, when everything is still in "good working" condition you exit a good working chamber and walk into a "Behind The Scenes" style area, this doesn't seem right. You shouldn't really see behind the scenes (or use it as a connecting area between two "good condition" chambers.) It's a minor thing, just seemed odd. I completely LOVED the second part. I want to see a "full" version of this
I enjoyed this map. The crashing elevator was nice, because I thought it would have been too short without the extra map, and having a small section without the portal gun was something I hadn't seen in a custom map before.
Bug: not sure if you noticed this. There's a single, angled portal-able surface not far from the crashed elevator, right next to some deadly water. I found that if I came through that wall through a portal and then tried to jump back through the portal to return, I would end up 'drowning' even though I had gone through the portal.
My only other criticism is that there are so many locations with hardly any portal-able surfaces (by the way, is there a standard adjective for that?). It feels very restrictive to walk into a room where only those surfaces that absolutely need to have portals on them are allowed to have portals on them. Just my opinion.
The portal gun part threw me for a bit, but otherwise, it was a fairly simple, straightforward map.
I thought about giving this map a 3, but I couldn't really come up with any suggestions as to what needed work. It would have been better if it were longer, but what there is definitely rates a 4/5 from me.