[RELEASE] Remmiz Test Chamber 1
Korjagun wrote:
There is no slime in that section of the map. It's just a short bit of metal-plated corridor. I guess you could climb up and get shot by the turret though.
Ah I see where you mean. I should have an update either tonight or tomorrow which will include a challenge map and also include fixes for all the bugs I have been notified of so far. Thanks for all the comments and help everyone 
At the beginning, if you portal onto the telescoping landings, they begin to fall. . . which is fine. But if you use portal-in-portal to get to the last telescoping platform and then step out, it will not begin to fall. In other words, the trigger to drop the platforms is apparently on the 1st platform, but not all of them.
xitooner wrote:
In other words, the trigger to drop the platforms is apparently on the 1st platform, but not all of them.
I can confirm that for you. Thanks for letting me know
I am not too keen on all the Portal bugs so I haven't created many fail-safes for them.
The first cube you get, you can bring with you for the entire map. You can skip pretty much two thirds of the map thanks to that.
-Added Challenge version
-Fixed bugs where players could put a Portal a surface below them and get stuck
-Added cleanser after first box room so it cannot be removed from it
-Fixed invisible brushes on doors
-Fixed cleanser before exit elevator
-Lifts in first room now start to lower if you step on any of them
I admit I got stuck on the cube inside the four fizzlers, but I think it's a charming puzzle. If it had been my idea, I probably would have added some hint that the button controls something in addition to the door, like maybe I'd have another indicator strip that goes in the general direction of the fizzlers but then is hidden under a wall... or if that's too heavy-handed maybe an added sound effect that the other buttons don't produce.
Oh, speaking of that room, I fizzled the cube and had to reload... what's the harm in making the tube spit another cube if you disintegrate it?
This is a fun map. Nice work integrating the various GLaDOS clips.
Crooked Paul wrote:
Sweet map. It had a nice pace to it. Quick recon of each area makes it clear what the challenge is, but not all of the solutions are immediately obvious.I admit I got stuck on the cube inside the four fizzlers, but I think it's a charming puzzle. If it had been my idea, I probably would have added some hint that the button controls something in addition to the door, like maybe I'd have another indicator strip that goes in the general direction of the fizzlers but then is hidden under a wall... or if that's too heavy-handed maybe an added sound effect that the other buttons don't produce.
Oh, speaking of that room, I fizzled the cube and had to reload... what's the harm in making the tube spit another cube if you disintegrate it?
This is a fun map. Nice work integrating the various GLaDOS clips.
There should be a strip on the ground that leads from the button to the fizzlers. Also, it should spit out another cube if you put it into any of the fizzlers...I like to see how fast I can get it spinning and just keep tossing them in!
Edit: Actually, I messed it up with v1.1. Fixed now though and uploading version 1.2 as I type this.
-Fixed bug where boxes would not deploy after being put through fizzler or in slime.
Crooked Paul wrote:
If it had been my idea, I probably would have added some hint that the button controls something in addition to the door, like maybe I'd have another indicator strip that goes in the general direction of the fizzlers
I'm pretty sure there is such an indicator strip... that's how I eventually realized how to solve the fizzler puzzle. I'm a little embarrassed at how long it took... it was a real d'oh moment when I did figure it out, which is nice! I like that kind of revelation, provided the solution isn't something stupid that no one in their right mind would think of... but this wasn't.
also in the future dont "release" the map before youve had this kind of testing, should never be in a rush to proclaim a finished product
I feel that none of the bugs that were present in v1 were game-breaking enough that it required more testing.
He was kind of brusque about it, but Astro's advice is sound. I think you'll agree that the "notes" in this thread have helped you improve the map by fixing little glitches or potential exploits. Well, that is really what the [WIP] section is for, so we might as well use it.
If you're not keen to have multiple versions of your map floating around, here's what I suggest. Do all of your own playtesting with friends, and when you have a release candidate, call it version 0.9 and post a [WIP] thread. Give us two or three days to play the map and comment, then make all your fixes and post ver 1.0 as [RELEASE]. No one will be confused by that, I don't think.
Don't be afraid of beta testing! Valve themselves do it obsessively, which is partly why their games are so good.
Your map is, however, fantastic, and with bug fixes now it's a perfect mid-level map. Keep up the good work man.
My scores on challenges were
1:52 for time (Gold is 1:55)
18 portals (Gold is 19)
149 steps (Gold is 220)
While the Time and Portal challenges are very well balanced, the steps challenge is quite cake. I suggest finding somebody that rocks in time, one in portals and one in steps for challenge balance.
1:54 for time (Gold is 1:55)
19 portals (Gold is 19)
145 steps (Gold is 220)
Pretty well balanced except the steps. I'm usually pretty good at the steps, if you want me to test any of your upcoming maps steps challenges.