[RELEASE] Remmiz Test Chamber 1

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 25 minutes later

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

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xitooner
132 Posts
Posted Nov 13, 2007
Replied 1 minute later
My mind is kind of a blur right now since I did this late last night and saved but did not finish. . .but if someone would confirm, I believe I saw this bug:

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.

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 3 minutes later

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.

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Lorithad
240 Posts
Posted Nov 13, 2007
Replied 31 minutes later
I'm kind of surprised that i'm the only one who's mentioned this:

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.

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Astro
77 Posts
Posted Nov 13, 2007
Replied 23 minutes later
yeah i didnt do this but in thinking about it, you can just toss up a portal in the 3rd puzzle and get back to it and the 1st cube
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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 2 hours later
Update v1.1
-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
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Crooked Paul
226 Posts
Posted Nov 13, 2007
Replied 1 hour later
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.

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 7 minutes later

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.

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Remmiz
631 Posts
Posted Nov 14, 2007
Replied 2 hours later
v1.2 uploaded:
-Fixed bug where boxes would not deploy after being put through fizzler or in slime.
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Korjagun
122 Posts
Posted Nov 14, 2007
Replied 50 minutes later

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.

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Crooked Paul
226 Posts
Posted Nov 14, 2007
Replied 26 minutes later
Yeah, my bad about the extra strip in the quad-fizzler room. It's there. I really should make it my policy to play through a map twice before I post about it.
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Astro
77 Posts
Posted Nov 14, 2007
Replied 7 hours later
actually when i played it the first time i had not one but 3 cubes get stuck up in the pipe and none of them were able to come down

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

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Remmiz
631 Posts
Posted Nov 14, 2007
Replied 2 hours later
Well I had tested it for a couple days. I had my friends test it but I am not one to release a "beta" map. It becomes too hard to keep track of versions and it kinda ruins a bit of it.

I feel that none of the bugs that were present in v1 were game-breaking enough that it required more testing.

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Crooked Paul
226 Posts
Posted Nov 14, 2007
Replied 4 hours later
I just reread this thread and saw this is your first Portal map. Now I'm really impressed. I'd say you're batting 1.000 so far.

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.

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BlackSphinx
24 Posts
Posted Nov 15, 2007
Replied 1 day later
Testing example. StarCraft 2 has been in developpement since 2003. Only 2 races are completed, and both are far from final.

Your map is, however, fantastic, and with bug fixes now it's a perfect mid-level map. Keep up the good work man.

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Remmiz
631 Posts
Posted Nov 15, 2007
Replied 1 hour later
I'll take in the ideas regarding beta testing for remmizchamber2 for sure. Thanks for the tips
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BlackSphinx
24 Posts
Posted Nov 15, 2007
Replied 4 minutes later
Also, I wanted to add

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.

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Remmiz
631 Posts
Posted Nov 15, 2007
Replied 13 minutes later
Yeah, I am pretty good with portals and time...but I am horrible with steps haha. For remmizchamber2 I will probably leave it up to the public to determine what the gold should be set for
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DELTA2468
20 Posts
Posted Nov 17, 2007
Replied 1 day later
I am stuck on the room with the button after gooing down the elavator. I fail at flinging.
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Rivid31
152 Posts
Posted Nov 17, 2007
Replied 11 hours later
My scores on challenges were

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.