[SP] SP_Cubes not for noobs

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Domathan
35 Posts
Posted Mar 30, 2012
These tests where designed as a tribute to the Diversity of all available Cubes.
Also showcasing the Beta of the new Multi-Cubes (no Annual Passes Required to test!).
Hint's may be given at a later time.

Personal Goals:
- Let it look better then the first Map
- Try new unusal Stuff
Known Bugs:
- none at the moment
Known Issues
- Cubes Respawning in a non-emersive-way, but functional g

Maps by me:
SP_A Boxiful mind
SP_Cubes not for noobs

File Name: Cubes not for Noobs_1.04.rar
File Size: 8.02 MiB

Click here to download SP_Cubes not for noobs

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Domathan
35 Posts
Posted Mar 30, 2012
Replied 51 minutes later
1.03
Bug Fixes:
-Portal Gun Removed - Screw you DLC
Open Bugs:
- You can get stuck in the last room if your lasercube is unreachable.
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benvent
154 Posts
Posted Mar 30, 2012
Replied 54 minutes later
Some interesting cubes. I liked the first part with the double cubes but found the other part with the franken turret to be a little frustrating. I had to save a bunch of times in order to get across the death grid on the franken turrets back.
Maybe this area should be slightly narrower so you don't have to go so far. Maybe its just me. Lets see what others say. Also, some save points at the end of each room would be nice.
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sicklebrick
876 Posts
Posted Mar 30, 2012
Replied 1 hour later
Some really nice mechanics in there, the joined cubes and frankenturrets for example were pretty good fun, but the whole thing was overshadowed by being insanely fiddly. Still, had great fun ^^
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Abdoo2
14 Posts
Posted Mar 31, 2012
Replied 8 hours later
Nice map very challenging very new very everything!!
a question though:
In the second room stacking the two cubes wont stop the laser so I used the throwing technique, I throw the two connected cubes once it swings through laser jump to down there, is it the intended solution???
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Domathan
35 Posts
Posted Mar 31, 2012
Replied 1 hour later
Thx for the Feedback so far.
Auto-Savespots will be in the next Version, right at the end of each Room.
To Abdoo:
That was not the intended Solution, but skillful enough to be an alternate Solution
||Stacking ist still possible by placing the normal cube at the left side or the right side of the Room I...I is the room above --- = Laser. If you then drag the Linked Cube to the normal cube it stands at an angle. And as the Diagonal of a cube is longer than the sides, it breaks the laser.

I........I...I.......I
>-C---ICI-----<
I........I...I.......I||

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quatrus
1,047 Posts
Posted Mar 31, 2012
Replied 3 hours later
Very creative map series however, the frankencube ride took too long, got bored halfway across and noclipped. Thanks for creating....
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NeoDinian
22 Posts
Posted Mar 31, 2012
Replied 7 hours later
Nice maps...

I found that the Frankencube piggy-back ride was much easier if you do jumps as it wants to take its steps. You just have to keep looking down to make sure you land on his back again. Made it across in about 20 seconds.

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Djinndrache
1,442 Posts
Posted Apr 02, 2012
Replied 1 day later
Some great puzzles and concepts in here, I especially love the linked cubes and the ways you make the player use them. This map is absolutely fun to play! Just the frankenturret riding may be a little frustrating.

Here is my blindrun:

c5AZTdNssgY
(Link: http://www.youtube.com/watch?v=c5AZTdNssgY)

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Domathan
35 Posts
Posted Apr 02, 2012
Replied 5 hours later
Sorry for the Horrific Fun with the Frankenturret :>
Now that I see the Video, I can closely remember how I felt the first time after having this Idea. I Believed it to be fun, but after proving to myself that it is possible Indeed possible I was so glad I made it to the other side.
I became so attached to it, that I Simply had to leave it in.

Allthough it's my bad, you shouldn't leave the last room again.
Exploit will be fixed! But you kind of used the right solution either they

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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 4 minutes later
you could also consider adding deadly lasers on the floor which the frenkenturret has to block for you while you walk through the laser field
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Szieve
158 Posts
Posted Apr 02, 2012
Replied 8 hours later
hmm thought the ride was kind of easy..just really retarded. crouch helps a lot..
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andyb
257 Posts
Posted Apr 02, 2012
Replied 21 minutes later
I thought the idea of riding it was cool myself,just pretty frickin slow.Not sure if their speed can be adjusted but if it can will it throw the play off more often?
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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 14 minutes later

andyb wrote:
I thought the idea of riding it was cool myself,just pretty frickin slow.Not sure if their speed can be adjusted but if it can will it throw the play off more often?

You can of course cheat by using a trigger_push/catapult or parent it to a path track

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KennKong
942 Posts
Posted Apr 02, 2012
Replied 1 hour later
I gave up on my blind run when the game crashed during the frankenturret ride. I'll post up to that point, if you want. I noclipped over to the other side to finish the map.

The bungee-cubes were an interesting concept. Despite their clumsiness, you managed to make some decent puzzles out of it. The funnel room was exasperating, but satisfying to finally solve.

The dungeon theme is a depressing sight, especially when you end up spending so much time in it. After all the flat black stuff before it, it was just too oppressive a mood.

Puzzle-wise, I think this map is a 4, and I give you a bonus point for the bungee-cubes. But the frankenturret business and the looks are minuses, so I give it 3/5.

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Domathan
35 Posts
Posted Apr 04, 2012
Replied 1 day later
Version 1.04 is Out:

Changes:
- Lightened up the Atmosphere a Little bit to lessen the depressing Style.
- Shortened the Laserfield by 128 Units to make it less boring/frustrating to pass.
Bugfixes:
- You can no longer keep outside-portals for the Last Room
- You should no longer be able to get stuck in the Last Room (unless you don't solve the Puzzle), but I urge you to try to get stuck in that Room to see that happens.
Open Bugs/Features:
- You can still get stuck by Throwing the Monsterbox on the Cubebutton/Ledge whithout getting your portalgun first. So don't do that
- Auto Saves aren't in as of yet unfortunately


General Question:

How do i get autosaves to work ? Tried everything from trigger_autosave
to a trigger_multiple which should trigger an logic_autosave.
But to no avail, it won't auto-save

Also couldn't find replicatable tutorials...


to KennKong
I would not mind to see your video if it isn't to much effort for you to upload.
It always helps to find bugs/exploits or obvious flaws in the "Level-Flow" by looking at that others do.
I would also appreciate it if you could comment on the new Looks of the level if you have the time (Noclip allowed!).

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Lpfreaky90
2,842 Posts
Posted Apr 04, 2012
Replied 48 minutes later
Just create a trigger_autosave; call it autosave.

Create a trigger_once/multiple; onstarttouch, autosave, save that should do it.

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KennKong
942 Posts
Posted Apr 05, 2012
Replied 21 hours later

Domathan wrote:
I would not mind to see your video if it isn't to much effort for you to upload.

Well, it's 52 minutes of agony (even with some editing to remove a little dead air) but it should provide you with some amusement, if not any edification. PM me when you're done watching it, I want to delete the video ASAP.
EDIT: Video removed

I've also played v1.04. The looks are a little better, probably because you remembered to buildcubemaps this time. The bungee-cube rooms are a little dark for my old eyes. The tweaking of the fizzlers in the last two rooms improved the puzzle, but I still think the frankenturret trick sucks most of the fun out of it. The final laser gauntlet was frustrating, too. A little delay on the death grilles wouldn't hurt the puzzle one bit.

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PCdoc
245 Posts
Posted Apr 06, 2012
Replied 8 hours later
Novel ideas and a helluva lotta fun.

Ridin' FrankenBerry was impossible until I realized you need to jump up repeatedly - otherwise he moves slow and crooked.

The room with the Glass ceiling was the hardest part.
How cool it was to swing like Tarzanto the other side !!

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Lpfreaky90
2,842 Posts
Posted Apr 06, 2012
Replied 7 hours later
Finally had time to actually play this map; I only had given some mapping comments before!

Really enjoyed this map: The first cubes were very nicely done.
Frank was very interesting. (though slightly frustrating)
And the final puzzle was also nice!
Looks are fine too.
4/5: great!