[SP] Layers sewing
http://steamcommunity.com/sharedfiles/f ... d=71243956
4 puzzles in the map, 2 difficult 2 hard.
You'll need to sew layers.
There was supposed to be an Exile vilify song+videoclip in the first room but I couldn't zip it to the bsp, so just pretend it's there.

Screenshot taken with 'r_drawclipbrushes 1' enabled.
This image portrays exactly what is wrong with this map - design decisions that make no sense at all to the player. If you don't want a player to be able to jump/portal/walk/etc. somewhere, don't just put an invisible player clip brush.
There are other places where the player presses a button and it opens a path that stays open... unless you touch the floor (to prevent the player from taking a particular path). You are obviously trying to prevent certain methods but it just comes across as bad design.
The puzzles themselves are very lose in that you can often complete them in (most likely) unintended fashion, making some of the puzzles trivial in nature.
Visually, the map looks like you were trying to make it interesting and then got tired of trying about half-way though, said screw it, and then then compiled. It lacks any sort of detail in some areas and indicator strips are usually bad or absent.
It's a good effort, but you should put in some more time to fix the plethora of issues that currently exist.
Also: after pressing the button in the last room that turns off the fizzlers, the game sound stopped playing and I was hit with a crazy amount of slow down. I saved and then loaded to fix the issue.
"poor execution" does sound like me.
-the third puzzle was indeed made with the new editor.
-I'll add a buzz noise for the floor thing, thanks, but I can't see how I can give it up.
-The noclip shown in the picture was just a safeguard, I assumed players would not try to jump to the light bridge because of the glass. I think it's fine.
-the screw it thing is accurate.
If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
Ido47 wrote:
-The noclip shown in the picture was just a safeguard, I assumed players would not try to jump to the light bridge because of the glass. I think it's fine.If there are unintended ways of solving some of the puzzles, please inform me. I worked very hard ensuring there wasn't any.
It's not fine - I tired to jump and had no idea what I was running into until I enabled console commands. Make the glass wider, add an object there, move the light bridge further away (or higher) - you have a lot of options that are better than this.
I'll see what I can do about making a video with my solutions.
I've made some changes, however I want to wait to fix the solutions before releasing a new version.
Thanks again.
Unintended solution video
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taco wrote:
Here is a short video showing the (probably) biggest unintended exploit in the map. I'm going to make a full run video next that doesn't involve this exploit so you can see the way I solve each room.
Unintended solution video
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wow that was awful XD
Thanks man, I fixed it and released a new version, it's nice how everything automatically updates for you nowadays.
should be good now
edit: went to sleep, so there'd be no response from me in the next few hours.
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Issues not in the video:
1. If you throw the cubes in the first section up toward the door to the second section, you can't get them back down.
2. It is possible to permanently trap yourself between 2 of the doors at the very end of the map.

They weren't so bad (just checking- except the second part of the second puzzle, they were all unintended, yes?). I'll try to fix them, thanks again!
Ido47 wrote:
haha, there's even music and everything XD thanks
They weren't so bad (just checking- they were all unintended, yes?). I'll try to fix them, thanks again!
I'm sure that not all of that is unintended. Some of it may be though.
first puzzle- using the beam to navigate instead of jumping to the button from the high portalable surface
second puzzle- you were supposed to trap the cube on the button with the light bridge, and you still got the redirection cube to change the beam and so pressing both buttons at the same time
third puzzle- you were supposed to power the first laser, put portals on the ramp surface and the rotating surface, remove the cube - because of the portals the laser is still immediately powered - leave the cube behind the ramp, facing the second laser, and going down the tunnel, when you pass the fizzler the ramp will go down and the laser will point at the cube and power the second laser.
last puzzle- instead of what you did you had to extend the beam to the same line as the laser, and then the cube goes from laser to laser changing the direction of the beam each time.
Again, your solutions weren't that bad, also I just managed to fix them all.
edit:nvm

Puzzle feedback
||Puzzle 1: This puzzle is pretty fun. I like how you travel all over the room, first with the tractor beam then with the light bridge before flinging to your goal. The weakest part of this puzzle is the visuals. The new glass wall looks kinda wonky and out of place and the room lacks detail for its massive size.
Puzzle 2: The reason my solution in the video was so different from the intended solution is because I probably never would have thought about using the bridge to block the cube. It's kind of neat but very unconventional for an intended solution. Some players will probably get stuck here.
Puzzle 3: This is my probably my favourite puzzle now. The one change that I would highly recommend is to add a 1 or 2 second delay to the ramp surface going back down. It is VERY touchy to remove the cube once the portals are in place. I had to do it 3 times because you have to remove it very quickly. A delay on the reset would make this even better.
Puzzle 4: Well executed. I think it is still possible for the player to trap themselves if they want to - may or may not be worth fixing.
Other than that, another art pass in certain areas of the map couldn't hurt.||
Well done. You have drastically improved the map, taking something that was in many ways broken and turning it into something that's fun to play! Thanks for mapping.
Thanks man for feedbacking you helped me a lot. 
Layers sewing playhroughembedded
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My major criticism of this map is that it is just too big. Only the room with the first reversible funnel seems appropriately sized. The abrupt shift to Workshop style doesn't look good at all. A good map, for sure, but it really needs some polishing. 3/5 from me.
This looks better than what I would have done, although it is a bit on the large side (the rooms I mean). Also, the textures seem a little... off? Not the alignment, but the textures you used. Like the moving panel being clean while the rest of the wall is dirty. Be careful when mixing textures that belong to certain themes.