New Map: Sidewinder [WIP]

Avatar
Adair
213 Posts
Posted Dec 05, 2007
Replied 1 day later
I replayed the level and I was sort of mistaken before. The big brick wall at the end will hold a portal anywhere except for right around the door you come out of there is a square area that will not hold a portal...maybe that's normal though? There are however, the other brick walls right there that don't hold a portal at all. So those walls combined with the area around the door on the big wall made me think that you weren't supposed to be able to place a portal on the bricks at all. For consistency you should change some of the textures so that you don't have portable and non-portable walls that look the same.

Btw, I hadn't noticed before, but the lamp in the first room shows up black for me as well.

Advertisement
Registered users don't see ads! Register now!
Avatar
dis3322
21 Posts
Posted Dec 11, 2007
Replied 5 days later
All right everyone. I actually got around to making a new version sooner than I thought I would.

The new version has been uploaded and is available for download at http://myaperturelabs.com/file.php?id=18

Thanks for all your support thus far and I look forward to more feedback in the future for both this project and other projects!

Avatar
Adair
213 Posts
Posted Dec 13, 2007
Replied 2 days later
I like what you've done with the place, though I'm sad that I couldn't figure out how to bring the WCC with me at the end in this version.
That's not a real complaint, its probably for the best.

Areas in need of attention:
1) There is a pretty obvious crack in the big box that slides open at the top. This crack allows you to shoot a portal into the box from the outside. To see it stand in front of the window next to the box and look at that corner.
2) At the very first button shoot a portal on the floor that covers up part of the power-strip leading out from that button. Shoot the other portal anywhere. You can now walk across the area of your portal that is covering the power-strip instead of falling into the portal. (not exactly a map breaker, but I thought you should know)

Little things that bug me:
1) The texture that goes up the big brick wall above the door you come out of is misaligned.
2) Some of the lighting doesn't make sense. (e.g. Behind the big box with the button in it, there is a green light that seems to be coming from a white source.)

Changes you made that I like:
1) Lamp in the first room is much better lit now.
2) I like the crumbled wall next to the turret. Now the energy ball sends the turret flying really far
3) No more holding buttons with turrets.
4) The final door is now more complex of a puzzle, but in a thought provoking way. (it took me a while to find everything I needed to get out the last door, but I did eventually find it and obtain it without any cheating)
5) The outside area is now a more believable environment, except for the awning over the door which is just humorous.

Great work!

Avatar
marble
4 Posts
Posted Dec 14, 2007
Replied 1 day later
I really enjoyed playing this map. I'm stumped at the end, however - I guess the turret can no longer hold down a button, so I don't know what third object I can use to do it so I can go outside.

Any clue would be appreciated.

Avatar
volt
104 Posts
Posted Dec 14, 2007
Replied 1 hour later

marble wrote:
I really enjoyed playing this map. I'm stumped at the end, however - I guess the turret can no longer hold down a button, so I don't know what third object I can use to do it so I can go outside.

Any clue would be appreciated.

Same here

Avatar
volt
104 Posts
Posted Dec 14, 2007
Replied 11 minutes later
Found it. Hidden cube in observation room
Avatar
Ralen
67 Posts
Posted Dec 14, 2007
Replied 4 minutes later

volt wrote:
Found it. Hidden cube in observation room

Alternatively you can use the corpse at the bottom of the shaft by the rocket turret to weigh the button down. Apparently that's not an intended solution, but I like it anyway.

Avatar
Adair
213 Posts
Posted Dec 15, 2007
Replied 21 hours later

Ralen wrote:
Alternatively you can use the corpse at the bottom of the shaft by the rocket turret to weigh the button down. Apparently that's not an intended solution, but I like it anyway.

So you can pick up the corpse? Huh, I never would've thought of that. Funny!

Avatar
dis3322
21 Posts
Posted Dec 17, 2007
Replied 2 days later
Thank you for all your support everyone!

I can't believe I let those texture issues slip by. Thanks for pointing them out Adair.

I might release a v1.31 I feel pretty good about it except for a few really small details and I don't want people to think the next version will have more changes than it actually does.

Avatar
dis3322
21 Posts
Posted Dec 18, 2007
Replied 1 hour later
I just released version 1.31

It just polishes up the map an extra bit, check it out.

I think this might be the final version, I appreciate all your support along the way.

Advertisement
Registered users don't see ads! Register now!
Avatar
taco
504 Posts
Posted Dec 18, 2007
Replied 1 hour later
Just played the map for my first time and I was generally impressed with the puzzles and how connected they are; however, I was less than impressed by the level of visual polish.

The map is plagued with dozens of misaligned textures (very distracting) and the use of indicator strips is inconsistent. Some of the texture problems undoubtedly link back to the issue of not using standardized brush sizes.