I will make a video of me playing/commenting on your map

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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 12 hours later

Here's a few that I made:

  • Unnamed Chamber #1 (If you do this one, keep in mind that if you see something behind glass without any way in, it's there to let you know something that you can't see from where you are.)- No Trespassing #2- False Hope (Try and figure out how to get the hidden companion cube in this one if you want, and leave it on the hidden button. You'll know which button I mean. Also, if you don't have a portal gun, that's not part of the test. The lab boys tell me it's a glitch, so just use the console to get one.)
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Xindaris
74 Posts
Posted Jun 07, 2013
Replied 19 hours later
flarn2006:
Unnamed Chamber #1
Fun little chamber, nothing wrong with it. One possible leak, as pointed out in the video, which could be fixed by windows but really doesn't need to be as there is at least one point where the player needs to do exactly what you want them to do anyway.

No Trespassing #2
The beginning of this chamber is broken, or at least appears to be, because tossing even the stable cubes using an angled panel is tricky and inexact, much less trying to do so with a sphere. Other than that, I liked this.

False Hope (READ DESCRIPTION)
I couldn't work out how to actually get the secret cube, nor where the secret room it supposedly opens up is, but the main chamber works fine. You could stand to make the area around the entrance less risky by adding a little bit of window, as I pointed out after getting killed by turrets on my first attempt.

Donderbus:
I tried Lumpers one more time. Did not discover anything new, except that the exit is completely, utterly unopenable. Are you absolutely sure everything is set up the way you meant it to be? Because it seems, based on your hint and my looking around the chamber, that some test element like a button you meant to be present is not there. Even after using noclip to explore the entire chamber, I still have absolutely no idea how you expect the player to get across that moat the first time around. Also, move the light strips away from the exit a bit, the way they are now blocks it from showing any of its connections, which makes it quite impossible to figure out how I'm supposed to open it, especially since all of the most obvious ways don't work.

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Donderbus
21 Posts
Posted Jun 08, 2013
Replied 12 hours later
hm... im sad now
Im gonna give some more hints from a little hint to the solution of that part of the puzzle.

the goo:
1. You have to notice the ground under the solid cube dropper, it's part of the solution. I will make more walls portable to make it clear that you have to use that later.
2. Dont try to throw the cube through but think of another way to use the portable surface (it's high ground for instance)
3.
Make a portal at the cube dropper, go to the room with the goo and make a portal on the left of the 2 portable surfaces. Use the gel to get through that portal (takes 2 jumps) then, at the cube dropper go one level down. Use falling speed to make the jump.

after the goo:
1. You don't need to destroy the laser cube yet
2. You can redirect the laser from the angled panel to the 2nd cube. From the 2nd cube aim to the receiver at the exit room. Now you can get in final room

Exit room
1. Remember the first puzzle?
2. Use the 2nd laser cube in the final room and the first lasercube at the start.
3.
Aim the laser in the final room with the 2nd cube to the receiver that activates the light bridge. Get back to the first lasercube and take it with you to the start (destroy through fizzler and you get a new one) Put the new cube on the light bridge and aim for the receiver in the final room. Walk over the light bridge back so that your portals stay intact. In the final room walk up to the exit door and make a portal on the ceiling in the middle of the room. The exit door opens.

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Xindaris
74 Posts
Posted Jun 08, 2013
Replied 14 hours later
Okay, you got me on that first one Donderbus. Momentum really should have been my first guess. But I insist that if you expected the player to use the first laser target to open the exit door, that should definitely be clearly marked. This sort of thing is exactly what connection visibility is for.
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bmaster2000
94 Posts
Posted Jun 08, 2013
Replied 43 minutes later
Hello sorry if you are tired of me by now but just a heads up that RCTI 11 through to 14 have been uploaded and I would quite like a blind run if you get a chance. Spent today spewing out a load of chambers so they maybe kinda rushed but let me know any issues you find
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flarn2006
39 Posts
Posted Jun 10, 2013
Replied 1 day later
Here's another one you might like.

You did say you liked repulsion gel, didn't you?

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Nyctha
8 Posts
Posted Jun 11, 2013
Replied 13 hours later

http://steamcommunity.com/sharedfiles/f ... =152186908

After you successfully found some flaws with my last map, unfortunate placements, i'm hoping this one should be more to your liking/less simple to overcome. I've playtested it thoroughly and taken your feedback on board, hopefully this should be a much more worthy offering.

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AD_79p2
103 Posts
Posted Jun 11, 2013
Replied 10 hours later

Here's a map that I uploaded quite a while ago, and few people played.

http://steamcommunity.com/sharedfiles/f ... =138657246

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Xindaris
74 Posts
Posted Jun 11, 2013
Replied 1 hour later
Okay, bmaster, I did the new RCTI 7, and 11-14, on the playlist starting here. Unfortunately, I didn't notice that my mic wasn't quite plugged in all the way until about halfway through the second of those chambers, so my commentary (and sound in general) is missing up until that point. I think most of it was just me going from saying "Hey, what's this?" to "Oh, that's how it's supposed to work". I think maybe near the beginning of 07 I complained a bit about the portalable walls being arranged so I can't actually put a laser through them without crouching or zapping myself, but it's not a huge deal and I don't know how it could be fixed in view of what the puzzle there is anyway.

Anyway, all of these are good, though I honestly am not sure why you feel the need to put these in a series-type collection in the first place, since they're all pretty much independent chambers and don't really follow any sort of theme that I can tell. I ended up rather liking the alternating mechanic used for the hard light related puzzles, it gave a nice action challenge that wasn't too difficult to get right, and felt sort of refreshing next to headache-inducing puzzle chambers. Most of my deaths in 11 were just me being careless/not getting the timing right/standing not quite in the right spot, and none of them felt cheap, which is the most important thing.

Next time I run chambers, I'll do the ones that have been requested since bmaster's post up there. They're already in my queue.

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Xindaris
74 Posts
Posted Jun 12, 2013
Replied 20 hours later
Sorry, double post, but I don't seem to be able to delete my old posts and wanted this to show up so the mapmakers would know I did the next 3 chambers...

Flinging and Bouncing got me lost for a bit, but I caught on after a while and managed to solve it. The trigger right on top of that one tile that turned the laser off when the player would be hit by it was pretty clever and helpful. I will say that the death pits next to that tile gave me a tiny bit of trouble, but that's about the worst complaint I can say. Lots of fun in the end, this one.

Permeate required me to think through my actions before doing them, which I really liked. Loved it.

Revive left a bad taste in my mouth, because I really dislike frankencubes, or at least the ways custom maps tend to attempt to use them. I just don't think it's possible to make a good puzzle using their one unique trait that sets them apart from normal cubes, because the walking thing is not predictable or precise enough for the player to really make use of. Even ignoring that, this puzzle was a bit frustrating as I only got one try straight through making a portal very quickly and then immediately needing to direct my landing onto the platform the exit door was on. I can't fault you for trying to make a decent puzzle with a frankencube, but I strongly recommend raising the roof a bit in the room with portalable ceiling to take out a bit of the frustration.

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AD_79p2
103 Posts
Posted Jun 12, 2013
Replied 54 minutes later

Well, if you did not like Revive, that's fine. I understand, the Frankenturrets can be a little... unpredictable. I've got a bunch of other maps, though. You might like this one more than Revive.

http://steamcommunity.com/sharedfiles/f ... =150351945
All feedback is appreciated.

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bmaster2000
94 Posts
Posted Jun 16, 2013
Replied 4 days later
Decided to spend a full day mapping and produced the first three chambers of my new collection (May not be done with RCTI but this has my interest for now). Anyway, if you fancy doing some blind playthroughs of the first three here is the link
http://steamcommunity.com/sharedfiles/filedetails/?id=153350030

Hopefully, all the entities should show up correctly as I am unable to test it from another players perspective without certain mods installed.

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User
630 Posts
Posted Jun 18, 2013
Replied 1 day later
I would also make videos with commentating (with 1080p and 60 fps,)
But i cant speak good english, so nobody (expect Germans here) would understand what im saying
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bmaster2000
94 Posts
Posted Jun 18, 2013
Replied 8 hours later
Well feel free to play-through mine if you like because I can always turn off the volume
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User
630 Posts
Posted Jun 18, 2013
Replied 31 minutes later
Hehe
But when i begin playing maps with recording, im doing it without voice, its better ^^
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Xindaris
74 Posts
Posted Jun 18, 2013
Replied 4 hours later
I looked at some more maps:

Retrospect appears to simply have no solution. I tried everything I know how to do, and nothing works; the chamber is extremely bare (not necessarily a bad thing), and whatever the little trick is to land where I need to land, I don't know it. Some kind of in-chamber hints (perhaps using light strips to highlight some important step of the process) would be extremely helpful.

And the PAST series, in the playlist starting here. All 3 were fun; I got lost in the first one for a while but found my way out eventually. In the second one, as pointed out, the second cube is sort of unnecessary since getting it doesn't involve doing anything new. Of course, given the chamber's theme I have no idea what new thing could be added that would still fit the theme, and I understand any need you may feel for symmetry of design (having 2 buttons in front of the exit door instead of 1). The only real complaint I have overall is the ending sections are going to get really, really repetitive if you add more to the series and keep putting in the same one or two past-cave quotes every time. I would suggest that instead of putting the "exit lobby" room including said voice in every chamber, you put it every few chambers or so and just make a simple elevator go between the ones that don't have that. But of course, I don't know exactly how you're achieving the "past aperture" look of the chambers and what its limitations are, so I don't know how hard that would be to do.

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AD_79p2
103 Posts
Posted Jun 19, 2013
Replied 1 day later
You couldn't find the solution? Try playing the No Elements collection on the Workshop and then see if you can solve Retrospect.

(Yes, it does have a solution).

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CamBen
973 Posts
Posted Jun 21, 2013
Replied 1 day later
If you want to try a map that is out of the usual test chamber type map, here is a mini boss fight for you to try. SKAoD - Scary Killer Arm of Doom

The map contains many traps and tricks, and if you are stuck or get glitched I have information about it on the workshop page.

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Xindaris
74 Posts
Posted Jun 25, 2013
Replied 4 days later
Alright, I did Scary Killer Arm of Doom:
Part 1
Part 2

Now, I have absolutely no idea what kind of work goes into making this sort of thing, what is or isn't possible, etc. But I have to say, purely as a person trying to play through this fight blind, it just doesn't seem to work very well. The main problem is the high-energy pellet machine gun that starts firing in what I assume to be stage 2 and never stops. Those things are simply too deadly and too unpredictable to just be throwing tons of them around all over the room and expect the player to survive while also doing other things. There's nowhere safe from them and they make the whole fight completely unreliable (or at least, they sure seem to); they tend to blow debris into horribly inconvenient places (right under where the orange gel was splattering, for instance), and their presence encourages a player like me to go hide in a corner instead of trying to actually figure the fight out.

Other than that, there are some other reliability problems with the arm itself. It seems, based on the description I read at the workshop after playing through the level, that I was supposed to have somehow used the bombs strategically, but I was able to blunder through that stage without any idea how it was intended to be beaten. My best guess is one of the HEPs hit whatever panel I was meant to aim a bomb at for me. And again, the main reason I had no ability to figure out what I needed to do with the bombs was because having a ton of HEPs bouncing all over the place is pretty darn distracting. I didn't even notice that white gel was being splashed somewhere until I came to the point where the whole area explodes and kills you with it if you don't hit the exit button quick enough.

Speaking of which, yes, you labeled the exit button pretty well, but as you can see in the video, I still didn't know it was going to instantly end the chamber for me. I don't know if it's a result of the map being incomplete or what, but it's a bit confusing all the same. I would recommend replacing that button with some kind of actual exit door/elevator area that isn't open when the player starts the level.

The only part I can really say I sort of liked was the very first part, trying to get the four outer-ring buttons pushed, but even then it was pretty annoying having to wait on the arm to randomly decide it wanted to toss me up there instead of drawing me in only to throw me nowhere useful or just instantly kill me with an energy pellet.

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CamBen
973 Posts
Posted Jun 26, 2013
Replied 6 hours later
Oh no, I was almost sure I fixed the orange gel and energy turret popping up too early. They are not supposed to be active till the last stage, where the blade is lured up into the pipe to break it. I shot energy balls, rockets, bombs, anything I could think of and it wouldn't break in the 2nd stage while final testing. the energy turret is only meant to be active in the last and quickest stage, where you shoot across up to the final explosion button. During this stage, you are standing behind the central pillar, where most energy balls can't get you, or you can crouch and let them fly over your head. Also, the metal covering over the orange gel should have broken as it fell if it had fallen after being hit by the blade a few times, but probably did not due to the way the bomb seems to have hit it and broke it instead.

Also, this boss is supposed to be much different than the portal and portal 2 bosses, and it is harder as well. The pattern in stage 1 is as goes: the arm will attempt to fling you around the room, attempting to get you to press the buttons to override its security measures. Meanwhile, every 9-16 seconds, the arm will freeze in its place and the energy balls it has stored will launch around the room, hitting you or bouncing off off a nearby surface. The arm has some specific locations around the room it will attempt to launch you, which are randomly chosen.

Stage 1 is supposed to consist of only the arm, HEP, and buttons.
Stage 2 is supposed to consist of only the arm, bombs, and white gel.
Stage 3 is supposed to consist of only the saw and white gel.
Stage 4 is supposed to consist of the saw, white and orange gel, button, generator explosion, and energy turret.

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