Rate a map, post a map

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FelixGriffin
2,680 Posts
Posted May 21, 2013
This was suggested over in the Puzzle Creator and Workshop section, but I thought it would make more sense here.

The idea is this: before posting a map here, you have to play through and review the previous one. Hopefully it will help new mappers get more feedback on their maps.

I would post the first puzzle, but I don't have a new one ready. I'll add one in a few days if nobody beats me to it. :wink:

Let the mapping begin!

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andyp99x
9 Posts
Posted May 21, 2013
Replied 17 minutes later

Awesome. Two questions :smile:

  • Maps made in the default editor fine to post in this thread?

  • Is there a piece of software that you experts would recommend for like capturing the video and audio of us playing through the map? (eg for spoken commentary or to watch through someone's blind run say if we wanted to stick it on youtube)

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FelixGriffin
2,680 Posts
Posted May 21, 2013
Replied 2 hours later
1) Sure.
2) I've been looking for one myself, still haven't found one that works well for me.
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Xindaris
74 Posts
Posted May 21, 2013
Replied 1 hour later
Well, I'd like to kickstart this with a map of mine. This one's among my briefest, so hopefully it won't bog things down like some of my others would:
Glass Floors: http://steamcommunity.com/sharedfiles/f ... =139431473
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portal2tenacious
393 Posts
Posted May 21, 2013
Replied 8 minutes later
For recording, I recommend OBS or Fraps. OBS is free and fraps is $37. Both are easy to use. You could also use a streaming software (Like OBS) or Xsplit and stream to Twitch and linking to highlights of playthroughs.
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ChickenMobile
2,460 Posts
Posted May 22, 2013
Replied 9 hours later
Because of all the maps I've made and never posted (minus maps)... does that mean people have to play my maps more?
:wink:
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andyp99x
9 Posts
Posted May 22, 2013
Replied 7 hours later

I'll try your map in the next half an hour or so now that I've completed mine, Xindaris.

I'll edit this post later with my thoughts on yours and a link to the one I just made.

Edit: OK! Only just completed yours, Xindaris (a couple of beers later and a couple of fingernails fewer!)

I don't know how you guys officially rate maps but I guess the most important things are:

Layout/aesthetics: 9/10, excellent compact use of space, no complaints at all. Some of the lights looked a tiny bit awkward but that's always going to be the case in such a small map.
Challenge: 9/10, this was tough for me, but perhaps for more experienced guys here it might be easier.
Enjoyment: 7/10, not much to criticise, all I can really say is that at times I kinda felt for a lot of it I was playing trial-and-error, maybe due to not reading the signage clearly or maybe due to the difficulty of the map itself. I think a more experienced or just fundamentally better player would love this map, so good job mate.

Here's mine:

http://steamcommunity.com/sharedfiles/f ... =146992604

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josepezdj
2,386 Posts
Posted May 23, 2013
Replied 19 hours later
Wow, Felix, I really think this initiative is very good! :thumbup: One question: is this intended for PTI maps only?
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FelixGriffin
2,680 Posts
Posted May 23, 2013
Replied 1 hour later
I was thinking both PTI and Hammer.
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andyp99x
9 Posts
Posted May 24, 2013
Replied 17 hours later
No biters on mine, is it that bad? :razz:
How's your new map coming along Felix?
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FelixGriffin
2,680 Posts
Posted May 24, 2013
Replied 3 hours later
Pretty well, but I won't have much time to work on it until finals are over now.
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El Farmerino
393 Posts
Posted May 24, 2013
Replied 4 hours later

andyp99x wrote:
No biters on mine, is it that bad?

I played through your map and made a vid of what I found:

5kVw03fmOm4

My (spoiler-free) thoughts:

First Room
Looks nice - I like the symmetry of it and it's a good size. Provided, of course, that I solved it in the intended way, I thought it was a good mechanic to work with but it was a little too unforgiving; I only included the successful attempt on the vid, but it took me about ten tries each run-through. I took the liberty of quickly bashing together a map as an example of how I'd work with that mechanic:
http://steamcommunity.com/sharedfiles/filedetails/?id=147420694

Connecting Room
As shown in the vid - you don't really need to finish the puzzle here, and if you fail you have to either do what I did (which is easier) or redo the first part, which I would not be happy about due to its difficulty.

Final Room
I think I have an idea what you were going for here, but it's so easily skipped that I couldn't quite work out what was intended. Definitely looks interesting enough that I'd want to play a reworked version.

Overall, this map shows promise, but you need to playtest the shit out of it before releasing.

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andyp99x
9 Posts
Posted May 24, 2013
Replied 13 minutes later
Ah nice job of exposing it, I'll have to re-work it so that my ideas are the only correct way of doing it, left too many white walls it seems - that's me overcompensating for a bad habit (I usually leave 95% of the map black and it looks crap)

Cheers dude, you'll have a proper version of it by tonight

Edit: Try now here
The reflection cube now appears much earlier in the map as I used the cube switch for the regular cube, as like a save point to come back to if the second section of the map goes wrong. First bit is now tidier and easier and the third bit has much less whitewall

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toncica
100 Posts
Posted May 24, 2013
Replied 9 hours later
Amazing what good feedback can do. And El Farmerino even providing a design template... :notworthy:
The map is so much better now. I too had trouble on the previous version with the fizzlers. First try was successful and then I had brain lag or something and failed at least ten times in a row. Now you can quickly recover from any mistake, well solved. :thumbup:

The last room feels out of place in my opinion. Its size, the gel splatting across the room, the crudeness, it's in contrast to the confined but elegant look of the previous part. I think I know what you want the player to do, but it suited me better to ignore the funnel and to just use the light bridge with some gel. http://youtu.be/jAQlIQgD8X4

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andyp99x
9 Posts
Posted May 25, 2013
Replied 4 hours later
Kind of what I intended - the funnel to hold loads of gel and then hit the timer for the light bridge just before you aim the cube at the second light bridge trigger, the gel all falls onto the light bridge, disappointing that you made it look a bit simpler :sad: lol