Screenshots


Have fun and don't forget to leave a comment!
Screenshots


Have fun and don't forget to leave a comment!
Special thanks to Lpfreaky90 and Alex for playtesting!
Feedback:
Feedback
-It's a little eerie. Maybe add a little music?
-Use logic_choreographed_scenes instead of ambient_generics for dialouges
-Catwalks don't have their end models
-Maybe add one or two underground chambers instead of just exploring the underground area
5/5. Excellent.
Thanks for mapping! ![]()
Cheers! 
5/5
And thanks for the blindrun rector! I have addressed some problems I found and updated to version 1.1. Maybe I will add some squeaking and metal sound soon to make it less eerie. I like the effect of having cave playing as ambient_generic from the speakers though, and yes it could've benefited from having another chamber, but I really wanna work on some coop ideas I've got, this was more of an experiment:)
Also because parts of the white huge cracked wall are portalable there is an insanely hard cube jump that would also work as the final jump.
The map itself was great. The puzzle was fun. A bit more exploring oriented and not that difficult but still very enjoyable.
Overall I enjoyed the map a lot.
Indeed some of those things you did was kind of hacky but I wanted to make way for exploration and creative solving and let the player find his own way of getting to the exit. Also most of your moves didn't really exploit the map and I left that last strafe jump in there for now, I don't know any proper way to avoid it, and it is quite nice ^^
To anyone who speedruns:
There's a faster way of getting through the sewers part, and I've yet to see someone make that strafejump all the way to the exit 
Yesterday I recorded my blind run for this map. I know I come really late to the party, but it definitely deserved the wait! Let me edit it and upload it later today and post it then.
I loved the brush work and with displacements A LOT. Also flinging is one of my favourite tasks from this game, so...
I liked much the a-ha moments in this puzzle, and tbh they took their time to come!
I think I played it a bit dumbly and I tried first a few crazy things before stopping and thinking
(I guess I was a bit too rusty after too much mapping and less playing)... However, a possible tiny complaint could be that it isn't too noticeable the floor button function, overall when what it makes is happening to your back. I know signalizing in this kind of cavern-type map is not too recommended but maybe changing the orientation of the dropper and the ramp wouldd have helped some
(I even thought that you could break the last platform if you crashed with strength agaisnt it after a fling >.<) I also tried to reach the last of the grated floors (closest to the big red crane) with the 2 "Vitrified" doors to see if I could activate some sort of mechnism to handle the crane
(you'll see all my attempts in the video altogether with a noclip visit to the crane :p)
Great element those pushable wooden planks!
It allows some interesting puzzle maneuvers!
And finally I loved the little side-spaces to explore around a bit 
All in all, a very interesting map, my friend. Cheers!
I expect that you make more single player maps in the future!
5/5 from me.
EDIT
OK, there you go! Sorry for the delay 
THIS is what you can call to fall with style:
There is an arrow and a cube respawn button that is directly facing the platform but I should've done more work to come up with a better solution to that issue. Also the crane placement may be a bit misleading, and I see I should've made it obvious that you're not suppose to go to that 3rd pillar. The white surface on the side could probably be removed to prevent that fling.
It's no fun to wander around a chamber for too long without knowing what you're suppose to do. It's one of the things I dislike the most in a map and I'll try to make the next part a bit more straightforward without making it too linear.
Cheers mate! ![]()