[SP] Falling with style

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Jepp
134 Posts
Posted Jul 20, 2013
Explore old aperture once again in this large underground map!

Screenshots

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

Click here to download Falling with style

Click here to download Falling with style

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Jepp
134 Posts
Posted Jul 20, 2013
Replied 10 minutes later
I pretty much threw this map together and I really wanna hear about any exploits you might find! This is my first singeplayer-map and mainly focused on gameplay, it was a fun change but I think I'll go bac to doing coop puzzles for my next map

Special thanks to Lpfreaky90 and Alex for playtesting!

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RectorRocks
522 Posts
Posted Jul 21, 2013
Replied 17 hours later
Brilliant underground map with excellent details and puzzles.
Here's my blindrun:
agukyODcaoE

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!

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User
630 Posts
Posted Jul 21, 2013
Replied 1 hour later
The map was awesome detailed 5/5
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Jepp
134 Posts
Posted Jul 21, 2013
Replied 1 hour later
Glad to see you enjoyed it!:)

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:)

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quatrus
1,047 Posts
Posted Jul 21, 2013
Replied 9 hours later
Outstanding piece of mapping, really enjoyed the hunt for solutions to getting around. Well done --- thanks for creating. I don't play coop so I hope you do some more sp's.
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Shakky
228 Posts
Posted Jul 29, 2013
Replied 7 days later
Exploits you say.

EIDF3sOi6a8

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.

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Jepp
134 Posts
Posted Jul 29, 2013
Replied 1 hour later
Thank you for taking your time shakky, really great vid!:)

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

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amandar
8 Posts
Posted Jul 30, 2013
Replied 1 day later
I really liked the setting of the map. It really felt underground. You did a good job designing it. Though it seemed at times it bordered on gimmicky because of all the little items everywhere and because of the various times Cave spoke (but I kinda liked the one that told me to get back to testing while in that hidden room). The timed laser barriers seemed unnecessary. And I feel like the big cage that opens and closes should have had more of a purpose other than catching you. It just seems like a really big item to only have one purpose. And I wonder if there would have been a better way to drop the cube in the ooze rather than to have it slide on the board with preplaced speed gel. Anyways I had a lot of fun in the map. Thank you for making it.
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Mr Waterhandle
88 Posts
Posted Aug 01, 2013
Replied 2 days later
I tried it once before, but gave up because of lack of patience for what is really just an annoying start... I got through this time with abusing the quicksave. It's incredibly easy to die for trying something out in that part (for example: can I jump on that ramp from the first floor portable surface? Oh okay, nope), or slipping off a ledge, and there doesn't seem to be a good reason for it. It is finnicky and Portal 2 is not a platforming game like that. I kept playing, because I figured it got better. The final area is was fun enough. Interesting to have a combination of exploring and a puzzle. Thanks for mapping, if you can please polish the first part up more.
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Jepp
134 Posts
Posted Aug 04, 2013
Replied 2 days later
Thanks guys for the awesome detailed feedback. I know the puzzle ain't as solid and thought through as my previous tests and I understand if not everyone likes it. I've done my best to iron out fiddly and unlogical stuff but without making the map feel edgeless or removing the sense of danger. If there is something in particular you think I should change, alter and/or move please let me know
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josepezdj
2,386 Posts
Posted Aug 14, 2013
Replied 9 days later
Awesome map Jepp!

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:

Fjgo1ZS12YI

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Jepp
134 Posts
Posted Aug 19, 2013
Replied 4 days later
Thanks for the kind words and the awesome blindrun! Yeah I see what you mean with the orientation of the floorbutton, you would've gone through the chamber more smooth if you'd notice what it does right away, but maybe you should've prosured it was used for something! 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!