[SP] Wedged

[SP] Wedged

Postby MutatedTurret » Fri Sep 09, 2011 4:31 pm

My next work, has taken a while due to set backs in other levels, but is finally released!
Features using bridges for multi-purposes to block cubes.

Update version 1.1 released

File Name: Wedged V1.1.zip
File Size: 4.17 MiB
Click here to download Wedged
Last edited by MutatedTurret on Thu Sep 22, 2011 6:22 pm, edited 1 time in total.
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Re: [SP] Wedged

Postby GODFATHER » Fri Sep 09, 2011 6:13 pm

Very slick map, well constructed with some nice puzzles,not too difficult but employed some interesting mechanics. My only niggle is in the last chamber, having to crouch to press the button to get the cube seemed a little lame, maybe embellish that a little to require some thought?

I enjoyed it very much 5/5.
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Re: [SP] Wedged

Postby Szieve » Fri Sep 09, 2011 6:34 pm

Very nice map.. A bit on the easier side... at least for me I've seen other maps that took me forever and others found a snap.. I liked the mechanics.. I agree.. crouching to get the cube was a bit lame, but with the difficulty of the rest of the room.. took me forever to get the cube caught in just the right way with the bridge.., I think it was pretty nice.. Had a few problems with lag in a few spots.. first and second rooms.. ironed itself out after a death.. lol I rarely, if ever have that problem, so others with systems that are not quite as high end as mine might experience issues. All in all I'll give it 5/5 :thumbup: Nice job, & keep 'em coning. :thumbup:
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Re: [SP] Wedged

Postby benvent » Fri Sep 09, 2011 6:36 pm

Enjoyed the levels. Not to hard not to easy. :thumbup: The only exploit I saw was in the very last room with the exit door.I held the cube to trigger the exit door to open and then quickly dropped and shot a portal inside the door.Once I saw it was the end I went back out and solved as intended. I replayed the last room to see if there was enough time on the timer to complete without using the portable surface by the exit. There was,but I am sure you knew that already. I did notice a cube glitch that allows you to trigger the laser with only one light bridge in place. I lifted the cube over the light bridge and let go and it balanced on the bridge when the laser was passing through it. A suggestion to eliminate this would be to trigger both bridges at the same time only if both switches have been activated. Anyway,nice job. Keep up the good work.
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Re: [SP] Wedged

Postby OnePortalizedGal » Fri Sep 09, 2011 10:27 pm

I too was able to use the cube in the last room to trigger the door and then shoot a portal quickly in the wall outside the exit door and walk thru - might want to fix that.
I enjoyed the looks, mechanics and puzzles very much. The length of the map was wonderful. It's nice to download a lengthly map and have so many different puzzles to solve and enjoy. Thanks for all the hard work - keep them coming!
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Re: [SP] Wedged

Postby Saturn » Sat Sep 10, 2011 6:17 am

Good map, very nicely done. Varied use of the hard-light bridge.

My only issue was in the second part of the last puzzle. I spent most of the time trying to figure out how i'm going to do it with the one laser cube. I really just accidentally stumbled over that second cube dispenser down there. Maybe you should mark it so we know there's another cube to take.
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Re: [SP] Wedged

Postby Dom44 » Sat Sep 10, 2011 7:51 am

Great map, nice puzzles using Light Bridge, laser, and other things, really nice. Surprisingly long also.
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Re: [SP] Wedged

Postby Brits » Sat Sep 10, 2011 8:54 am

Some interesting use of the light bridge, I really enjoyed your map!
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Re: [SP] Wedged

Postby club » Sat Sep 10, 2011 12:49 pm

Nice map. Good looking details, nice puzzles. The final chamber was the weak link, but still good enough to make this map a 5 for me. Good job
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Re: [SP] Wedged

Postby FourthReaper » Sat Sep 10, 2011 5:29 pm

Very good map you made there. The detail put into it is really good, and with smaller tiles and different wall tiles the clean style got a fresh and neat overhaul. This also helps in orientation a little, that's a good thing.

On a different note, the last chamber was the ugly kid. I just heard Saturn say there was another cube dispenser, wich would have helped me had I known at the time. I just shot through the open door - at those uncanny, unfortunate panels you placed there - whilst the door was closing.

Despite this most of the - quite sizable :thumbup: - test was pleasing to say the least. Really refined and nicely crafted puzzler. Five store-brand cakes for you.
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Re: [SP] Wedged

Postby MutatedTurret » Sat Sep 10, 2011 7:02 pm

Thanks for the feedback all. :-D

I'll take opinions about crouching to get under the cube dropper, thought it'd be a random tidbit but just turned out to be pointless work, probably needs to go in hand with something.
I think I was planning to put some signs to point toward the dropper, but forgot, amidst all the other testing I was doing.

Regards to the actual puzzle itself, it was a recycled idea from a previous project attempt (which I decided wasn't going anywhere)
I'm not sure what I can do to prevent the player from just ignoring it without over complicating, as I didn't test this as meticulously.

Overall the large stretched out size comes from the puzzles being presented in neat subsections, I'm sure to recycle this cube clamping method in more complex puzzles. :wink:
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Re: [SP] Wedged

Postby andyb » Sat Sep 10, 2011 9:02 pm

Was a damn fine map.For the low dropper...you could set that up as a puzzle itself.Not sure how but you already got light bridges so continue the theme that way and make the dropper area where it is now just an entrance into another chamber to find a cube
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Re: [SP] Wedged

Postby Random » Sun Sep 11, 2011 12:52 am

This was a fun map with interesting uses of the light bridge. The Clean style was done attractively as well.
The first thing that bugged me a little was that there was no indication in the second-to-last room that the doors would stay open after the lasers were deactivated. It wasn't too difficult to figure out after experimenting, but since they don't behave that that in the main game I spent a minute or so wondering how I could keep the second door open while being able to walk through it.
And yes, the final room really needs a little work. It's a shame, because it's a neat puzzle when you know where everything is. You have no idea of the crazy things I was trying before I came here to look. Just a few signs indicating to a cube dropper at the bottom of the pit would work, or put it in a more open spot. Or it could be a good idea to incorporate grabbing it into another puzzle. I think you could maybe have that horizontal bridge run into a portal surface (as long as you don't allow it line up with the laser) and use that to complete a side task to get the second cube.

Other than that, very good, and I would recommend it.
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Re: [SP] Wedged

Postby xdiesp » Sun Sep 11, 2011 2:55 am

Masterpiece of simplicity and style, like a sprawling maze split in smaller episodes with a fast moving approach. Let me elaborate, the progression through the chambers is linear but the whole structure is so complex and uninterrupted that it feels different than a chain of sealed rooms - more like a big monster level, graciously split in parts.

That said, professional and inspired Clean style with quick (but very vanilla) puzzles. As soon as I saw the sideways receptacle, I immediately recognized you from Compact Compression Play it! :thumbup:
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Re: [SP] Wedged

Postby ChickenMobile » Sun Sep 11, 2011 10:50 am

This was great! All the puzzles were really good (and somewhat crafty) plus it looked great! Although most puzzles reused the same 'light-bridge cube-button' concept, you made us use it in so many different ways, plus the toggle-direction light-bridge made some cool turret puzzles.

Well done making the puzzle with the laser cube being blocked by the light-bride. It's one of those concepts that not many people come up with and works really well.

Great use of white space and observation rooms, the walls were not the same or boring, and lighting was spot on (as in I didn't notice anything bad :D).

The last puzzle I didn't even know there was a second cube and I totally missed the concept, but I still will rate it 5/5. Congrats.
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