[SP] Compact Compression

Re: [SP] Compact Compression

Postby josepezdj » Sat Aug 13, 2011 1:25 pm

Good map. Very creative your custom crushers for the cube and the sphere. Also the puzzle with the crushers and deactivation by the pair of lasers

As many said, in the beginning it's difficult until you luckily find the portalable bit of surface up there, man! Even though I'm with you (it's obvious that you have to look UP to find something because there's nothing else once you get the cube)... but you could signalize a bit more things like that in the map... there's a lack of signals in the whole map.

Anyway, the map is very creative and puzzles are good.

Thanks for mapping
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Re: [SP] Compact Compression

Postby Marise » Sat Aug 13, 2011 7:17 pm

Nice map. I solved the last puzzle by setting one cube on top of one of the laser relays. Not sure if that was intended :)
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Re: [SP] Compact Compression

Postby xdiesp » Mon Aug 15, 2011 12:20 pm

Lenghty map in Clean, distinctively immediate and fresh thanks to a couple inventions - the frequently lamented sniping doesn't bog it down that much. Might even be avoided if you turn the trapped cube sideways. Graphically, I can only praise the variety of the wall patterns: pity they couldn't stand out due to the general brightness, especially the crushers area. Much better than your previous!

You might want to check these glitches. Product's fine as it is, but you may want to add: 1) clearer indications of where the exit is in the first chamber; 2) portal placers at the 6 lasers thing; 3) check the wall textures in the crushers room; 4) there's an invisible fizzler for portals only at the cubeplates, seemed like a leftover; possibly a couple turrets to spice it up.
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Re: [SP] Compact Compression

Postby MutatedTurret » Mon Aug 15, 2011 1:53 pm

Ah, one of those is the dreadful vertex textures...I must have missed this one while hunting all the ones I had inadvertently placed.

Any tips on the lighting? I tried to modify Valve'z 128 panel to use a 250 bright light, which is closer to the low light settings of others, but it's still too bright?
Where any areas better in lighting than others?

I've considered placing helps for the 6 lasers, but wouldn't they end up interfering with each other and etc? Where is this invisible fizzler? The only thing I put near the cubeplates was a set of invisible barriers to prevent player from going to the base of the shaft, which would be a pointless place to go anyway.
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Re: [SP] Compact Compression

Postby xdiesp » Mon Aug 15, 2011 6:59 pm

That invisible fizzler is above, at the place with the 2 cubeplates: you funnel yourself up there, get a real fizzler upfront and an entry passage to the left. There's the invisible fizzler which eats portals.

I saw it too bright and washed out but I'm not sure it's actually the lightning impacting that. Let's say the final effect is best at the first room, worst at the crushers. You really did a good job with the different tiles and it would be a pity not to show it: give a look at a map with high contrast looks, see if you like the style: [sp] YinYang_theLAGmaster
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Re: [SP] Compact Compression

Postby quatrus » Mon Aug 15, 2011 8:30 pm

Well done, some creative uses of crushers and double lasers. Portal funnel seemed to be off? when I tried to speed fling up the steps - doable but harder than necessary to get portals placed. At the start I got two lasers one time and 3 the next - not sure about the purpose of the far hallway faith plate it can be bypassed. Nice map thanks for creating...
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Re: [SP] Compact Compression

Postby arvisrend » Tue Aug 16, 2011 5:44 pm

Nice map, but not completely in the intended way: I wasn't able to do the infinite loop fling (not enough precision), so I used the barely visible portalable surface up the shaft. I would like you to keep it this way because the fling makes everything harder than it should...

Other than that, I think there are too many getting-stuck scenarios at the beginning of this level. First, if you use the lightbridge to get over the deadly water to the left faith plate, and set two portals (so that you don't have the lightbridge at your disposal anymore), I think there is no way to go. (But then again, I have no idea what this lightbridge is for, so maybe I am missing something.) Second, if you push the button that kills the lightbridges and are stupid enough to shoot TWO portals on the wall nearby, you are stuck. Or at least I think so.


The numbers-and-crushers part was the best one imho. Totally easy, but there should be more puzzles like that.

Marise wrote:
Nice map. I solved the last puzzle by setting one cube on top of one of the laser relays. Not sure if that was intended :)


So did I.
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Re: [SP] Compact Compression

Postby MutatedTurret » Tue Aug 16, 2011 7:41 pm

arvisrend wrote:
Nice map, but not completely in the intended way: I wasn't able to do the infinite loop fling (not enough precision), so I used the barely visible portalable surface up the shaft. I would like you to keep it this way because the fling makes everything harder than it should...


Huh? That is still there? I thought I updated the version to eliminate that.
I need to add in some portal placements anyway to help with the infinite loop anyway though.

As far as being stuck with the light bridge, I generally try avoiding getting stuck as much as possible, but here there's not much I can do about that.

Edit: Next version up, added some portal helpers to help, along with fixing a few errors. (that invisible portal fizzler still eluded me through multiple editor runs though)
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Re: [SP] Compact Compression

Postby arvisrend » Wed Aug 17, 2011 5:58 am

Oh sorry, it seems I was playing with v1.0.
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Re: [SP] Compact Compression

Postby rocknrolla » Thu Aug 18, 2011 10:50 am

Its a great puzzle but i had lot of trouble finding where to go
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Re: [SP] Compact Compression

Postby Djinndrache » Thu Oct 27, 2011 5:25 am

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:


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Re: [SP] Compact Compression

Postby KennKong » Sun Feb 26, 2012 7:38 pm

Wow, what a welcome change from the same-old same-old! The faithplate off to the side of the first chamber had me looking for a way to use it to fling up the shaft. It kept me looking in the wrong place for too long, though. Once I got past the first room, things got much better.

The ball clamp was such a neat twist, I didn't mind the touchiness. There was a physics clip in the laser room that I assume was to keep a cube from getting crushed, but it drove me nuts trying to put the cubes on the platform until I figured out what it was. A simple glass box would have done the job. The crusher maze was another nice twist.

On the basis of looks and puzzle strength, I would have given this a 4. But creativity and innovation needs to be rewarded. 5/5.
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Re: [SP] Compact Compression

Postby joric » Tue May 29, 2018 3:16 pm

Today's randomly suggested map, 4/5 because the second aerial faith plate seems unused and infinite loop jump doesn't seem appropriate at all. Otherwise good medium length easy difficulty map.
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