[SP] Wedged

Re: [SP] Wedged

Postby quatrus » Sun Sep 11, 2011 9:08 pm

Very creative map.
I got stuck where the portal funnel goes across the goo, I couldn't jump up to the top shelf and mistake - put both portals back on wall near funnel - oops...
Add lighting or something down in pit in last chamber - so that easier to see there is an opening at the bottom. Using two light bridges to balance the cube was novel, but like the others I first shot through the momentarily opened door.
Well done, thanks for creating.
quatrus
Community Contributor
 
Posts: 951
Joined: Mar 25, 2010
Location: PA USA

Registered users don't see ads! Register now!
 

Re: [SP] Wedged

Postby moorawr » Mon Sep 12, 2011 3:50 am

Good map - I thought the first room where you could change the orientation of the light bridge was pretty neat.

For the last room, I didn't even know there was a second cube dispenser until I read the forums. Although I understood the concept (use two light bridges to balance the cube), I simply used the light bridge from the room where you get the first cube from, and hit the button that activates the timed light bridge from behind.
moorawr
I was told I would get $60 if I posted on the forum
 
Posts: 3
Joined: Aug 25, 2011

Re: [SP] Wedged

Postby brianuuu » Mon Sep 12, 2011 7:55 am

Nice map, but two glitches are found, 2:24 and 6:37
brianuuu
I was told I would get $60 if I posted on the forum
 
Posts: 17
Joined: May 27, 2011

Re: [SP] Wedged

Postby CH3ll » Mon Sep 12, 2011 2:17 pm

Very nicely done! You cought the feeling of GlaDos' testingchambers. Maybe you could insert a few comments of her, that would really highrise it.

The only thing striking was at the last chamber. I was able to activate the door and place a portal outside. As I went through and recognized the end, I solved the puzzle.

But all in all, it is a really 5 Star map.
--------------------------------------------
Congratulations: You earned a :cake:
CH3ll
i dont know what brush is but i herd it alot
 
Posts: 2
Joined: Aug 10, 2011

Re: [SP] Wedged

Postby Djinndrache » Tue Sep 13, 2011 8:33 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:


(Link: http://www.youtube.com/watch?v=lOQ7kn-ZPL0)

Also note the video description for more feedback and my signature for additional project information.
User avatar
Djinndrache
Senior Stalemate Associate
 
Posts: 1,350
Joined: May 17, 2011
Location: Germany

Re: [SP] Wedged

Postby Marise » Tue Sep 13, 2011 10:53 pm

Fun map, nice and long. I kept thinking it was the end, but there was more... and more! The pace was good, too. If the puzzles took any longer, then the number of chambers might be a little much. I felt like I was always moving forward, but still had to think.

I'd say you can eliminate the white panels on the other side of the final door. There is enough time to walk through, and they are just creating an exploit.
Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder
User avatar
Marise
Community Contributor
 
Posts: 241
Joined: Jun 5, 2011

Re: [SP] Wedged

Postby satchmo » Thu Sep 15, 2011 12:42 am

Fairly complex puzzles. It must have taken you quite a while to design and playtest.

Great job.
User avatar
satchmo
Community Contributor
 
Posts: 420
Joined: Jun 2, 2011
Location: California

Re: [SP] Wedged

Postby Spam Nugget » Sun Sep 18, 2011 5:05 am

Really nice puzzles, I like the varied uses of hard light bridges to block cubes.
Also, I found an exploit in the first chamber:You can shoot a portal through the grate with the turrets to the other side of the room, switch the lightbridge to vertical, place another portal at the end of that and just jump through.
Could probably benefit from some GLaDOS lines and test chamber signs, just to polish it all off.
But all in all, nicely done!
Image
I think in terms of boolean variables. Generally, it makes things easier.
User avatar
Spam Nugget
Immediate Past President of the Being Alive Club
 
Posts: 488
Joined: Jun 5, 2011
Location: Down Under

Re: [SP] Wedged

Postby pfalstad » Tue Sep 20, 2011 11:27 am

Great map, nice and long with lots of creative puzzles. I didn't see the cube dropper in the last room at first either and spent some time trying to use a turret to press the button (which didn't work). Funny that I went down to the bottom of the pit to look around and still didn't see it the first time.
pfalstad
Not Even A Full Time Employee
 
Posts: 71
Joined: Jul 2, 2011

Re: [SP] Wedged

Postby MutatedTurret » Thu Sep 22, 2011 6:34 pm

Thanks for the continued feedback everyone! :)

I've released version 1.1:
Final chamber:
cube dropper is higher, no need to crouch.
added indicator signs for dropper
removed portable walltile behind door

Added Glados voice clips around whole level.
User avatar
MutatedTurret
Community Contributor
 
Posts: 53
Joined: Aug 4, 2011

Re: [SP] Wedged

Postby Varakir » Fri Nov 25, 2011 7:34 am

The map isn't loading for me, I am just trapped in the elevator (I spent about 5 minutes trying to 'think with portals' before I gave up)

Is it something to do with the vmf file in the zip? I tried some googling but couldn't find a solution. Looking forward to playing the map.

edit: I no clipped through the lift in the end, really enjoyed the map - some great creative puzzles.
Varakir
I was told I would get $60 if I posted on the forum
 
Posts: 15
Joined: Nov 24, 2011

Re: [SP] Wedged

Postby MutatedTurret » Sat Nov 26, 2011 6:25 pm

Were you launching the game directly from the .bsp file or from the console in game?
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.
User avatar
MutatedTurret
Community Contributor
 
Posts: 53
Joined: Aug 4, 2011

Re: [SP] Wedged

Postby Varakir » Wed Nov 30, 2011 9:46 pm

MutatedTurret wrote:
Were you launching the game directly from the .bsp file or from the console in game?
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.


I was launching through the console, but this isn't the only map i've had an issue with so it might be local.
Varakir
I was told I would get $60 if I posted on the forum
 
Posts: 15
Joined: Nov 24, 2011

Re: [SP] Wedged

Postby KennKong » Tue Mar 13, 2012 7:59 pm

MutatedTurret wrote:
I've received problems with elevators not moving when launching from .bsps occasionally, but it should load reliably from the console in game.
I have this problem occasionally. I'm not a good enough mapper to debug it, but it has something to do with the last map played not exiting properly, and the transition script. Don't use the transition script, and never have that problem.

Now on to the map itself. An A+ effort. I liked everything about it: the looks, the puzzles, the length, and the extras. Easily the most enjoyable map I've played in the last couple of months. 5/5.
Expand for my full signature |
My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works
User avatar
KennKong
Community Contributor
 
Posts: 828
Joined: Jul 9, 2011
Location: Lockhart, FL, USA

Re: [SP] Wedged

Postby joric » Thu Jun 21, 2018 2:54 pm

Community Spotlight of the day. Ok map. 5/5.
User avatar
joric
Defective Turret
 
Posts: 46
Joined: Nov 12, 2017

Registered users don't see ads! Register now!
 
Previous

Return to Community Releases



Who is online

Users browsing this forum: No registered users and 2 guests

Search the Forums

User Menu

Register
Login

Login