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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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Doomsday192 Swings Both Ways


Joined: 18 Feb 2008 Posts: 395 Location: Michigan, USA
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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 _________________
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Doomsday192 Swings Both Ways


Joined: 18 Feb 2008 Posts: 395 Location: Michigan, USA
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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haha it said dissconnect!
Ah well, thats a fix though, it seems that map 3 was not updated oh Dear.
I'll try getting it back up tomorrow, and the updating it. _________________
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Kiavik Superior Participant
Joined: 29 Nov 2007 Posts: 60
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These maps are definitely in "HOLY SHIT!" territory. You must've spent ages designing that gravtech energy fields, and the result is just awesome. They fit perfectly within the Portal universe, and the new gameplay opportunities they open up are endless. Btw, I suggest you design some more colors for the forcefields. Right now the color scheme is
- Does Nothing : Blue Border
- Reduces Gravity : Blue Border
- Pulls you in one direction : Blue Border
- Becomes solid : Red Border
I got confused because in map 3 I didnt really know when a gravtech would reduce my gravity or do nothing at all.
The awesome thing is that this new element doesnt replace portals at all - you still have to use LOTS of them to get to the end.
Anyway, 10/10 and I suggest a community spotlight for when you release the final version of this map pack. |
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Yalow New Employee
Joined: 01 May 2008 Posts: 5
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Those gravtech things can be confusing! Still fun though. I only noticed one problem.
That moving platform (in the first map) right before the poles pushing out from the walls will not move if you jump onto it as soon as it appears from the hole in the wall. I think that's what happens.
Other than that, great work, everything else was seamless and impressive. |
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mazk1985
 Superior Participant

Joined: 02 Mar 2008 Posts: 51
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very interesting ideas. The maps are very well made and the gravity fields look really nice and suits the theme.
A few points
1. On the first map the platform that moves through the dangerous area (with moving glass pistons in) stopped just as i got on it. I waited a while but it didn't budge.
2. I got stuck on the elevator floor after the level transition to map 3. Are your landmarks exactly aligned?
3. The room with all the moving metal platforms and switches was a bit tedious because I didn't need to use portals until the last ball catcher and the amount of switches is a bit OTT.
4. There are too many indicator strips. Its quite overwhelming.
5. Lastly, I'm a big fan of moving platforms but nearly everything you do on the maps causes a platform to move and it was hard to keep track of the level.
Graphics: 8/10
Gameplay: 8/10
Sound: 7/10
Overall: 8/10 _________________
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Doomsday192 Swings Both Ways


Joined: 18 Feb 2008 Posts: 395 Location: Michigan, USA
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Oh another bug i forgot to mention, i got stuck in the elevator at chamber 3 and had to noclip out, i just couldnt move at all _________________
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1947 Location: Atlanta, Jawjuh
 
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The screens look hot, I can't wait to play. _________________
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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Hmm that damn elevator is still stuck! Well, we made a post on our website, which in we plan to update this pack a bit more, get some bug fixes and add challenges! But thanks guys!, if you spot anything else let me know!
You can also leave comments here too: http://geardev.wordpress.com/ _________________
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infernet89 Superior Participant

Joined: 02 Jan 2008 Posts: 61
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woha, amazing maps.
He gravity fields are a very good idea.. keep abusing of it  |
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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English? _________________
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rellikpd
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 902 Location: South Texas, US
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he's italian.. its not his fault he can really kill a map in speed runs though lol!
but anyway. most of my "complaints" have already been covered here so i won't cover them again.
this was amazing. aside from a few errors/bugs it seemed flawless and well though out. there were parts that had really TALL rooms, or vast space with lots of different gravity/push rooms that i thought i was going to get lost in but didn't.. you musta play tested the HELL out of this.
one complaint i do have, that was already covered and want to restate, is that in the room with the tilting panels there were WAAAYYYY to many indicator strips. had there been "NONE" i probly woulda understood instantly what to do. but instead i was to busy trying to follow the strips and got confused. lol. plus i managed to "accidently" solve #1 dot (in that room) don't know how that happened. _________________
MyPHPsig
"Nope, just naked" |
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 472 Location: Lancaster, CA
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Haha yeah some playtesters mentioned too much, but it was cool to us, aside that we went through about 24 hours of playtesting on multiple version of the same map. _________________
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