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Oct '07 Mapping Contest - Voting
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Oct '07 Contest
meloen's map - Deep Within Aperture
42%
 42%  [ 17 ]
Rivid31's map - The Fall
0%
 0%  [ 0 ]
gepy's map - DaMaGepy
7%
 7%  [ 3 ]
Shmitz's map - Accident Prone
50%
 50%  [ 20 ]
Total Votes : 40

Author Message
msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1947
Location: Atlanta, Jawjuh
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PostPosted: Fri Nov 02, 2007 5:32 pm    Post subject: Reply with quote

xitooner wrote:
Whats the voting cut-off date?


Read the second post.

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espen180

Loves Cake


Joined: 15 Oct 2007
Posts: 370


PostPosted: Fri Nov 02, 2007 5:34 pm    Post subject: Reply with quote

Looks like it's gonna be a tie. Confused

What happened to your 50-something votes, msleeper? Razz

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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1947
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Fri Nov 02, 2007 5:38 pm    Post subject: Reply with quote

We're only on day 2 of voting?
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meloen
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Joined: 13 Oct 2007
Posts: 16


PostPosted: Fri Nov 02, 2007 5:47 pm    Post subject: Reply with quote

Quote:
Not as cleanly designed as accident prone.

i gotto say this is not entirely true, i have found more then just one bug in "accident prone". those are probably also in "deep within aperture", but ive gotto say the ball on a rope is big GAMEPLAY bug.
the engine just doesent allow a rope to go trough a portal, the ball will just be pulled back.
ive tried some some of those crazy ideas to, but they just wont work out.

(if a bug prevent a player from playing trough the game, its a gameplay bug. if a game or level cant be completed becouse of things like this its bad, and i dont know wy you people like being stuck in a level or/and havent completed it.)

indeed accident prone looks nicer, and got more detail. but against that it got gameplay bugs that prevent you from completing.
from a scale 1 to 10 i would give it an 9 for mapping and detail, and a 6 for gameplay.

-meloen-

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roger federer
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Joined: 13 Oct 2007
Posts: 82


PostPosted: Fri Nov 02, 2007 6:11 pm    Post subject: Reply with quote

Quote:
ive gotto say the ball on a rope is big GAMEPLAY bug.
the engine just doesent allow a rope to go trough a portal, the ball will just be pulled back.

have you finished the puzzle? i don't think what you are talking about is a bug. granted it takes a while to figure out, and maybe a 'training' puzzle before that room in the map would be nice to get us oriented with how the tether ball works, but at the same time, it was an 'incomplete' room with an 'experimental' device, so you have to use your survival quick learning skills to get out. i enjoyed the final puzzle, so i can suspend disbelief, and contribute the bugs to the fact that the device is experimental according to the map's plot.

all the maps where very good, but i think accident prone stood out as the best, with deep within aperture a very close second. the voice was great, it had hard but not tedious puzzles and i liked how well your 'bad luck' was tied into everything, even at the very end where your escape elevator breaks
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xitooner
Test Supervisor


Joined: 19 Oct 2007
Posts: 139


PostPosted: Fri Nov 02, 2007 9:08 pm    Post subject: Reply with quote

roger federer wrote:
Quote:
ive gotto say the ball on a rope is big GAMEPLAY bug.
the engine just doesent allow a rope to go trough a portal, the ball will just be pulled back.

have you finished the puzzle? i don't think what you are talking about is a bug.


If I understand its intended purpose, then Accident-Prone was USING its bugginess/reaction to help you solve the puzzle. Its behavior, buggy as it is, was a part of the solution; which is certainly creative.

It is nice to see two such well-made mods neck-and-neck in the polls; I like them both, and it will be hard to choose.
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1947
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Fri Nov 02, 2007 9:18 pm    Post subject: Reply with quote

Yeah Shmitz and meloen have been neck-and-neck the whole time.
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Thunder79
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Joined: 25 Oct 2007
Posts: 13


PostPosted: Sat Nov 03, 2007 12:44 am    Post subject: Reply with quote

roger federer wrote:
it had hard but not tedious puzzles


I think this is the biggest factor for me...

I don't want to have to keep trying over and over only to get it on some lucky shot. Hard as hell maps, maps that require a superior level of skill, or simply luck to complete...that isn't fun for me. I would say Accident prone is an easier map....but not brain-dead simple easy. It was the best designed map of them all despite the flaw in the final puzzle. The flaw in the puzzle was an obvious oversight. I imagine that part wasn't tested a lot before getting the map done for the contest and I would like to see a revised version. Basically...I had fun playing the map...and it was the only one besides DaMaGepy that I didn't need to use noclip at somepoint to figure out the map.

The only map I "completed" was DaMaGepy....it was a bit too simple. I really want to see the harder puzzles the map was a training map for....as I think they will be fun to play. The others I gave up on...The Fall had over the top hard flinging puzzles I didn't enjoy and simply gave up on out of frustration. Deep Within had some hard puzzles I couldn't figure out and I simply had to skip (including the very first puzzle which I still haven't figured out). Accident prone had some good challenging puzzles but nothing overly difficult. It was still a fun map and the only reason I didn't complete it was because of a flaw that was clearly not tested great deal, and I feel that was mainly due to the lack of time.


I think Accident Prone is the best map because I had the most fun on it and it reminded me the most of the fun I had in Portal.

It is, however, a good example of why people should not submit maps until they are finished and tested well.
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roger federer
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Joined: 13 Oct 2007
Posts: 82


PostPosted: Sat Nov 03, 2007 1:04 am    Post subject: Reply with quote

Quote:
I didn't complete it was because of a flaw that was clearly not tested great deal

what flaw are you talking about exactly? if you're talking about the fact that the string part of the ball does not go through portals, i don't think that's a flaw, it's how you complete the puzzle.
you complete the final puzzle by put box on middle button, cross chamber, use portals to make the tether ball shoot around and knock the box off the button, then portals to make the box fall onto the other button, opening the exit door.
you eventually figure this out after playing around with the tether ball for a while. it was a tricky puzzle, but i didn;t think it was that hard, it just used things that Portal the game didn;t teach you.
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xitooner
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Joined: 19 Oct 2007
Posts: 139


PostPosted: Sat Nov 03, 2007 1:53 am    Post subject: Reply with quote

Well I finished the last 2, and they werent as good a quality; each for various reasons.

I finally voted for "Accident" because while "Deep Within" is an excellently-made and challenging "classic" map, I felt "Accident" stepped beyond that by giving me an equally challenging behind-the-scenes map. He put a very believeable scenario together, with some subtle touches that required a lot of extra work. For instance, in most of those rooms there was lots of "extra" pipes, machinery etc that are there strictly for atmosphere; you didnt just walk into a room and have ONLY the items there for the puzzle. And it all seemed to "fit". Thats really what swayed my vote.
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Thunder79
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Joined: 25 Oct 2007
Posts: 13


PostPosted: Sat Nov 03, 2007 6:41 am    Post subject: Reply with quote

roger federer wrote:
Quote:
I didn't complete it was because of a flaw that was clearly not tested great deal

what flaw are you talking about exactly? if you're talking about the fact that the string part of the ball does not go through portals, i don't think that's a flaw, it's how you complete the puzzle.
you complete the final puzzle by put box on middle button, cross chamber, use portals to make the tether ball shoot around and knock the box off the button, then portals to make the box fall onto the other button, opening the exit door.
you eventually figure this out after playing around with the tether ball for a while. it was a tricky puzzle, but i didn;t think it was that hard, it just used things that Portal the game didn;t teach you.


Even if that were the way to do it...HOW?! There are no walls on the other side of the pit that allow portals...so how are you supposed to manipulate the ball or the box from the other side of the map? The flaw I was referring to was what I assumed was the intended way to complete the map...bringing the ball through a portal and placing it on the door button while placing the box on the platform button...but of course you can't do that because the rope won't follow the ball through the portal...it automatically snaps back and pulls the ball with it. Honestly I'd like to hear from the author on how that last room was supposed to be solved...
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Jagobah
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Joined: 24 Oct 2007
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PostPosted: Sat Nov 03, 2007 9:34 am    Post subject: Reply with quote

To Thunder79:

Please watch this demo, it's really short and simple and shows you what to do. I'm pretty sure it's the intended way to solve the map.

EDIT: Reply if you have problems with the demo, I've gotten a report that it would crash on the first portal fired.


Last edited by Jagobah on Sat Nov 03, 2007 1:00 pm; edited 1 time in total
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Grudge

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Joined: 29 Sep 2007
Posts: 369


PostPosted: Sat Nov 03, 2007 10:02 am    Post subject: Reply with quote

I voted Gepy, it looked good, played well, and performed great.
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roger federer
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Joined: 13 Oct 2007
Posts: 82


PostPosted: Sat Nov 03, 2007 1:47 pm    Post subject: Reply with quote

Jagobah wrote:

I've gotten a report that it would crash on the first portal fired.


yeah i can't play it, it crashes like you said.

Quote:
it automatically snaps back and pulls the ball with it.


you place the portal so it snaps back and hits the box off the button. then you replace the box on the other button with portals to open the door. and yes, this is all done from the other side of the map
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taco

Loves Cake


Joined: 30 Oct 2007
Posts: 345
Location: Ontario, Canada.

PostPosted: Sat Nov 03, 2007 4:21 pm    Post subject: Reply with quote

How do I even load Deep Within Aperture?
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