Aperture Facilitated Kooparation [W.I.P.]
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Decided to make more puzzles... feedback would be appreciated!
Who knew Mario would ever have to team up with his enemy, the Goomba, to complete tests in a mysterious facility?
Download Link:
http://www.mediafire.com/?n6irdn1i2sdul0u
(Only the first level is finished....ish)
Who knew Mario would ever have to team up with his enemy, the Goomba, to complete tests in a mysterious facility?
Download Link:
http://www.mediafire.com/?n6irdn1i2sdul0u
(Only the first level is finished....ish)
Last edited by meiskooler on 07 Mar 2012, 22:23, edited 2 times in total.
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
If someone doesn't do it, I might just continue it. Gotta find the time to do so though...roman6a wrote:this is really great, i hope someone uses this idea to make some levels on a full mappack....
- Raicuparta
- Posts: 539
- Joined: 04 Feb 2012, 02:07
- Contact:
Looks cool. btw, if you didn't know already, all you need to do for the ending to work properly is have at least 5 or 6 blocks of floor to the right of the flag so that mario can disappear.
Although it may be a god level, I named my map Goomba Facility. :P
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- Posts: 5
- Joined: 04 Mar 2012, 01:06
This looks promising! I would say that this is a fine map you have here, but sadly, I can't play 2-player. :/ Hope we get some kind of online multiplayer... We probably will. Oh well. Anyways, good job on a map that doesn't feel entirely cramped!
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Are you going to go all Bethesda on me? Bring it on.Zlmpery wrote:Although it may be a god level, I named my map Goomba Facility. :P
Nyah Jk. If I were to continue this map i'll name it something else.
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Updated map with a couple new levels and redesigns.
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Hope it's palatable to your taste :)PvtVain wrote:Will try and review, atleast I hope it isn't as bad as the last two I reviewed.
Creativity: 2.50/5.00 (Creativity was okay here, but not too great.)
Diversity: 2.25/5.00 (Fairly different from what I played before.)
Length: 0.25/5.00 (Could be longer.)
Fun: 3.50/5.00 (Actually had quite a bit of fun.)
Challenge: 0.50/5.00 (Not much of a challenge but still fun.)
Overall: 9.00/25.00 (Was more creative then the last few I've played. Was different from what I have played before. Length was a problem, as it was quite too short. I had some fun on this, which is good. Fairly easy, but had a tiny bit of challenge to it.)
Diversity: 2.25/5.00 (Fairly different from what I played before.)
Length: 0.25/5.00 (Could be longer.)
Fun: 3.50/5.00 (Actually had quite a bit of fun.)
Challenge: 0.50/5.00 (Not much of a challenge but still fun.)
Overall: 9.00/25.00 (Was more creative then the last few I've played. Was different from what I have played before. Length was a problem, as it was quite too short. I had some fun on this, which is good. Fairly easy, but had a tiny bit of challenge to it.)
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Let's see now... i'll review your review. Test 00 is meant to be easy because it's introducing the basics. Apparently, this one person didn't even know they could block lasers with the cube. As for the puzzles, I guess I'll try to make them a bit more challenging. It's only one level because it's a WIP (stated in the title of this thread). Finally, If it was really easy and short, why would you be pissed about the lack of checkpoints?PvtVain wrote:First Impression: Beginning looks like someone ran it through a corrupter.
Test 00: Simple and pretty easy, really straightforward. -2 (3/10)
Test 01: Pretty neat, and a bit harder. +1 (4/10)
Test 02: I liked this puzzle alot more, but was easier then the last. -1 (2/10)
End Impression: A bit too short, really easy. Level Design was bland and practically plays its self. Puzzles were pretty neat but also kinda of stupid. Try making something that doesn't play its self. Btw no checkpoints made me a bit pissed. -3 (0/10)
Honestly this was pretty bad.
- alphaOrionis
- Posts: 11
- Joined: 08 Mar 2012, 00:07
Wow, this map is really cool, thanks for that!!!
Just a minor thing you might add: checkpoints. Especially when you can get stuck (as in part 2 where i killed the goomba the first time) and have to kill yourself.
Another nice addition would be linking the buttons and switches with the dotted line, so you can think about what to do without running around and first testing to what the stuff is connected to. Then you could go without checkpoints, because if you'd e.g. kill the goomba then, its your own fault, for not thinking. :D
Other than that, it was pretty cool and really fun to play.
PS: i'd rather play a short good map instead of a long-ass shitty map...
Just a minor thing you might add: checkpoints. Especially when you can get stuck (as in part 2 where i killed the goomba the first time) and have to kill yourself.
Another nice addition would be linking the buttons and switches with the dotted line, so you can think about what to do without running around and first testing to what the stuff is connected to. Then you could go without checkpoints, because if you'd e.g. kill the goomba then, its your own fault, for not thinking. :D
Other than that, it was pretty cool and really fun to play.
PS: i'd rather play a short good map instead of a long-ass shitty map...
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Well... if you look in the level editor I did add checkpoints, but they aren't working for some reason (can anyone tell me why?)
Also, if I were to link all the buttons to the doors it'd probably be a huge mess lol...
Thank you for the feedback and suggestions guys!
Also, if I were to link all the buttons to the doors it'd probably be a huge mess lol...
Thank you for the feedback and suggestions guys!
- alphaOrionis
- Posts: 11
- Joined: 08 Mar 2012, 00:07
Oh, right, i see. Come to think of it, i remember reading somewhere that there is a problem with checkpoints in sublevels (i think maurice himself confirmed that).
So as of right now you probably would be best of with laying out your puzzles in a linear style (what i mean is 1-1, 1-2, etc.) instead of creating lots of sublevels. But then again i liked the idea of going down pipes in the elavator. Adds to the "portal-feeling".
Edit: found the original post, so yeah you should just overall avoid creating checkpoints in sublevels: viewtopic.php?p=8660#p8660
So as of right now you probably would be best of with laying out your puzzles in a linear style (what i mean is 1-1, 1-2, etc.) instead of creating lots of sublevels. But then again i liked the idea of going down pipes in the elavator. Adds to the "portal-feeling".
Edit: found the original post, so yeah you should just overall avoid creating checkpoints in sublevels: viewtopic.php?p=8660#p8660