Vertical Test [SE Map]
I enjoyed playing this mappack. I would like to see other leves. I think you shouldn't make us use one element along the entire level, because if you erase the portals between the test, you have to go back to the start.
This could easily be controlled by having just one portal to work with.Hans1998 wrote:I enjoyed playing this mappack. I would like to see other leves. I think you shouldn't make us use one element along the entire level, because if you erase the portals between the test, you have to go back to the start.
Hans1998 wrote:I enjoyed playing this mappack. I would like to see other leves. I think you shouldn't make us use one element along the entire level, because if you erase the portals between the test, you have to go back to the start.
That was the point. The whole level was designed around using the Excursion Funnel for the entire time. The last section was the hardest to make since the buttons just straight up stopped working for some reason and at that point the funnel was stuck going in the opposite direction.
In my playthroughs to test it out I just worked with one portal for as long as I could, like WiiWare said, so you dont have to backtrack TOO much, I think. I only erased the portals around twice.
I probably wont go so overboard next level though. A bit.
What I meant by that was that you could set it so that the player uses only one portal (blue), and place the other portal (orange) in front of the excursion funnel using those portal entities. When you reload with the blue portal gun, you can't reload the orange one.
I figured, but I already used the pre placed portal entities twice in the level and didnt want to do anything more that might make things get too confusing.WillWare wrote:What I meant by that was that you could set it so that the player uses only one portal (blue), and place the other portal (orange) in front of the excursion funnel using those portal entities. When you reload with the blue portal gun, you can't reload the orange one.
- Superjustinbros
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The only point where I had to deactivate my current Portals was to get to the switch enclosed inside the cage before the first locked door.
Also while I was playing the map, I accidentally deleted my Portals when I reached the third puzzle (the one with the spike pit) and had no choice but to suicide and restart the map.
Still an interesting map and a good demo of this new feature.
Also while I was playing the map, I accidentally deleted my Portals when I reached the third puzzle (the one with the spike pit) and had no choice but to suicide and restart the map.
Still an interesting map and a good demo of this new feature.
Superjustinbros wrote:The only point where I had to deactivate my current Portals was to get to the switch enclosed inside the cage before the first locked door.
Exactly, That's the only time I had too as well.
Huh, I'm going to have to fix that.Superjustinbros wrote:Also while I was playing the map, I accidentally deleted my Portals when I reached the third puzzle (the one with the spike pit) and had no choice but to suicide and restart the map.
Still an interesting map and a good demo of this new feature.
Either way, the levels are all about using the same feature from beginning to end, but I will attempt to make the later levels a bit less tedious, but not at the expense of the difficulty since being prudent with your portals is the whole point.
EDIT:
Forgot to thank you guys for the feedback, it's HUGELY appreciated.
This was a very fun map with some unique puzzles. There was quite a bit of backtracking involved (Just because I rebound the portal removal key to something stupid), but I'd like to see another test like this in the future.