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Rapporter et oversættelsesproblem
But still, as a whole it was really good, excellent work.
(I need to post another comment to say everything I want to say, sorry)
Une map enorme, une conception incroyable. Un grand bravo et merci.
Sencillamente genial.
De principio a fin es diversion con mucha logica.
Te lo pasas genial.
Mi enhorabuena al creador.
El mejor mapa que he jugado y jugaré en mucho tiempo.
Muchisimas gracias.
Works of Art! very cooooool!!!!
Pt. 2 - https://www.twitch.tv/nockscitney/v/61359267
I'm also porting them over to my You Tube Channel :)
BIG, first of all.
AWSOME, secondly.The puzzles where a good difficulty with very creative texturing.
TRULY, enjoyed every minute of this, I love that it's one big map.
HOWEVER, there where afew lighing flaws in some spots, but other than that FANTASTIC.
Thanks buddy! Really glad you had fun!
To answer the Q, I did break the entity limit dozens of times. I first broke it near the start of work on Part 3. Every time the game crashed, I revisited the map and found things to remove. Puzzles got reworked and replaced to require the fewest possible entities. Fewer triggers, fewer indicator lights, etc. It was an absolute nightmare.
On the other hand, the game is better for it! Every entity in the map has survived dozens of purges. The puzzles were tightened and streamlined, so everything is simple and bare minimum. Every reduction in scope improved the level, and I realized the value of working within constraints. You have to really evaluate what's important and keep only the best of the best content.
Right now I can't add even 1 more entity without a possible crash with a very specific/unlikely test case that I'd rather not share. ;)
The unique & challenging puzzles, the use of the slow motion and soundscapes and especially the finale are all amazing.
As a mapper I must wonder:
How did you not break the entity limit, this is basically 4 maps in one yet the engine didn't just give up and die.
11/10
Separating your "game" into a mappack would be a great idea, to detail your maps as well and make it gorgeous.
About my entdata--it's not good! The game was "done" in its first draft after a year, and I spent another year doing lots of re-work to cut entities and tighten the pacing. I tried to publish in December, but I didn't know about global_pti_ents.vmf until it blocked me from publishing. The instance added 179 new entities! It was a depressing realization when I thought I was done, and I had to delete 179 entities from the game. I can’t add even 1 more.
I never got around to adding details to the game. There are a lot of gorgeous maps out there that are impressive to look at, but often aren't very fun. I also wanted one single map because switching between levels diminishes a player's immersion and limits the satisfaction of exploration.
You're right that this is an ugly game. I realized long ago it was never going to be pretty, so I had to go above and beyond with the fun-value to justify the lack of aesthetics.
Thanks for your feedback, I truly appreciate it!
I'm really glad you spoke up about the custom soundscapes. I've been googling about using custom soundscapes in the steam workshop, but I haven't had any luck finding the answer! It's hard to tell what the problem is, because the soundscapes work properly when playing from the stand-alone bsp file. I'll get that fixed this week.
I also didn't learn about logic_timescale until really late in development. I recall testing it out but found an odd behavior with it, but I can't exactly remember what it was. I was getting burnt out on the project so I decided to leave it with host_timescale commands.
I spent a little over two years making this, but the bulk of the work gets done during the winter. I had three different playtesters who each made two runs through the game. The rest of the testing was done by me on lonely nights whenever my wife was away on business travel.
Yes, also, don't entirely focus on the puzzle and puzzle elements while working in Hammer!! If you want to create something divide your work into halves, detail + puzzle, don't make it too big, else the map will have a wonderful puzzle with overall ugliness, it's not what we want.
Splendid map.
Well, I am relieved to see that you used soundscapes; they just need to be working :P
...and I just finished the map. I was super-amazed by the ending
In summary: very, very cool concepts and decent puzzles (although I felt railroaded through them to be honest). Detail work though is severely lacking.
I'm a bit annoyed at the texture abuse (wall textures on the floor) and some soundscapes (try something like room03.race_02 , which is great for large areas). If this map had more detail in Hammer (e.g. button bases, glass frames and sides for all those laserfields) it would get a sure upvote from me!
But I'm sure what this map could use at some point or another is a bit of music.
I've played a lot of custom maps, and this now ranks in my top 5, easy!!
Great job man!!
BTW, #1 in best ending ever!!!
I played it the recommended way by downloading the map manually to utilize the customizations. The "Rube Goldberg" devices with soundtracks included (especially at the end) were really nice surprises.
All I have left to write besides that is: BEST. MAP. "EVAR!"
Thank you so much; Please make more.
Nope, can't deny the effort put into it, but I often think about if effort was put into the wrong places when it comes to some maps. I don't have a difinitive answer for that for this map though because I haven't played it.
And yes, there are things I didn't particularly like as well as some flaws, but my vote and review are based on the overall experience I had.
AND YES, it definitely will not be for everyone, but damn if you can't appreciate all the effort put into this. Insane
@SkrowFunk - How long did this take you and how many playtesters did you have?