Portal 2
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FCR Factory, Ezekel's Chamber
   
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11 oct. 2014 à 9h35
15 oct. 2014 à 13h01
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FCR Factory, Ezekel's Chamber

Description
part of the FCR factory. (i've tweaked it to fix exploits and also make it a lil cooler since the collab)
Go here to play the entire story: http://steamproxy.net/sharedfiles/filedetails/?id=325241099
14 commentaires
wildgoosespeeder 25 janv. 2015 à 20h42 
I liked the puzzle, not the ending, of this map.
The Sojourner 25 janv. 2015 à 20h30 
@wildgoosespeeder, you seem to have been surprised by what you should've expected. Besides, lemme ask you this: would Wheatley's 8-turret "death trap" have been akin to trolling? Anyway, sorry to see that you didn't enjoy this one.

Also, Ezekel isn't exactly known for following convention. After all, why should we? It follows decent principles of map and puzzle design and that's enough for me.
quat 17 janv. 2015 à 5h33 
...Nice job aligning the elevator there at the end. Other than that this is pretty good, quite simple. I thought the turrets were funny.
wildgoosespeeder 14 janv. 2015 à 19h25 
Read this thoroughly:
http://www.steamproxy.net/workshop/discussions/-1/882949475710689142?appid=620

Important quote:
" A player should only die because they made a mistake. Don't force them into sudden, unexpected death, expecting them to 'learn from their mistake next time'. They should be aware of the threats before having to deal with them."

Hopefully you don't continue doing the wrong things when creating maps with my suggestions. Your maps show you have potential to create really amazing maps but are hindered by hiccups that I found as I play them.
wildgoosespeeder 14 janv. 2015 à 19h18 
It just feels like such a trick is one of the oldest and dirtiest tricks in the book to punish the player. You should punish the player for their wrong doing, not out of the blue without reason. That means the player should feel like it was their fault for dying and not so much the level designer's fault. The fun part of Portal 2 is solving a mind-boggling chamber and not so much if a player can react fast enough to a threat they didn't anticipate coming. I've played so many workshop chambers where the designer thought it was good to punish the player for no apparent reason claiming it made their chamber more difficult. My comments come from past experiences. If you want to have that turret section there, you have to figure out how to get the player to anticipate it. A save state alone isn't going to cut it. As of right now, it is out of place.
Ezekel  [créateur] 14 janv. 2015 à 14h20 
@wildgoosespeeder: now if i had been constantly trolling and being inconsistent throughout the level, and doing it just after ciritcal progress points, resulting in undoing lots of theplayer's actions when triggered, then yes i'd say it was annoying or troll'esque, but i didn't do that, and really, if you find yourself feeling high levels of annoyance from this lil prank, then that may reflect more on yourself and needing to chill out a lil.

of course if i was building a purely straight map, i'd not put such gimmicks in in the first place, and as i'm sure you've witnessed, most of my maps do adhere to a more fair sequence of events, but ya know, it's all in good fun :)
Ezekel  [créateur] 14 janv. 2015 à 14h20 
@wildgoosespeeder: i like to sometimes be a bit silly (see: twas but a fluke good sir, although that one really is silliness in a breadbasket :P). i got a bit of a giggle, first putting non-functional turrets at the start (non functional turrets within a level is technically also non-conventional) and then after acclimatising the player to "turrets are safe in this map" putting actual working turrets at the end. also,unless i screwed something up, there should be an autosave just before the door, meaning that it catches you out once, but then you know it's there and can work around it. i know it's not perfectly fair on the player, and a bit of an anti-pattern, but it's still got a certain entertainment factor to it that at most should be a "i see what you did there, mapper".
wildgoosespeeder 14 janv. 2015 à 13h17 
@Ezekel
See what I mean about a solution video?

I know to use portals to avoid turrets but there are certain conventions in place, like when you reach the exit, there are no bullet-loaded turrets in the hallway to the elevator. Also your other turrets are not loaded with bullets so putting in turrets with loaded bullets was annoying!
Ezekel  [créateur] 14 janv. 2015 à 11h26 
@wildgoosespeeder: you clearly weren't thinking with portals if the turrets got you ;)
also well done if you found a way to complete without the ball button by the fizzler, you found a solution that i missed :)
wildgoosespeeder 14 janv. 2015 à 1h54 
Before I forget, I found no use for the ball button that disables the fizzler near the blue gel.