Egress

Custom
5.0

Map Description

  1. Saucy Manwich
    I've been making puzzle maps since the first edition of Forge, but finally decided to post one. I've enjoyed downloading and playing other puzzle maps, but wanted to make something that was different from linear puzzle solving.

    In this map, you're dropped into a mysterious cavernous temple and must solve all of the different puzzles in order to collect the artifact (ball) and escape.

    The map is designed to work with my custom Oddball gametype "Indiana Jones", which is also available in my file share.

    Send me a friend request to download the map, I'm always up for test playing other Forgers maps as well.

    GT: Saucy Manwich

    Special thanks to my testers: Realnoyb, firetank, Ronin004, and RCXMAN
    Buddy Jumps likes this.

Recent Reviews

  1. First off I want to say that after the completion of this puzzle map I'm even more confused than before due to some bugs. I want to break this review down into sections: Visual Experience, Puzzles/Bugs, Résumé.

    Visual Experience:
    The look of the map is pretty decent even though some parts could have been designed in a better and cleaner way.
    The temple structure for me didn't have an immersive feeling to it which comes from the mixture of metal and concrete pieces in such a direct, non-fluid way.
    Furthermore the framerate drops on this map aren't too bad, but definitely decrease the overall experience.
    For future projects try to replace many objects with less objects in a minimalistic style.
    With that you kill two birds with one stone: Less framerate issues and more appealing visuals.
    Also let objects that are on the outside of the map or in the light spawn in after the lighting process (I always choose 7 seconds).
    That is going to reduce the overall rendering process of the map and therefore steady the map's framerate by a lot.

    Puzzles/Bugs:
    Here I would want go through each puzzle room/area. Before I do so I want to add that your testers did a horrible job as I was able to break this map on several parts, unaware. ;)
    Picture 1: The middle room. I was able to jump from the tip of the "Brace Large" piece into the small room with the energy door and up to the switch without using the Ghost to drive over the shield. Simply higher the platform a little bit and it will be fine.
    Picture 2: I was really confused by this puzzle. I was ending up trying several holes where I heard an explosion, but I felt that that way was a bit random. Also I jumped down from the red light right into the teleporter and used the energy to fly over to the Ghost platform which let me into the big teleporter tower, because I could boost through the gravity volume. You could build a little ceiling above the teleporter, so nobody can get launched up high into the air.
    Without knowing that the goal of the tower was to give me the Ghost I tried to beat. And I gotta say, it's the best part of your map. It was clever from you to combine the physics of the spartan with teleporters that shoot you up. Well done.
    Picture 3: This part didn't have any bugs and was entertaining, as you had to kind of remember when and where the next block would spawn. After getting the ball it was easy, although I actually rolled down the ball the first time. Then I saw the golf ball and it was obvious what to do. Logical.
    So the part where you see a "code" on the outside was really confusing... Even now after beating it I don't know what the key was to this. I ended up trying different patterns like I did it in the other room.

    The final part: I used the Ghost to boost through almost every opened garage door, drove against the Warthog, hopped out of it and I was through. I saw the a big gap in front of me, I was scared that there was a kill boundary on the bottom, so I used the "Window Coliseum" pieces to jump towards the oddball. Again I didn't know if that final part is supposed to be completed like that.

    Résumé:
    Overally I think it could have made a lot more sense and looked a little bit more aesthetical. The bugs need to be fixed and maybe you may want to follow some of the tips I gave you for future maps. I'm waiting for you next project. Cheers.

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