Archaeology

Oddball
9.0

Map Description

  1. Buddy Jumps
    8th August, 1905:
    The well-known explorer and archaeologist Howard Carter is on a research expedition in the higher amazon region near the Andes Mountains with his team. As they find a hidden cave and try to get to the other end, almost the entire group gets buried alive. Only Howard, who was the leader and therefore in the front, barely can make the jump out of the end of the cave and falls into an enclosed basin.
    After slowly recovering from that shock, he gets into thinking about his situation. He is trapped and can't get out of the basin, the sheer rock walls hinder him to climp up. Then he sees an old destroyed ladder that leads back to the cave where he just came from. He decides to climb up to see if there's at least a bit left of the huge equipment they had. With extremely cautious steps Howard inspects the now tiny cave. A sack including sticks of dynamites is the only thing he can find; better than nothing.
    Back on the ground he notices the recalcitrant and weathered rocks on the other side of the basin. He hears a river somewhat near, but can't locate the direction he would have to go. The only way it seems is to demolish those rocks, since he can't do that inside of the cave due to the risk of collapse. So he places down some dynamite - not all of it - and hides behind a rock. Bang! As he is getting closer, he becomes aware of the hole beneath the rocks. Definitely not natural. Without further ado he picks up his pistol and the rest of the sack of dynamite... and slides into the mysterious tunnel...


    And with that, welcome to my newest map! Archaeology is a solo player puzzle/adventure map that is forged on Awash. I wanted to create the most realistic and immersive map ever. I actually designed this map around sound effects of the map and the forge palette to make it easy for the players to forget about all the technical stuff like scripting. It is very aesthetical and not impossible to beat.
    I know, I already kind of spoiled the first part of the map, but you guys should know the story behind it.
    So do you want to know what happened with Howard Carter? Then download this map and play it by yourself! :) I would highly appreciate it if you would come back to this thread and tell me how it was.
    The map includes 650 pieces and runs at 60 fps at every spot on the map.


    Thanks for reading!

    P.S. If you want to know more about this map and how I think about some things, then just send me a private message after you beat it and we can talk about it. By the way, I recommend playing this map with a headset! Turn up the volume until you hear the water.

Recent Reviews

  1. Very cool and unique puzzle map.

    I have been around for a long time lurking and trying all sorts of puzzle maps but I haven't really seen a puzzle map like this. I really like the fact that everything felt believable and that this could have been an indiana jones movie of some sort (with a bitter and salty ending).

    There was only 1 problem that I had and that was in the room with multiple switches. I feel like a 4 second timer is a little too short especially considering the slower pace of the rest of the map (no trick jumping, no weird mechanical challenges that require big timing) and I found myself knowing the code but not able to enter it in time thinking the map was bugged.

    But the map is really well put together in any other aspect. I really liked the addition of lava spawning after that. Probably the best challege was the one with the pressure plates spawning and despawning the 3 obstacles. super simple yet hard to beat if you don't know what is going on.

    Great job i'd like to see more maps like this in the future!
  2. I'd like to begin by clarifying that I'm rating this as an Adventure map, and not as a standard puzzle map.

    Thematically this map is nothing but outstanding: you absolutely believe that you are an adventurer exploring some mysterious and ancient ruin. There is great variety in the environments, and many wonderful visual treats; and it's all done without ever breaking the character of the map.

    As I progressed through the map, the level design had me believing I was exploring a real space, and that I was heading further into the bowels of a real structure. There was only one occasion where I had to suspend my disbelief - a blocked bridge with a waterfall where I had to drop and was then teleported to an area on the other side of the bridge; I felt this could have been slightly better designed into something that felt more real, given the quality of the rest of the map in this regard.

    So what of the challenges themselves? While they were not the most brain-teasingly tricky of tests, and there were a number of repeated concepts, they did however fit in very well with the theme of the map; they were challenges that made sense in their environment: such as using items in your surroundings, and pressure plates.

    A highlight for me in regards to the challenges was an ingenious portrayal of the solution to a coded-switch puzzle., although I must admit that I did find the time-based act of inputting said solution slightly frustrating: A different mechanism to the switches, or a slightly shorter code could have alleviated this.

    I'm just going to finish with some other minor critiques that I will list below (they're mainly just personal opinion) but they don't detract from the fact that I believe this to be an extremely good map I can recommend to anyone.

    - In the first room: I feel that the ladder piece should have been in plain sight, rather than hidden. I believe this would have better introduced players to the concept of picking up and placing items, especially since it is then reused a number of times.
    - In the room with multiple pressure switches: Having some of the pressure switches be wrong, causing a reset, would have made this particular challenge a little more interesting.
    - Again, in the room with the multiple pressure switches: The final "column" switch could have done with some form of indication that it was actually a switch of some kind, and not just a piece of scenery, especially given that it couldn't be activated until the end.
    - The blocked corridor before the waterfall bridge: I feel this could have done with some improved visual feedback for the player in regards to where the proximity triggers were, and which one did what
    when toggling the blocking pillars. I more or less stumbled my way into the solution of that challenge without even realising exactly what I did - I had to look back at it in forge to work out what had actually been happening.

    Oh, and I loved that ending ;)

Discussion

  1. TWC Mickey

    TWC Mickey Legendary
    Senior Member

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    Have you try to beat it?
     
  2. Buddy Jumps

    Buddy Jumps Jumpmaster

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    Uhm, what? :)

    Of course I beat it, it's not very difficult. Plus the creator should always be able to beat his own map, hehe.
     
  3. TWC Mickey

    TWC Mickey Legendary
    Senior Member

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    I beat it yesterday. Incredible good map! Good job:yes::D
     
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  4. Faulk Smash

    Faulk Smash Promethean
    Senior Member

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    Was this inspired by Tomb Raider?
     
  5. Buddy Jumps

    Buddy Jumps Jumpmaster

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    I've actually never played Tomb Raider to be honest. I think this creation is more inspired by Zelda if I would have to pick something.
     
  6. Faulk Smash

    Faulk Smash Promethean
    Senior Member

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    Oh ok. Only reason I asked was because of the archaeologist bit, the caves and the timing (Tomb Raider recently becoming free with Gold).

    The map looks awesome, and I think I saw someone playing it today who recorded a few clips (via Upload Studio) and some of the traps look awesome. One with stalactites in particular. :) (If it was the same map, lol)
     
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  7. Buddy Jumps

    Buddy Jumps Jumpmaster

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    That's a happy accident I guess. :)
    No haha, that's my newest map: Temple of Doom (I'll post a map post soon). But I am glad you like it. In my opinion this one here has got higher quality, but you can find that out by yourself by playing both of them. ;)
     
  8. Buddy Jumps

    Buddy Jumps Jumpmaster

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    Thank you @buddhacrane for this quality review! I appreciate that you consider this map being more of an adventure map than a standard puzzle map in your feedback and rating. I know the rating wouldn't be such good if you rated the map as a standard puzzle map.

    I fully agree with you on the part with the bridge. The only thing I can say is that this part should seem very risky for the player as he progressed through the whole map without seeing any checkpoints. He has to "commit suicide" in order to move on. I wanted to play with the mind of the player a little bit there.
    However, you are right. The teleporter seems a bit off regarding the realism of the map. A mechanism that removes the blocks from the bridge or something would probably have been a better choice.
    Oh my god, the puzzle with the code... You don't know how long I sit there trying to make it almost like your code puzzle on Rebirth, haha. I couldn't figure it out. Its first four iterations didn't work as they were supposed to, so I had to back off and make this final version a bit more simple in the matter of scripting. As you mentioned, now it's a bit stressful to complete, though.
    The reason why I put the missing ladder piece inside the bush is that nobody for a very long time has stepped his foot into the basin. Therefore everything is a little bit overgrown. I agree with you that it would have been a better introduction of how things go on the map.
    For the room with multiple pressure plates you suggested that wrong pressure plates could have caused a reset. The only problem with that idea is that the pieces would not be lightened anymore and kind of harm the map's atmosphere if you know what I mean. In this case I just felt that preferring aesthetics and not gameplay would be the better choice, that's all.
    The intention with the blocking pillars was that the player would have to do something on one side, go through the bushes and see what it caused. There were three pillars and three stepping stones, so I thought it would be obvious what to do after a few tries. Excuse me! :)

    Thanks again for this review, buddha!

    P.S. I am kind of dissapointed, since you didn't say anything about my design around sound effects, but whateverrrr... No I am just kidding, haha.
     
  9. MarcoStyleNL

    MarcoStyleNL Spartan II

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    hey man, There seems to be a bug in the room with all the blocks and a code on the back pillar. I can only activate block 1 but block 2,3 and 4 give no response. Maybe I'm just doing it wrong though.
     
    #10 MarcoStyleNL, Nov 8, 2015
    Last edited: Nov 8, 2015
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  10. Buddy Jumps

    Buddy Jumps Jumpmaster

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    You have to be quick about it. ;) Each following column stays active for four seconds. There is no bug.
     
  11. MarcoStyleNL

    MarcoStyleNL Spartan II

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    Ooohhh I see, I'll give it another try today!!!
     
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  12. Buddy Jumps

    Buddy Jumps Jumpmaster

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    Thanks @MarcoStyleNL for your review!
    I fully agree with you that the way I made the code puzzle might not be the most optimal. Originally I wanted to make it without any timing pressure, but my scripting for it didn't work. So yeah... :)
     
  13. MarcoStyleNL

    MarcoStyleNL Spartan II

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    Mhhh I see, without the time pressure you could probably solve the puzzle with just pressing random buttons until it finally opened, but still.. Making the code shorter and adding more time per button press would have the better alternative. I think a code of 6 would have been enough to avoid proceding through randomly pressing everything.
     
  14. Buddy Jumps

    Buddy Jumps Jumpmaster

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    IF it worked how it was supposed to you would have to start all over again if you pressed a wrong switch you know? That's how I thought about it. Yeah, a little bit more time would have been better.
     
    #15 Buddy Jumps, Nov 13, 2015
    Last edited: Jan 24, 2016

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