Agito

by cornontheCoD · Uploaded Jun 05, 2008

Screenshot 1

File Size: 29.76 MB

Downloads: 839

Rating: (1 votes)

Description

a map with no portal gun. Interested? music by The HamsterAlliance custom models by Hen7 to install extract the folder to steamapps/USERNAME/portal/portal it will show up in bonus maps This map started out as an idea for a map where all the rooms can rotate, and that makes up the puzzles, but in portal the player's body gets in the way of a rotating room. So I made this level instead All puzzles are based off of rotation it is set in Agito labs, a dirtier, less flashy section of aperture science the level turns off the crosshairs at the beginning, but turns it back on at the end of the level. if you exit early or want it on type this in console: cl_drawhud 1 edit: requires HL2, the portal map pack based off of the flash version, and maybe EP1 and EP2

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cornontheCoD • Jun 05, 2008 • #66915
150 posts

It's finally done!





could a moderator remove my WIP version for me please?

music by The HamsterAlliance
custom models by Hen7

will pop up in bonus maps

This map started out as an idea for a map where all the rooms can rotate, and that makes up the puzzles, but in portal the player's body gets in the way of a rotating room.

So I made this level instead

All puzzles are based off of rotation

it is set in Agito labs, a dirtier, less flashy section of aperture science

the level turns off the crosshairs at the beginning, but turns it back on at the end of the level.

if you exit early or want it on type this in console: cl_drawhud 1

edit: requires HL2, the portal map pack based off of the flash version, and maybe EP1 and EP2





dload.php?action=file&file_id=234

msleeper • Jun 05, 2008 • #66916
4,095 posts • Member

Moved, other thread Trashed.

Remmiz • Jun 05, 2008 • #66917
631 posts

Screens in post or you will lose half the downloads, just a warning.

cornontheCoD • Jun 05, 2008 • #66918
150 posts

darn, I can't attach an image in the thread. oh well, it's in the download section

msleeper • Jun 05, 2008 • #66919
4,095 posts • Member

Use image tags.

cornontheCoD • Jun 05, 2008 • #66920
150 posts

I can't, because my screenshots are not on the internet, I don't really have them uploaded anywhere. I might upload them to photobucket though

Doomsday192 • Jun 05, 2008 • #66921
371 posts

or imageshack

msleeper • Jun 05, 2008 • #66922
4,095 posts • Member

Or tinypic.

Yalow • Jun 05, 2008 • #66923
6 posts

It was pretty good.

A lot of the lighting seemed to be coming from nowhere, and some parts (like the room with all the explosions) I had no idea what to do.

I don't know if it's intentional for you to be able to get out of the open area at the end (I assume not), but you can if you climb up the truck.

The puzzles were interesting, but I don't really see the point in a portal map without the portal gun, or at least some autoportals.

The "remember the path" puzzle was neat, but could have been presented better, with maybe a screen, or something showing the message.

I loved the room with the alarm and it falling on its side. I thought that was a cool touch.

Overall, good job.

cornontheCoD • Jun 05, 2008 • #66924
150 posts

thanks for the comments

I tried to use a different entity for the path message but it NEVER worked. I know it looks horrible like it is, but its the only way I can get it to work

and yes, it is kind of weird for me to make a map with no portal gun, but I thought of the map first, not "hey this would be cool for portal" hammer is the only thing I know how to map with, so I used it. portal fans like puzzles, so I made it in portal

Talgoran • Jun 14, 2008 • #66925
16 posts

Cool ideas. The map looked pretty cool.
All the cool stuff like the room that fell down and the vent grate falling were cool. I didn't really understand why the whole place started blowing up...I mean would you set your house to blow up if someone was sneaking around in it? But it was adrenaline-pumping.
Basically...I think the ideas were good but the presentation could have been a bit better. Maybe some GlaDOS clips here and there, some more creative lighting, perhaps a FREAKING PORTAL GUN?!?! (just kidding...it was alright without a portal gun)

cornontheCoD • Jun 14, 2008 • #66926
150 posts

Talgoran wrote:
perhaps a FREAKING PORTAL GUN?!?! (just kidding...it was alright without a portal gun)

lol
Earlier, when I thought the game_text entities were going to work, right when the alarm goes off, a message appears saying "test subject 0430 breaching test chamber 326" or something like that. sadly I had to remove it, as it didnt work . I know it doesnt make that much sense, but I wanted to do a self-destruction sequence .

glad to see that it was adrenaline pumping for you. I spent a long time making sure that there were explosions right behind the player in the last part

Kokoyote • Jun 14, 2008 • #66927
16 posts

Great level design, and great puzzles. I liked the look of the environment, and the rotational style of the puzzles. I wasn't bothered at all by not having a portal gun.

My primary criticism is that I found it far too easy to get trapped so that I was forced to reload. In the first room, I'm not sure why it's necessary to make the floating/rotating room accessible at all, as it's both visually confusing and clearly a bit buggy. The first time I tried to walk into it, I got stuck on some clipping glitch, the second time I entered the box, but couldn't get out. The third time, I left the box and was stuck on the floor.

Later in the level, I walked off the top of the broken elevator and was trapped again, then got stuck falling down the lift shaft.

Other than that, I found it very enjoyable. I really liked the look of the ending. I'm not exactly sure what the "storyline" is, if you had one in mind, but it looked good.

Hope that helps with future revisions.

cornontheCoD • Jun 14, 2008 • #66928
150 posts

yeah, unfortunately, I didnt design the first room very well. If I had to do it over again, I would have made that cube at least 3 times as big, because it is very hard to make it so that you can go into it. and there is no reason to go into the cube. I used to have it so you had to place a cube in there, but that didnt work out so well, so I scrapped it. I left it so that you can go into it just for the heck of it. sorry for the confusion

Ricotez • Jun 15, 2008 • #66929
738 posts

Wow... really nice map. It's really refreshing in a series of Portal-copies, whilst still sticking slightly to the 'feel' of the original. Nice puzzles, even without portals, nice ideas, and a very nice ending (it's really scary, and with no cake!)

However, I also have a few sidenotes.

Firstly, I see that textures aren't always properly aligned, and I have the feeling not all brushes are either.

Secondly, why did you turn off the crosshairs? It has no real impact on gameplay, but I just wonder. Is it to give the player an even stronger feeling of being rendered alone, with no tools or help whatsoever?

cornontheCoD • Jun 15, 2008 • #66930
150 posts

Ricotez: I feel that in first person shooters, you should be immersed in the game as possible. less HUD = less clutter on the screen and more immersive. at least thats what I hope for

rellikpd • Jun 18, 2008 • #66931
1,053 posts

well i replayed it. and there are still some texture errors and at the end there is a giant ERROR model lol. BUT: most of it worked better. and considering how you came to this forum, and where you are now. this is really good.

what i MOST like about YOUR style is how you make things look dilapidated.. you have perhaps one of the best styles when it comes to makeing things look old, worn down, and broked.

keep up the good work.

cornontheCoD • Jun 18, 2008 • #66932
150 posts

rellikpd wrote:
what i MOST like about YOUR style is how you make things look dilapidated.. you have perhaps one of the best styles when it comes to makeing things look old, worn down, and broked.

thank you so much. that's what I had been shooting for with the look since I started this thing. I'm glad that learning to make custom overlays was a good idea, as most of them are custom made by me.

and the error model should not show up I think if you have the portal flash version map pack installed correctly. maybe Im wrong though

appunxintator • Jun 18, 2008 • #66933
142 posts

Yalow wrote:
It was pretty good.

A lot of the lighting seemed to be coming from nowhere, and some parts (like the room with all the explosions) I had no idea what to do.

I don't know if it's intentional for you to be able to get out of the open area at the end (I assume not), but you can if you climb up the truck.

The puzzles were interesting, but I don't really see the point in a portal map without the portal gun, or at least some autoportals.

The "remember the path" puzzle was neat, but could have been presented better, with maybe a screen, or something showing the message.

I loved the room with the alarm and it falling on its side. I thought that was a cool touch.

Overall, good job.

OMG YOU ACTUALLY POSTED!

ahem anyways, I haven't played the map yet, but I'll edit when I do.

FISHY CRACKERS • Jul 25, 2008 • #66934
24 posts

The only problem i had was that in the room with the three buttons, two of which in the air, (and unlimited boxes) you only had to put boxes on the two floating buttons and the door would open, but just for the heck of it i got another box down and pressed down the last one. Also, even though the box in the first chamber is accessable just for the heck of it, the button inside of it really adds to the feel that your supposed to go inside, and could cause players to get stuck.

jrlauer • Sep 03, 2008 • #66935
545 posts

Interesting. The only map I know of where you don't have the portal gun.

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