Antimatter One.

by RJK 616 · Uploaded May 18, 2011

Screenshot 1

File Size: 6.20 MB

Downloads: 3529

Rating: (29 votes)

Description

A new Puzzle Element to Portal 2. Antimatter Edgeless saftey spheres, and Antimatter Edgeless safety sphere interception fields This is the completed map! Known issues - You can spawn more then one sphere at a time, that will be looked at when i get better with instances! other then that, go play the map and tell me what you find! Update 9999: Polished up the map a little, added lines for glados and introduction text Update 9999: Fixed some minor bugs, and an epic shortcut. Last chamber should be solved as planned now

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RJK 616 • May 18, 2011 • #42258
56 posts

A new Puzzle Element to Portal 2.

Antimatter Edgeless saftey spheres, and Antimatter Edgeless safety sphere interception fields

This is the completed map!
Known issues - You can spawn more then one sphere at a time, that will be looked at when i get better with instances!

other then that, go play the map and tell me what you find!

Update 9999: Polished up the map a little, added lines for glados and introduction text

Update 9999: Fixed some minor bugs, and an epic shortcut. Last chamber should be solved as planned now

File Name: antimatter v4-1.rar
File Size: 6.2 MiB
Click here to download Antimatter One.

oliethefolie • May 18, 2011 • #42259
4 posts

Man that is awesome!

Neoxx • May 18, 2011 • #42260
48 posts

Interesting concept. Although, I think it will help if there was some sort of material that was safe for it to be placed on as a sort of "holder" for it while you place portals and work things out. Maybe some sort of levitation field similar to what you have but in the form of the old combine ball catchers that floats the ball. You could base flings around getting the ball into these catchers, and have these in places where the player would need to reposition portals before moving on. I just think that not ever being able to put the ball down is a bit limiting as you either have to fling it, fling yourself with it, and can only replace portals mid fling.

I look forward to seeing more!

RJK 616 • May 18, 2011 • #42261
56 posts

Thanks for the advice, I might see if i can place holders within some of the more complex maps i have in mind, but i like the challenge of thinking fast before your sphere hits a walls somewhere, but i'll defo keep that in mind.

I have a half finished Chamber 2 in the lastest version if people would like to try that.

Neoxx • May 18, 2011 • #42262
48 posts

RJK 616 wrote:
Thanks for the advice, I might see if i can place holders within some of the more complex maps i have in mind, but i like the challenge of thinking fast before your sphere hits a walls somewhere, but i'll defo keep that in mind.

I have a half finished Chamber 2 in the lastest version if people would like to try that.

You certainly can have fast thinking challenges, and I'd love that myself, but if you want longer more complex puzzles you'll need to have a holder for it. Sure, you could just have the final holder for it part way through, but the player may not understand its only a holder and doesnt actually activate anything.

This, of course, is designed to cater to twitch based puzzles and fast thinking, but you can only go so far before the player needs a break. I'd probably dislike a puzzle where I had to place 10 portals in quick succession and 1 missed step sent me back to the beginning to try again.

An idea popped into my head as I typed the last part. A cool "dual fling" puzzle might be pretty fun. Fling the antimatter ball, then fling yourself somewhere else, then before the ball hits the ground you put your portal back and fling the ball again. You'd need a lot of hang time to make it work, but I think it would be possible.

MrTwoVideoCards • May 18, 2011 • #42263
584 posts

Some images would be nice.

InertiaticESP • May 19, 2011 • #42264
10 posts

I notice that in the second room, if you have the beam up against the bomb-dropper, and repeatedly press the button, a bunch of bombs stack up.

In the second room, you take damage when you go through portals from the two portalable ground surfaces for some reason...

Thursaz • May 19, 2011 • #42265
107 posts

I like the idea, though I'm not certain if I did this correctly. I placed a portal at the edge of the funnel and one where the antimatter sphere would drop, so it fell into the funnel, then shot a portal there and at the right panel to lead it to the field thing.

That said, the idea is pretty nice. I'm not sure what to suggest given the map hasn't been developed that far as yet; I know an alternative solution to 'holding' the cube in a field is to simply place two portals on the ground and leave the cube there going between portals. One wouldn't be able to fire a new portal then, but that restriction may be a good thing, depending.

Bugs wise, I've managed to get the sphere out of the field it was in. I assume that's not supposed to be possible.

I really like where this could lead, though! I'm looking forward to seeing how the idea develops. Hell, my brain is already trying to solve the puzzles that could be done with this in advance! xD

Djinndrache • May 19, 2011 • #42266
1,442 posts

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=BUKHZPWbjZQ

RJK 616 • May 19, 2011 • #42267
56 posts

Thanks for that, you solved the 2nd chamber completely wrong xD I've fixed the reason you can do that now, you can't portal the funnel from the starting position.

Also this map is a WIP so the last door leading into a wall is perfectly fine since i haven't finished the next chamber yet, which will come in the next version.

Still it's nice looking fro the perspective of someone who hasn't got a clue about the puzzles, something a home mapper doesn't have a chance to do much

Djinndrache • May 19, 2011 • #42268
1,442 posts

While I was adding a few annotations to the video I remembered the question I got in mind since the map started: Why does the map enable cheats?

RJK 616 • May 19, 2011 • #42269
56 posts

Because i had planned for the stasis fields to hold the player as well, who could move freely around the area like in Zero-G Envoiroments, and to do that i need a trigger which enables no-clip in certain parts

xdiesp • May 19, 2011 • #42270
1,078 posts

The new mechanic is fantastic, I cried when the map ended. Antimatter should be a tool available to all.

RJK 616 • May 19, 2011 • #42271
56 posts

Map has been updated with the latest chamber, and wrong solution fix for chamber 2.

Chamber 3 is 50% finished graphics wise so don't take it on face value, but the puzzle works - Although i'm not too happy with it if i'm honest so it MAY get re-worked in the completed version-

Hurricaaane • May 19, 2011 • #42272
189 posts

RJK 616 wrote:
Because i had planned for the stasis fields to hold the player as well, who could move freely around the area like in Zero-G Envoiroments, and to do that i need a trigger which enables no-clip in certain parts

Wait, is that the reason why my noclip is slow-moving now so the parameters are cached?

RJK 616 • May 19, 2011 • #42273
56 posts

Don't think so since i never actually use the no-clip triggers anywhere

raulness • May 19, 2011 • #42274
68 posts

I don't know if this is a coincidence or if you were inspired by the same thing but according to the digital book "The Final Hours of Portal 2" this was originally supposed to be a new element that was going to be implemented into Portal 2 before they implemented the paint surfaces but they found it to be too hard for test players at some points and caused people to have to start over because of tiny screw ups. The only difference was that theirs was a glass ball that would break on contact. Still, I'm glad someone went ahead and made it happen. It's a really interesting concept.

RJK 616 • May 19, 2011 • #42275
56 posts

^ actually i think i remember reading about antimatter cubes that explode upon contact and must be held in the very same book/app. thats where i got the inspiration from.

RJK 616 • May 19, 2011 • #42276
56 posts

This first map is NOW COMPLETED

Unfortunately i didn't see a way to move from the WIP to completed section, but i may have been blind :/

Remember this is the first in a series, concentrating on getting the ball to the field, the next map will be focusing on it's more deadly aspects!

msleeper • May 19, 2011 • #42277
4,095 posts • Member

RJK 616 wrote:
Unfortunately i didn't see a way to move from the WIP to completed section, but i may have been blind :/

Right now there isn't a way for users to do this. I will go ahead and move it over for you.

RJK 616 • May 19, 2011 • #42278
56 posts

Many thanks!

Vandread83 • May 19, 2011 • #42279
66 posts

I can load the map and I spawn inside the elevator but the elevator doesn't move and I can't get out... I suppose I'll have to go look up the noclip command to fly out of it.

RJK 616 • May 19, 2011 • #42280
56 posts

It happens sometimes, it's not just my map. Just reload the map and it should work fine

Vandread83 • May 19, 2011 • #42281
66 posts

reloaded it 3 times then gave up and no-clipped out. first map this has happened to me on and I've done pretty much all of them on here until now. oh well, either way was a pretty cool concept. I'm not sure if I did it right because I got to a point where I could shoot a funnel on a platform and ride it up so high I could see behind a wall and it looked glitched. Also there was some weird glitching when I rode the elevator down in the end, as though there was a leak in the level.

Either way, was fun and thanks for the it

RJK 616 • May 20, 2011 • #42282
56 posts

^No idea why it happens, it happens to me sometimes while playing other maps, usually if i alt tab the game as i spawn in the map. But no-one else or me seems to have the problem so shrug

Anyway i've updated the map a alittle, added a death lazer wall instead of a fizzler to prevent exploiting the funnel like the user above, general polish to the map and a few lines from glados

hillis • May 20, 2011 • #42283
12 posts

I've had that black elevator thingy in my map too. No idea why it's happening >_> Restart usually solves it.

Are you supposed to be able to just throw the ball in to the antimatter field in the second chamber? I kind of did that

Otherwise a great map! The last puzzle was kind of trial and error and dying and stuff..

InertiaticESP • May 20, 2011 • #42284
10 posts

Hurricaaane wrote:
RJK 616 wrote:

Because i had planned for the stasis fields to hold the player as well, who could move freely around the area like in Zero-G Envoiroments, and to do that i need a trigger which enables no-clip in certain parts

Wait, is that the reason why my noclip is slow-moving now so the parameters are cached?

I have this problem as well, ever since I played the map, my noclip has an acceleration to it, like I start off moving real slow and gather speed as I move.

It would be really cool if you could figure out a way to trigger the noclip without the noclipping part, a zero-grav room where you can fly around and shit. Cool concept. How to I fix my noclip though ?

Solaris • May 20, 2011 • #42285
6 posts

Noticed a small bug in chamber two. If you portal down to the landing area for the AM the map will count you as in the toxic water for a short time while midportal. Could probably be solved by raising the surface a little. Just thought I'd let you know =)

Cheers!

RJK 616 • May 20, 2011 • #42286
56 posts

hillis wrote:
I've had that black elevator thingy in my map too. No idea why it's happening >_> Restart usually solves it.

Are you supposed to be able to just throw the ball in to the antimatter field in the second chamber? I kind of did that

Otherwise a great map! The last puzzle was kind of trial and error and dying and stuff..

Haha i guess i underestimate the reach of the gravity gun effect, the glass wall will be lengthed thanks.

As for no-clip, that was my bad after all, the elevator still had a left over trigger in it. Just go into your console and put your noclipaccelerate back upto 5 that should do the trick, since the trigger turned it down to 1 to simulate stasis

Thanks to the guys above for shouting out some bugs, will be fixed in the next update, along with a whooping great shortcut in the last room i completely missed

Solaris • May 20, 2011 • #42287
6 posts

How many chambers are there in total? Cause when I finish the third one the elevator gets stuck afterwards even though I stay in game. I reckon it's supposed to end there?

Also, in chamber 2, am I supposed to be able to reach the portal surface on the side of the starting platform by inching towards the edge until I can see it? Or am I supposed to shoot it from somewhere else?

xdiesp • May 20, 2011 • #42288
1,078 posts

How about this? Having the antimatter go to the anti-universe and then back, with buttons. Like a stasis field which freezes the antimatter ball physics, because it's not in this world.

Or you could directly enter the anti-matter world through a world portal.

RJK 616 • May 20, 2011 • #42289
56 posts

Solaris wrote:
How many chambers are there in total? Cause when I finish the third one the elevator gets stuck afterwards even though I stay in game. I reckon it's supposed to end there?

Also, in chamber 2, am I supposed to be able to reach the portal surface on the side of the starting platform by inching towards the edge until I can see it? Or am I supposed to shoot it from somewhere else?

3 chambers in this map, although there will be another map with another set of chambers, i just don't know how to end a level

The portal surface isn't used for anything except clearing placed portals on other surfaces so it's of little matter.

New update btw, fixes unintended Chamber 3 solution and bugs above

Solaris • May 20, 2011 • #42290
6 posts

Haha in that case I solved it the wrong way :p

RJK 616 • May 20, 2011 • #42291
56 posts

Care to explain?

Solaris • May 20, 2011 • #42292
6 posts

Alright ^^ I put the propulsion field thingy on the surface below the edge of the platform and then pressed the antimatter button. In the intersection between the two fields it got suspended indefinitely mid-air. I then just moved the propulsion field to the surface above the exit so the AM floated to the AM field and then released it. I don't have any recording program sadly, woulda been a lot easier to just show you than explain -.-

Anyways, kinda easy to fix.

Instead of:

pppp <-- platform
ssss
ssss <-- portal surface

you could make it:

ppppp <-- platform
ssss
ssss <-- surface

RJK 616 • May 20, 2011 • #42293
56 posts

Ahh i get what you mean, no worries. Probably will remove that wall soon then, place it near the stasis field where you can't portal it until you need to delete your previous one as intended. thanks!

Anyways if i understood your solution right, it should be fixed now.

Thinking for hundreds of people when making puzzles is hard, just when you think you've thought of all possible ways a person can solve or get themselves stuck 10 more pop up. xD

Solaris • May 20, 2011 • #42294
6 posts

Ya, that's what play-testing is for :p Both issues I had are resolved now, hopefully I use the correct method now :p

This time i caught the antimatter mid-air and let it infi-loop between the starting platform and the area beneath the AM-dispenser. I then released it into the propulsion field and jumped down after it, then let it ride the field to the goal while I jumped of at the exit and relocated the portal.

Lightingnanner4 • May 20, 2011 • #42295
2 posts

Great map I loved it! I do agree with the others tho, some kind of place holder would be nice, but other than that, good work!

RJK 616 • May 20, 2011 • #42296
56 posts

Solaris wrote:
Ya, that's what play-testing is for :p Both issues I had are resolved now, hopefully I use the correct method now :p

This time i caught the antimatter mid-air and let it infi-loop between the starting platform and the area beneath the AM-dispenser. I then released it into the propulsion field and jumped down after it, then let it ride the field to the goal while I jumped of at the exit and relocated the portal.

Ha, thats different to how i solve it I shoot a portal next to me and one under the dispenser, and as it shoots out of the portal into the sky i shoot the first portal over the funnel, catch the sphere as it drops back down and jump though the portal.

But i guess that's still thinking with portals, so i'll let it slide xD

Mplayer • May 20, 2011 • #42297
51 posts

I made this walktrough of the map. Hope someone will use this

http://www.youtube.com/watch?v=n1OHCACILTY

RJK 616 • May 20, 2011 • #42298
56 posts

Good work! Nice little shortcut in the last chamber with a little forward thinking! But wait is it really as dark for you as it is in your video? :/

I'm wondering if maybe the lights aren't compiling properly even though they look fine when i play

Mplayer • May 20, 2011 • #42299
51 posts

RJK 616 wrote:
But wait is it really as dark for you as it is in your video? :

No its just my recording program, the light its good this is actually my first video on youtube. It will take time for me to learn how to make movies.

d3phext • May 21, 2011 • #42300
14 posts

my first run through chamber 2, i finished without using the funnel at all. may wanna fix the jump around the corner, and maybe increase the distance between the platform and the "catcher" so it can't be just tossed so simply

made a quick clip of it for you at http://www.youtube.com/watch?v=gpYAw1_67Dg

btw, my first instinct was to do as said above; one portal on the bullseye at the start and the other right under the dispenser, one neat little catch.

Rancor • May 21, 2011 • #42301
6 posts

on the second map, i didn't actually think to catch the sphere! I did it basically the way you have described except very quickly!

also for the third map, there is a flat platform below and to the right of the interception field, with an orange mark on it. I found no use for this, is it meant to be used?

RJK 616 • May 21, 2011 • #42302
56 posts

^^ Good find, i'll add a handrail or something so it can't be jumped to

^ Its there for people who are are slow to figure out the next stagem as a funnel can be placed there to keep the ball in place

mygunjammed • May 21, 2011 • #42303
4 posts

I'm currently working on the second (or third depending on how you count) puzzle in here and it's already my 2nd favorite map I've come across (Sorry...Sphere of roundness was SO quick and SO well put together). The challenge is just right in here and your use of mechanics is concise and creative.

I hope we see more maps from you in the future!

RJK 616 • May 21, 2011 • #42304
56 posts

High praise indeed, thanks And i agree SOR is an awesome map!

Rancor • May 21, 2011 • #42305
6 posts

RJK 616 wrote:
^^ Good find, i'll add a handrail or something so it can't be jumped to

^ Its there for people who are are slow to figure out the next stagem as a funnel can be placed there to keep the ball in place

Haha, re:map2, although i did try to jump on the lower platform, my only attempt was unsuccessful. What i actually did was
1. portal at button and lower platform
2. hit button, quicly jump through portal and land next to portal on lower platform
3. the sphere moves through to portal next to button
4. i move opposing portal exit to top right wall plate
5. sphere falls down portal near button, out of wall plate
6. quicly connect excursion beam to top right wall plate just after sphere exits
7. release beam as sphere nears the interception device

i dont think any of this needs fixing! it was quite a mindtwister in the beginning

monkeyman • May 22, 2011 • #42306
100 posts

realy great idea!
I posted this link already on MAL, but here it is again here...
http://www.youtube.com/watch?v=Fovli0jaXZY
3 chambers done in 6 portals total...

club • May 22, 2011 • #42307
44 posts

Excellent map! A nice trainer chamber to begin with, and then two nice challenging chambers. While it didn't have a sterile official Aperture feel to it, it was still very well made and the final chamber was as visually impressive as the challenge was. And a few superfluous portal surfaces helped not make the solution a dead giveaway. I really enjoyed this. You've showed you not someone who just took to the time to learn mapping and put out whatever as fast as you could. The puzzle itself is really well thought out. Good job! 5/5

msleeper • May 22, 2011 • #42308
4,095 posts • Member

Interesting new puzzle element, but frankly it kept frustrating me. It seems like it requires a lot of twitch/reflex portal placement which really isn't my cup of tea. Case in point being the second room, where you have to very rapidly "catch" the sphere with the excursion funnel.

I had to table the map in the room after it, there seems to be a lot going on and I'm either barking up all of the wrong trees, or my timing just isn't up to par for what you expected to be with the map.

Visually though I have to say, grade A job, especially in the third puzzle area. Looking forward to finishing it up and seeing how the rest of the map goes.

RJK 616 • May 23, 2011 • #42309
56 posts

msleeper wrote:
Interesting new puzzle element, but frankly it kept frustrating me. It seems like it requires a lot of twitch/reflex portal placement which really isn't my cup of tea. Case in point being the second room, where you have to very rapidly "catch" the sphere with the excursion funnel.

Thats not what you have to do in the second room at all
All you do is place a portal on each coloured marking, release the sphere and as it falls into the portal and shoots up in the air above you, shoot one of your portals (Not gonna say which one exactly) above the funnel across the room, catch the sphere before it falls back down, and jump into the funnel, redirect it with a set of portals, jump out at the exit and cancel the funnel dropping the sphere into the field

The third room also looks quite daunting but the solution is very straight forward also, only requiring manipulation of funnels which is quite a basic move, and good timing to catch the sphere near the end :3

Otherwise, thanks for the review

msleeper • May 23, 2011 • #42310
4,095 posts • Member

Yeah it is less I'm giving up on the map, and more I needed a break. I played yours at the end of a string of like 3 or 4 maps so I was pretty much through trying a lot of heavy thinking. I will revisit it tomorrow probably.

GyroJoe • May 23, 2011 • #42311
1 posts

Nice map. Good start - nice easy introduction to the new sphere.

The second chamber took me some time. Initially I kept trying to drop the antimatter directly into the funnel. What I ended up doing was letting it levitate between two portals on the floor. Then shooting the wall and following it through. Having to levitate the sphere seemed unintended though.

The third chamber is really fun once you figure it out - a great ah-hah moment. Initially I couldn't figure out anywhere to go though. If you just press forward trying to come out of the funnel, you miss the platform and die, so I gave up on it.

It wasn't obvious at all what the lasers were for. I was noclipping around and still couldn't figure it out. Maybe add some traces there. I also initially thought I had to perform the final two portals post fizzler. Not sure how to make that more clear though.

The hard part about puzzles with the antimatter is that if you mess up you basically have to start over. This makes for some time sensitive puzzles, which are great to solve - getting there is frustrating though. If there was some kind of antimatter checkpoint system that would help a great deal (maybe antimatter triggered switches that enable another antimatter dispenser)

mazk1985 • May 23, 2011 • #42312
135 posts

Wow that was a punch in the face for how rusty my portal skills are. The first chamber was a doddle (once I realised you could pick up those things ) and the second chamber was a little difficult but fun and interesting nevertheless. The third though was too hard for me. I thin I could see the solution but I suck at reflexes in Portal.

Overall a good looking map with a few problems that others have covered but the new gameplay element is excellent if a bit difficult.

RJK 616 • May 23, 2011 • #42313
56 posts

GyroJoe wrote:
Nice map. Good start - nice easy introduction to the new sphere.

The second chamber took me some time. Initially I kept trying to drop the antimatter directly into the funnel. What I ended up doing was letting it levitate between two portals on the floor. Then shooting the wall and following it through. Having to levitate the sphere seemed unintended though.

The third chamber is really fun once you figure it out - a great ah-hah moment. Initially I couldn't figure out anywhere to go though. If you just press forward trying to come out of the funnel, you miss the platform and die, so I gave up on it.

It wasn't obvious at all what the lasers were for. I was noclipping around and still couldn't figure it out. Maybe add some traces there. I also initially thought I had to perform the final two portals post fizzler. Not sure how to make that more clear though.

The hard part about puzzles with the antimatter is that if you mess up you basically have to start over. This makes for some time sensitive puzzles, which are great to solve - getting there is frustrating though. If there was some kind of antimatter checkpoint system that would help a great deal (maybe antimatter triggered switches that enable another antimatter dispenser)

I was kinda worried that the lasers wouldn't be obvious in their function, I had put them right above each bridge panel they activate and so i thought that would be good enough since you can't canonically use chamber inidcators in an BTS envoiroment ( i think)

And just incase you didn't figure it out, You are only meant to travel in the funnel upto the laser wall, use portals to drop the ball into the funnel further along and guide it through the lasers, tripping each panel to walk across, after that you make another funnel portal facing upwards to catch the ball, then replace your last portal dropping the ball through the portal that the funnel was coming it out of through the new portal angled towards you where you'd then use the faith plate to catapult and grab it mid flight landing at the exit

And good idea with the checkpoints, but they wouldn't work on this map itself as the first 2 chambers are relitively fast and compact and in the third chamber you only hold the ball at the start, although i did enable an autosave once you get to the second platform so you don't have to keep riding the funnel

smwlover • May 24, 2011 • #42314
68 posts

Good map. Chamber 2 and 3 both need accurate timing and quick action. Difficult but fun to play. But when I finished the last chamber, the ground suddenly caved in and I somehow died. Does it mean that I've passed the level?
[I did the last chamber again and successfully get to the elevator without dying. I'm now very sure that I've passed the level...]

We're expecting more splendid maps in this series!!

xdiesp • Jun 07, 2011 • #42315
1,078 posts

Antimatter One was that one original map, which people bring up about future promises of P2 mods. What it has become now, is a brain melting chinese box with one godly vista it's hard to expect from a concept map.

Just great, never judge on its size before bashing your face on the puzzles.

Djinndrache • Jul 18, 2011 • #42316
1,442 posts

As my video of this map was a very early map-version which was incomplete, here is a re-play of the latest version of this map:

2Zid_L8ek2E
(Link: http://www.youtube.com/watch?v=2Zid_L8ek2E)

KennKong • Sep 13, 2011 • #42317
942 posts

Absolutely one of the best maps I have played. I don't know why I didn't see this one in the Community Spotlight.

I found a slightly different solution to the final fling which seems inconsistent with the antimatter principle.

When you reach the faith plate, if you extend the funnel from the angled surface, it carries the ball up to the top of the map. You can then step on the faith plate looking up and grab the sphere as it falls. The reason I say this seems inconsistent with antimatter is that when I first did it, I fully expected the sphere to explode.

Beautiful job, an easy 5/5 from me.

RJK 616 • Sep 20, 2011 • #42318
56 posts

Wow! It was unexpected to come back and see such nice words from the last few posters

The map was pretty ambitious for me since i had about 3 weeks of hammer under my belt at the time, even for such a short map like this. Sadly since then i sorta drifted away from map making since the critism was often harsh 3: But if i get some spare time i might try and make a sequel to the map.


As for above poster, that was one of the many oversights i had in the design xD i had to guess anywhere the ball could land and make it explode the ball manually in that one room as the usual settings for making the ball explode are triggered by the lasers and i could see no way to prevent that/

pfalstad • Sep 20, 2011 • #42319
79 posts

Great job, loved the final room! The first two were no problem, but on the third one I spent a lot of time staring at it and saying "where do I start?" Eventually I figured it out and said "you want me to do what??" but it only took a few tries. It did take a lot of saving/reloading, and it was frustrating sometimes to be holding the ball and not be able to shoot any portals, but that just makes it a bit more challenging.

Theevilpplz • Sep 28, 2011 • #42320
20 posts

I made a video walkthrough for this Portal 2 Custom Map:
puvyzq4grRM

Theevilpplz • Sep 28, 2011 • #42321
20 posts

I also uploaded another video, called sp_antimatter took FOREVER!: O1l0pvAq97E

RJK 616 • Feb 28, 2012 • #42322
56 posts

Sorry to bump such an old map, but the map has been updated with 5 new levels towards to end

a2912871 • Feb 28, 2012 • #42323
32 posts

Did you rename the zip/rar/whatever before uploading ?
I'm still getting antimatter v4-1.rar from 20/5/2011

zivi7 • Mar 11, 2012 • #42324
649 posts

Five new levels? The file I downloaded only had three in it - unless it is supposed to continue after the elevator in room 3. For me it didn't open again after I stepped in and the doors closed.

andrewmyles • Apr 23, 2013 • #42325
5 posts

Five new levels? I have only three. (and I still have 4.1 file)

As the map itself:
1st chamber: lol, easy
2nd chamber: Well, it is a bit difficult
3rd chamber: OH SH*T THIS JUMP IS IMPOSSIBLE

The concept of antimatter, an item that breaks upon contact with a surface is brilliant. Second chamber is a bit too difficult after the first one, though really well constructed. The third made my brain hurt, but once I found the solution I was incredibly happy with myself. Too bad I had to spend half an hour of reloading last save to properly catch that damn antimatter ball. At some point I caught it, but it slipped off because it collided with the exit door. The level itself looks big, thogh the vast blue empty spaces could have been filled with a better background or walls, to create better effect

Overall, the map is very difficult, but definitely worth playing.

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