Backstage (v2)
by Ensiferum · Uploaded Oct 03, 2011
File Size: 10.32 MB
Downloads: 1289
Rating: (12 votes)
Description
As its name indicates, this map will take you on a trip in the backstage of aperture science. Visit enormous environnements and put your skill to the test in this map oriented around quick thinking and execution rather than reflexion. Version 2 is up ! Most issues should be fixed. Level art is still not in its final version but that will come later.
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Just FYI, I'm not at home right now (internet broken) and I forgot to bring my screenshots so as soon as I can I'll get the thumbnail up as well as a few screens ^^
Any constructive criticism appreciated, this map hasn't been playtested yet :>
Is it the correct ending when you stand on the upgoing lift and the map exits to the main menu of Portal 2?
Video of my run will come tomorrow if I can render it fast enough, took me quite some time to solve.
Djinndrache wrote:
Is it the correct ending when you stand on the upgoing lift and the map exits to the main menu of Portal 2?Video of my run will come tomorrow if I can render it fast enough, took me quite some time to solve.
Yep that's the ending 
Maybe it needs some visual indication though hm... I was quite tired when I polished it, didn't think of it.
Ensiferum wrote:
Djinndrache wrote:Is it the correct ending when you stand on the upgoing lift and the map exits to the main menu of Portal 2?
Video of my run will come tomorrow if I can render it fast enough, took me quite some time to solve.
Yep that's the ending
Maybe it needs some visual indication though hm... I was quite tired when I polished it, didn't think of it.
Lots of maps just add a text in the end like "end of playtest", that would be enough to indicate that I guess. But just randomly exiting the map is rude
BOB74j wrote:
It makes zero sense that light bridges were erasing my portals.
It makes perfect sense, it's pretty much a speed test.
The only thing I found a little confusing was the first room,I couldn't figure out how get to the upper platform.
Also I'd suggest 'UP' arrows to guide players in this hallway.
2011-10-03_00001.jpg
Not sure if this is a glitch, but in those two rooms of that same hallway, it is possible to open a portal in to the hall way, even though there is an emancipation grill there, it doesn't cover the whole door, on both sides.
portalplacement.png
Sometimes you also get stuck in the air tubes, but all you need to do is move your mouse/keyboard and you will start moving.
But other than that, it was a great map. Enjoyed the end escape sequence a lot.
UnknownTBeast wrote:
It makes perfect sense, it's pretty much a speed test.
Of course it is, but let's think back to all the hundreds of times light bridges passing in front of your portals in the actual game erased your portals. Use fizzlers instead.
Excellent playtesting so far guys, thanks !
BOB74j, now that I see it I think you're right, lghtbridges are never introduced as portal fizzlers, I guess I was so used to seeing them I didn't notice anymore.
I will probably change the lightbridges for simple fizzlers (why didn't I think of that in the first place?! ><).
Great feedback UnknownTBeast 
I was sure the fizzlers covered the doors enough in the hallway... my mistake !
I'll make the hallway more readable (maybe also a spot coming from above), as well as the first room (lighting changes there too).
As for the tubes, yea I thought forcing crouch would be enough but I'll get around to make custom collision brushes to make it smoother !
Glad you enjoyed the map
That end sequence took a LOT of tweaking and I'm pretty sure I'm not done with it yet :O
You get nice Backstagefeeling from Aperture, optik is great.
I got one problem at beginn. At the light bridge puzzle at the beginn no light bridges were genereted and i never can place portals at the white walls. I often reload the map but only one time it works.
dakx wrote:
You get nice Backstagefeeling from Aperture, optik is great.I got one problem at beginn. At the light bridge puzzle at the beginn no light bridges were genereted and i never can place portals at the white walls. I often reload the map but only one time it works.
The bridges and cleansers only activate if you go through the wall that's above the platform (but not the wall next to the door). If you were able to portal to the wall next to the closed walkway door, then I have a problem 
Ensiferum wrote:
dakx wrote:You get nice Backstagefeeling from Aperture, optik is great.
I got one problem at beginn. At the light bridge puzzle at the beginn no light bridges were genereted and i never can place portals at the white walls. I often reload the map but only one time it works.
The bridges and cleansers only activate if you go through the wall that's above the platform (but not the wall next to the door). If you were able to portal to the wall next to the closed walkway door, then I have a problem
Ahh, i still test it and you're right. i have taken the other Wall for my exitportal, and then you don't find the reason why it not work.
E: Here a pic http://b03.img-up.net/?up=sp_backstaaxus.jpg
I thought thats the right Solution.
I spoiled all the text since I talked a lot about that part.
Well back to the fizzlers, it wouldn't work. The purpose of the light bridge 'barriers' is to block the player from going through that portal position when they are the same, which would be a good mini-puzzle, to go through at the right time. The disappearing portals w/ the light barriers is an additional part and I had no problem with a slightly harder test.
Now why fizzlers wouldn't work is because if they are at the opening and exit portal wall, you couldn't even open portal as the wall would be blocked. Also it wouldn't matter if you had them at the exit wall, but still allowed for a way to have a portal placed because you go through the portal, then through the fizzler and land on the platform, so there is no purpose to the fizzler since you already
went through the portal and landed, and if you didn't land, you would just fall to your death.
UnknownTBeast wrote:
I spoiled all the text since I talked a lot about that part.Now why fizzlers wouldn't work is because if they are at the opening and exit portal wall, you couldn't even open portal as the wall would be blocked. Also it wouldn't matter if you had them at the exit wall, but still allowed for a way to have a portal placed because you go through the portal, then through the fizzler and land on the platform, so there is no purpose to the fizzler since you already
went through the portal and landed, and if you didn't land, you would just fall to your death.
Not quite. A fizzler sliding over the wall would make sense erasing already present portals. And there's absolutely no reason why a light bridge can't be used in addition to the fizzlers to prevent player passage.
Better yet, the surfaces could rotate, with one side portalable and one side black. That way, the portals would be erased by the movement of the surface it's on.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
jvcMO0d9Tyw
(Link: http://www.youtube.com/watch?v=jvcMO0d9Tyw)
Also note the video description for more feedback and my signature for additional project information.
Thanks Djinndrache for that great vid ! Lots of info in there that will make v2 even better.
Version 2 should be up soon with a bunch of bug-fixes - balance fixes and a few common-sense fixes 
Also i noticed the cubemaps weren't baked in the map... weird... and annoying lol
Thanks to everyone who playtested it. If you're interested, keep checking as v2 is almost ready. It won't be the last version but most of the issues should be adressed.
all nice, except that I was able to sneak by the turrets and turn the fizzler off, only then I found the air shaft when I was searching for the exit.
Korl wrote:
all nice, except that I was able to sneak by the turrets and turn the fizzler off, only then I found the air shaft when I was searching for the exit.
Yea i saw that happen, I'm working on it to make the vent more evident and make it so the turrets won't let you get behind them. But if you sneaked by using the target-dummies and the plate behind, that's fine, i put them there for that reason too. Cept it's harder to do it this way 
Ok Version 2 is up, you can get it here: Backstage (v2)
Most issues should be adressed in this one. Of course I'm confident you guys will find more ! 
But still this version should be a lot more playable than the previous one.
It had been some time since someone did an entirely navigation-based map, lenghty to boot with uncommon atmosphere and composition ahead of the curve. Admittedly the enviroments weren't as rich in detail, but it can be put in perspective with the move-fast and see-a-lot way of thinking. Coming from a comparison with the campaign's originals.
Puzzles were, essentially, just portaling to the next place - with one notable exception. Small gripe: the box storage at the start devolves into not so pleasant pixel sniping, maybe that's not the best welcoming for the players - possibly highlight those panels more. With a final treatment of eyecandy and a couple more complex puzzles, it would be a blast. Bugs: this texture had lightning problems, no cubemaps.
Nice map i enjoyed playing it. But i suggest u to make some signs on the first part, where the boxes are. And maybe work around with the textures. It adds a lot , when the textures are right. Anyway, it was a good map.
Thanks for the tests guys !
So I see the first part still isn't readable enough
I'll get on that, maybe do a flashy light or add some texture indications.
xdiesp I'll see about making some more puzzles but as it is the map is pretty cramped, so I probably wouldn't add new zones. I'll see if I can find a way to include some in the already existing areas.
This was the best map I have played in a long time.
Yes, it had no hard puzzles, but it was a wonderland of intrigue from start to finish.
How anyone could NOT rate this a 5 is beyond me.
I loved the beginning - which although not a puzzle, was really difficult to find that portable wall way up top (OK I finally no-clipped to find it). The light bridge part in the middle was fun and challenging. Probably the longest timer I ever found in a map - thankfully. I sailed to the bottom quite a few times and restarted in that part of the map.
You obviously put a tremendous amount of work into this - much appreciated.
The good news: this is quite an adventure. The bad news: the game elements were poorly used, e.g. lots of portal sniping. I should have enjoyed playing this, but I just didn't. While I admire the length and scope of this map, at the end I felt only relief that is was over, not satisfaction that I had made it. Just because it didn't float my boat doesn't mean I can't recognize how good a map this is. 4/5.
As its name indicates, this map will take you on a trip in the backstage of aperture science. Visit enormous environnements and put your skill to the test in this map oriented around quick thinking and execution rather than reflexion.
Version 2 is up ! Most issues should be fixed. Level art is still not in its final version but that will come later.
File Name: sp_backstage.zip
File Size: 10.32 MiB
Click here to download Backstage (v2)