File Size: 3.18 MB

Downloads: 590

Rating: (13 votes)

Description

Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future. See if you can find the secret area and the companion cube! Thanks alot for playing! -CHANGELOG- V1.0 Portals fizzling when not intended to. V1.1 Fixed. Potato trick didn't work V1.2 Texture fixes Pictures: http://tinypic.com/r/4lo94z/5 http://tinypic.com/r/2yvs5yh/5 http://tinypic.com/r/xq9sfd/5 PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.

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Shakky • Apr 14, 2012 • #61660
228 posts

Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future.

See if you can find the secret area and the companion cube!

Thanks alot for playing!
-CHANGELOG-
V1.0 Portals fizzling when not intended to.
V1.1 Fixed. Potato trick didn't work
V1.2 Texture fixes

Pictures:
http://tinypic.com/r/4lo94z/5
http://tinypic.com/r/2yvs5yh/5
http://tinypic.com/r/xq9sfd/5

PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.

File Name: sp_bits_v1-2.rar
File Size: 3.18 MiB
Click here to download Bits

NeoDinian • Apr 14, 2012 • #61661
22 posts

Great look. Some texture alignment issues, but I love the "Open" look.

I am having an issue still.

Is it intended to shoot a portal through the grate from the second half back to room 1? If so, I can't seem to get it to work.

Also, Trying to fling from the section between rooms (to go back to room 1) using the lower level panel in room 2, but when I fall to the panel, I seem to go through an invisible fizzler and my portals are lost... Is this supposed to happen? It's probably better to let the player try and fail rather than not allow them to try.

NeoDinian • Apr 14, 2012 • #61662
22 posts

Ok, found the secret room...

Still can't get the laser to that surface and allow me to return to the second part without loosing portals.

Lpfreaky90 • Apr 15, 2012 • #61663
2,842 posts

PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.

Create a point_client_command and call it potato
Then create a logic_auto and have it fire onmapspawn; potato; RemovePotatosFromPortalgun with a delay of 0.40 or 0.50 seconds. That should do it

On the map itself; gonna look into that one later.

Shakky • Apr 15, 2012 • #61664
228 posts

Oh how embarrassing. That fizzle bug makes the map unsolvable. Fixing it now. I will upload new version as soon as I can.

Shakky • Apr 15, 2012 • #61665
228 posts

I fixed the fizzling bug so now it should work fine. I tried the potato gun trick you said but it didn't work. I already have global_ents instance in the map and I tried both throught thats point_clientcommand and new one like you said but it didn't work. :/

Please redownload it and Im sorry for this hassle. I hope you enjoy!

KyloX • Apr 15, 2012 • #61666
62 posts

The map would look ideed nicer if the textures would be fixed. The map has a interesting look.

Shakky • Apr 15, 2012 • #61667
228 posts

I've been adjusting the textures but I'd like to ask for more spesific info. Where do the textures misalign? I fixed few spots but I'd like to get them all. I would appriciate feedback telling me how could I improve the map.

sicklebrick • Apr 15, 2012 • #61668
876 posts

Good shit Shakky! Now that it's solveable anyway >.<


It took a good while to figure out the jumping back in the portal, and then there was that little surprise behind the second door Good puzzle, pretty solid, well thought out, and I kinda liked the broken wall panels that look like Lego bricks.
The only issue I had was holding the cube an pointing it at the laser receptacle while backing myself into the door... got trapped, but that's my own fault :p

Oh, and that decoy setup with the first exit door switch pointing at the exit laser, and the portalable wall pointing at it was diabolical! Can't wait for more

G1NSeErIwBo

NeoDinian • Apr 15, 2012 • #61669
22 posts

Miss-aligned texture.


Basically this whole wall from the outcropping to the far right corner.

http://steamcommunity.com/id/neodinian/screenshot/541798870717541171

KennKong • Apr 15, 2012 • #61670
942 posts

I recorded my half-blind playthrough of v1.2. The game crashed on the first playthrough, but since all I had done up to that point was explore the map, without solving anything, I decided to leave it out. While Steam was validating my local game cache (which seems to fix the crash problem for a while) I remembered a trick from Random's map "Lesson 0". So when I restarted the map, I probably saved at least 15 minutes figuring out how to get the laser into the portal surface in the entrance room. I was quite surprised when I managed to pull it off on just the second attempt.

The last part of the puzzle put a knot in my brain for a while, so I apologize in advance for making you watch me stand around and run back and forth until I figured it out.

The patchwork walls are an interesting stylistic choice. If they had been misleading, I wouldn't have liked them, but they didn't get in the way of finding the puzzle elements for me. I'm not a fan of the black abyss, but once again, it didn't get in the way of finding a solution. Even though the map's looks aren't appealing to me, I think it's well done. The puzzle is tricky enough to be a plus for me, so overall, I give it 4/5.

I didn't find the secret room, so I have another reason to go back and play this some more. I'll bet I don't make the fling on the first few tries next time, though.

Bits v1.2 blind playthrough
svA2LPu8dbk

RogerL • Apr 15, 2012 • #61671
490 posts

This is an excellent map for a first map. I don't care about textures and stuff, and, yes, I still don't know what a brush is, but I know a great puzzle when I see it. Deceptively simple-looking, but quite complex. Very nice.

OnePortalizedGal • Apr 15, 2012 • #61672
156 posts

I enjoyed this puzzle - very nice for a first map - the way you wrapped the observation rooms around the cube recepticle area in the last chamber (and of course Wheatly was up there watching) was very well done I thought. I also liked the broken up style - hence the name. GlaDos humor is always appreciated - but the hidden room - found that just by chance. Disheartening when the companion cube got smashed. That extra cube would have made the solution much easier LOL! Thanks for making - well done.

Lpfreaky90 • Apr 16, 2012 • #61673
2,842 posts

Nice map; like what you've done with getting into the wall portal again very clever.
I also like the design; it's completely new again. I hope that you did make all those small things func_details by the way. That should save quite a bit compile time and it better for performance.

There were two issues I had: It wasn't clear to me the first time that I had to make a second fling because I saw no goo. Just went through the portal and died. Please make the goo more visible?

Second thing is that in the final part of the final part if you will almost always fail the first time because you're not prepared for what you are supposed to do. This has to force you to do the whole final puzzle over again.

But still a nice, refreshing map, I found the easter egg and you broke my heart,

Great job: 4/5

sicklebrick • Apr 16, 2012 • #61674
876 posts

Hahah, just found the egg. One nearly shat one's self
Surprised I didn't find it sooner what with hammering away at that grate a hundred times or so! :p

NeoDinian • Apr 17, 2012 • #61675
22 posts

Also noticed that outside the first room, you have a "Semi-hidden" room. My guess is that you have this to help players if they don't make the jump/fling back to room 1 from room 2 it keepos them from dieing? In my opinion (and I've said this before), it's better to have them fail. That room is not needed. Just let the player die.

sicklebrick • Apr 17, 2012 • #61676
876 posts

NeoDinian wrote:
Just let the player die.

You're a monster.

Shakky • Apr 18, 2012 • #61677
228 posts

Yeah that area seemed empty and I decided to add one more platform to dress it up. Originaly the hole you fly throught was smaller so the platform was more needed but I decided to make it bigger.

TyWind2 • Apr 19, 2012 • #61678
4 posts

Can someone tell me where the secret area with the companion cube is? I've spent hours searching but I can't find it.

Lpfreaky90 • Apr 19, 2012 • #61679
2,842 posts

TyWind2 wrote:
Can someone tell me where the secret area with the companion cube is? I've spent hours searching but I can't find it.

first room; to the left; there's a small grating below a wall; you can shoot a portal through there to get into the hidden room!

quatrus • Apr 20, 2012 • #61680
1,047 posts

Excellent puzzle. Couldn't tell if the low area was solid or dangerous unless one jumped into it - maybe could have made it a standard look?
Being able to shoot a portal through the grid would have been too easy - nice twist...
Thanks for creating.

Thornscrup • Apr 22, 2012 • #61681
45 posts

Really cool and evil!

PCdoc • Apr 26, 2012 • #61682
245 posts

I loved the very devious ending.
Took me a long time to get through that part.
5 of 5 ! !

janilsonlima • Jul 09, 2012 • #61683
6 posts

Hi, Shakky.
Thanks for playing my maps.
I played your map and recorded the bindrun here:
https://dl.dropbox.com/u/2560196/portal ... ychobr.zip
This demo file format (DEM). Do not I put on youtube, as were many, many minutes and many, many repetitions and errors. Are 8 attemps.

The puzzle of the doors and the laser is fantastic. The crossing to reach the laser is very good. Just did not like the fact that it is very dangerous and need to walk long distances to obtain the laser beam. A combination that can cause frustration after a few deaths because of impatience to walk long distances several times.

This a map very hard. For skilled players. But very fun.

---
PsychoBR
SP Damn Turrets

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