Climbing_Companion_v1c

by KillerBeeGees · Uploaded Nov 01, 2011

Screenshot 1

File Size: 1.55 MB

Downloads: 1734

Rating: (21 votes)

Description

A somewhat challenging climb with essentially just an excursion funnel and a cube. (Quick feedback on initial release let a lot of exploit prevention happen for the second release, v1c. Thanks guys!)

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KillerBeeGees • Nov 01, 2011 • #56904
40 posts

A somewhat challenging climb with essentially just an excursion funnel and a cube. (Quick feedback on initial release let a lot of exploit prevention happen for the second release, v1c. Thanks guys!)

File Name: SP_Climbing_Companion_v1c.7z
File Size: 1.55?MiB
Climbing_Companion_v1c

Here are some screenshots:







Uploaded with Image Shack.

El Farmerino • Nov 01, 2011 • #56905
393 posts

Generally liked this map a lot - had me stumped on a couple of occasions, but never long enough to be irritating. I didn't care much for the timed running bit at the start, though - seemed a bit unnecessary, though it wasn't much of a problem.

One thing I did find quite irksome was after sending the cube over to the button on the top level, I sent myself over by dropping through a portal in the ceiling and quickly placing a portal in the funnel. This worked, eventually, but I had to come out of the portal upside down and found it really difficult to aim with the game trying to turn me the right way up at the same time. Not sure if I was simply doing it wrong, but it kind of annoyed me.

Other than that, though, great job, and a good mix of lateral thinking and reflex work.

NuclearDuckie • Nov 01, 2011 • #56906
186 posts

Not a fan of the mapping style - not much of a colour scheme; most platforms are just flat brushes; overly pigmented lighting in some areas - but the puzzle was both gratifying and interesting to figure out. My favourite two qualities in a puzzle!

Mind you, there were a lot of instances where I felt like I had exploited something with a strange type of fling; landed on the edge of some platform, or something else that generally indicates an unpolished map. While the tower structure gave a pretty general impression of how to do things, often I felt like I had tried something multiple times, and I'm not sure how many of these times were following any sort of intended method. I don't even remember using the backwards funnel switch at all. However, if you don't mind a slight sense of chaos and open-ness to a puzzle, this one is pretty worth it in the end. Speaking of which, loved the ending, even if it was hard to time right.

Only thing I would particularly like to see improved is the signage linking buttons to their effects. Oftentimes it seemed a button would have multiple effects on the room, some permanent and some temporary, so something to specify this more clearly would be appreciated. Don't the "X"s usually only go at one end of the indicators?

Djinndrache • Nov 01, 2011 • #56907
1,442 posts

Just awesome!

The blind run on this map took me more than 20 minutes. Video will follow the next days.

Senf • Nov 01, 2011 • #56908
38 posts

Good map.
I also didn't need the backward funnel or the portable surfaces that appear with pressing that button and needed round about ten minutes; but it was fun to play. Especially the ending was fun. Flinging at its best.
Well done.

KillerBeeGees • Nov 01, 2011 • #56909
40 posts

Farmerino: Was the timing too tight on the running for you, or is that just not something that appeals to you as a puzzle element? It's hard to get a time (in this case 5 seconds) that lets you get up to the first platform, then gives you time to get back to the button and over to the box, all without letting you get up to the funnel... a tough balance to strike. I think it is maybe a little too tight for the first two ramps.

Re: spoilered irksomeness If you are on the foldout platform in the high corner and place the portal on the ceiling ahead of you and the wall behind, then walk through the portal backwards and looking down, you'll be looking right at yourself - and fall through properly oriented to shoot right at it. I'm pretty impressed that you got it while flipping!


NuclearDuckie: It doesn't really conform to any Portal aesthetic, but I kinda like the clean, colorful look. Do you have advice on improving that look, or is it just not something that appeals to you at all? Admittedly there are some really big walls of single texture, which may be better broken up by the Wheatley black tiles of different shapes, but I found the ridged effect for such big texture areas really distracting. Tried to break up the biggest one with that Aperture sign. I definitely wondered how much was too much on the colored lights, but took some of them pretty far...

If you'd care to elaborate on the platforms you accessed, I'd really love to clean that up. I tried to get around, but I probably don't have the nimblest fingers around. Also, about the backwards funnel, it certainly has intended uses, but after you said it wasn't necessary it became apparent how to get around using it... Thank you, this is some of the most important feedback, I think.

I tried pretty hard to come up with a way to make those signs clear. I think maybe the problem is having buttons have varied effects... The checks at the beginning of the indicator light string are supposed to indicate that it will be permanent once activated. Once the check by a laser or button switches on, it and the lights leading to its action should stay on through the rest of the level. I also want it to be pretty clear which buttons do what in a room with that many buttons... a challenge, certainly.

Djinndrache: Thanks for the kind words! If that's a video of the blind run I'll be really excited to see it. Especially considering the unintended routes already discussed...

Senf: Glad you liked it! Hopefully I can force you to use that funnel direction button soon enough...

John11 • Nov 01, 2011 • #56910
72 posts

I've been doing least portal runs of custom maps. Here's a 6 portal run of this map with two major exploits you might want to fix in future versions:
9ewgqtFiSBY

KillerBeeGees • Nov 01, 2011 • #56911
40 posts

John11: This is f'ing rad. Obviously I didn't check to see if that big sign material could be portaled... gonna fix that right up. I just found two other exploits that needed cleaning up, so this is a big help. Hope you'll be around in a few versions to break it again.

El Farmerino • Nov 02, 2011 • #56912
393 posts

Re: the timed running section - a bit of both, really, though I guess if I didn't fail at it so much I wouldn't have really minded at all. As for the other thing - that's my bad. Seems so obvious now you've pointed it out, which is exactly the kind of thing you want from this game.

John11, that vid is awesome. I especially loved the way you handled the last bit - if I was KillerBeeGees I'd probably just leave that in for the ninja crowd.

John11 • Nov 03, 2011 • #56913
72 posts

Guess what? I can still do it in 6 portals!
It's not an exploit that anyone would realistically use though I don't think. So, there's probably no need to fix it unless you just want to thwart my least portal attempts
I'll have a new video up shortly.

EDIT:
ZU3kPY84_rI

KillerBeeGees • Nov 04, 2011 • #56914
40 posts

You know I do, John. That's quite a box toss, but it looks like you got it on the first try after saving? I was wondering how big I should make the moat... I'm thinking I could just flatten out the landing strip and it might block the trajectory. I'll let it stand unless other people start telling me they can do it too. You're a special case. The other part is pretty awesome, but I'm not sure how useful it is if you can't throw the box over?

John11 • Nov 04, 2011 • #56915
72 posts

KillerBeeGees wrote:
You know I do, John. That's quite a box toss, but it looks like you got it on the first try after saving? I was wondering how big I should make the moat... I'm thinking I could just flatten out the landing strip and it might block the trajectory. I'll let it stand unless other people start telling me they can do it too. You're a special case. The other part is pretty awesome, but I'm not sure how useful it is if you can't throw the box over?

Yeah. That second part isn't useful if you can't throw the box over. It actually took me about 10 throws to get it over.

Korl • Nov 05, 2011 • #56916
41 posts

Trying to solve this the intended way, I got stuck by the cube pad. I can cross over to the two-bridge button but I'd need to bring the cube there if I want the bridges to stay lit. But the bottom portable surface that stays activated after the cube pad is not enough. A small hint would be appreciated.

KillerBeeGees • Nov 05, 2011 • #56917
40 posts

Not sure how to give a hint on that part without giving it away, let's try: You'll want to pick up the cube at the last possible moment.

Korl • Nov 06, 2011 • #56918
41 posts

made it, hint worked. Being more on the clumsy side with the mouse it took me about 20 retries to make the final fling.

Djinndrache • Nov 07, 2011 • #56919
1,442 posts

Djinndrache wrote:
Just awesome!

The blind run on this map took me more than 20 minutes. Video will follow the next days.

Took me some time to get it uploaded, sorry. There we go:

D9DFNO5ZbtY
(Link: http://www.youtube.com/watch?v=D9DFNO5ZbtY)

KillerBeeGees • Nov 07, 2011 • #56920
40 posts

Wow, thanks for the video dude. I wonder if you'll like the revised version as much though... If you can work magic like John11 you can get through it really fast, but otherwise you should be guided through a slightly more linear experience. You skipped quite a few bits of the puzzle that I think are pretty cool, and as far as I know everything you did that wasn't intended has been cleaned up in v1c.

Glad you had a good time, and I'd love to see you tackle the updated version if you've got time . Thanks again.

BlumCoLe • Nov 08, 2011 • #56921
211 posts

The same here!

Djinndrache wrote:
Just awesome!

Your puzzle is incredible.

Djinndrache wrote:
The blind run on this map took me more than 20 minutes. Video will follow the next days.

I'm sorry to say that a tga has an crc error ...so, my gameplay will follow later, too.
I have to find the mistake and render the video again.

Please more maps and awesome puzzles!

pS: nice speedruns John, respect

Djinndrache • Nov 10, 2011 • #56922
1,442 posts

KillerBeeGees wrote:
Wow, thanks for the video dude. I wonder if you'll like the revised version as much though... If you can work magic like John11 you can get through it really fast, but otherwise you should be guided through a slightly more linear experience. You skipped quite a few bits of the puzzle that I think are pretty cool, and as far as I know everything you did that wasn't intended has been cleaned up in v1c.

Glad you had a good time, and I'd love to see you tackle the updated version if you've got time . Thanks again.

Sure you can have a new version. There we go:

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

I must say that making the new version was worth it. Tons of new experience by just fixing some exploits.

KillerBeeGees • Nov 10, 2011 • #56923
40 posts

Thanks again! That run is looking a lot more like I intended it to go, so I'm excited! I'm curious what you think about grabbing the box off the switch mid-fling. That was the longest bit without progress, so I'm curious if you were just frustrated at the end - and mad about the convoluted solution, or if it was a decent epiphany moment for you. I think you got it on your first try?

Also, I'm not sure whether to do anything about the part where you block the laser... things would have run more smoothly for you if the box had been in the "chimney," but you got it to work outside of it without tooooo much struggle.

Just as an aside, you don't actually ever need to get a new box. So the changes I'd consider after watching your video are: 1)make the laser shoot through glass while it crosses the platform, so it is only possible to block in the intended location and 2)put a little instruction icon denoting a fling where you have to grab the box mid-flight and 3)only allow a new box to be created if the last one is killed in the water, just to discourage that as a solution (not sure if this would just frustrate people more if they felt they had to throw the box in the water as part of the puzzle...

I really liked your solution for the bit where you come out of the ceiling into the beam. The intended solution requires a tricky shot too, but yours feels slightly more clever and forgiving.

Also, the bit where the bridge got stuck on for you... I apparently need to come up with an even smoother solution to those logic relays. I think the problem occurs either when you press the button twice within .2 seconds, or when you press it at the precise moment when it's resetting...I can't remember. Either way it's a problem, and had you missing out on just one more bit of puzzle (maybe my favorite). I might have to go to the help section with that one.

This all comes across as addressed directly to Djinn, and I would love his thoughts on this stuff, but anyone else who has opinions based on their own playing or watching his video and reading this: please share. Thanks a bundle Djinn, you've been a biiig help.

Djinndrache • Nov 10, 2011 • #56924
1,442 posts

KillerBeeGees wrote:
Thanks again! That run is looking a lot more like I intended it to go, so I'm excited! I'm curious what you think about grabbing the box off the switch mid-fling. That was the longest bit without progress, so I'm curious if you were just frustrated at the end - and mad about the convoluted solution, or if it was a decent epiphany moment for you. I think you got it on your first try?

I like the idea, just didn't think you would do that to me in this map, so I took my time to find out. I like it though!

KillerBeeGees wrote:
Also, I'm not sure whether to do anything about the part where you block the laser... things would have run more smoothly for you if the box had been in the "chimney," but you got it to work outside of it without tooooo much struggle.

First I had the cube inside. But it felt too normal to me. I thought maybe I could find an exploit with the cube outside later, but the intended solution turned out easier as soon as I understood it.

KillerBeeGees wrote:
3)only allow a new box to be created if the last one is killed in the water, just to discourage that as a solution (not sure if this would just frustrate people more if they felt they had to throw the box in the water as part of the puzzle...

What if someone gets the cube on a high layer and then falls down without safestates? He can't get up anymore without the cube and he can't get a new one?

KillerBeeGees wrote:
I really liked your solution for the bit where you come out of the ceiling into the beam. The intended solution requires a tricky shot too, but yours feels slightly more clever and forgiving.

I wasn't sure if it was intended, but it felt most intuitive to me in that moment. I'm glad it worked out quite nicely <3

KillerBeeGees wrote:
Also, the bit where the bridge got stuck on for you... I apparently need to come up with an even smoother solution to those logic relays. I think the problem occurs either when you press the button twice within .2 seconds, or when you press it at the precise moment when it's resetting...I can't remember. Either way it's a problem, and had you missing out on just one more bit of puzzle (maybe my favorite).

This simple bit is your favorite part of the map? You only need 2 portals to "rush" the bridge again. This is actually quite boring compared with the rest of the map.
Btw according to the video I think it's rather like pushing the button while its timer is ending. I'm not a mapper though

KillerBeeGees wrote:
Thanks a bundle Djinn, you've been a biiig help.

<3 Let me know if/when you make more amazing stuff

KillerBeeGees • Nov 11, 2011 • #56925
40 posts

Djinndrache wrote:
KillerBeeGees wrote:

3)only allow a new box to be created if the last one is killed in the water, just to discourage that as a solution (not sure if this would just frustrate people more if they felt they had to throw the box in the water as part of the puzzle...

What if someone gets the cube on a high layer and then falls down without safestates? He can't get up anymore without the cube and he can't get a new one?

...

KillerBeeGees wrote:

Also, the bit where the bridge got stuck on for you... I apparently need to come up with an even smoother solution to those logic relays. I think the problem occurs either when you press the button twice within .2 seconds, or when you press it at the precise moment when it's resetting...I can't remember. Either way it's a problem, and had you missing out on just one more bit of puzzle (maybe my favorite).

This simple bit is your favorite part of the map? You only need 2 portals to "rush" the bridge again. This is actually quite boring compared with the rest of the map.

Yeah, there would need to be some careful consideration before implementing a change like that. I put in a decent amount of ability to traverse to try to prevent that issue as much as possible, but there are still (at least 1!) places where it would be an issue.

Not the timer bridge specifically, the part just after that. Do the beginning without getting the bridge stuck and you should see what I mean.

BlumCoLe • Nov 12, 2011 • #56926
211 posts

BlumCoLe wrote:
I'm sorry to say that a tga has an crc error ...so, my gameplay will follow later, too.
I have to find the mistake and render the video again.

I love Portal and want to collect some gameplays (first blind run), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.

Here are yours!

gameplay
QSVptOxe0Bs

THX for mapping...

Keep it up!

turbo2ltr • Nov 12, 2011 • #56927
15 posts

I liked this map. It's the first custom map I played. I thought I was decent at portal, but apparently not. It took me about 2 hours to do this chamber. I found it to be quite the challenge, so I liked it a lot.

The only issue I had with it was twice I got "trapped" when I missed falling through the final portal on the floor, and instead dropped through the floor portal (from floor level) to the lower angled wall just as it closed. I had to noclip my way out.

KillerBeeGees • Nov 13, 2011 • #56928
40 posts

BlumCoLe: Thanks for getting that video fixed for me! First video I've seen where everything was done as intended. I'd like to ask you the same question I asked Djinndrache - What do you think about grabbing the box off the switch mid-fling? Is it straying too far from standard portal puzzles, or is it out of place enough in this map that it is a frustrating solution to arrive at?

Also, if you place your portal on the wall, then go through it backwards looking downward, that last shot to extend the funnel is a lot easier. I'm thinking about putting a portal placement helper on that ceiling tile - don't want to seem too evil...

Thanks again! Videos are a reeeaaally big help!


turbo2ltr: Glad you had a good time! If you like a challenge, these forums span the spectrum from simple to brain busting. Hopefully you'll get a lot of enjoyment out of everyone's stuff. Just to clarify, you got trapped because you fell slowly out of the blue-lit "launch panel" and then the door of the orange-lit launch panel closed on you and you were stuck in the geometry? I must admit, that's one bit of moving brushes I did not test to see if it could trap you. (If you got stuck in floor panel that flips 180 degrees, let me know. I did test that one, so that would surprise/sadden me.)

Hope you find a lot more content to your liking here, and maybe get inspired yourself!

turbo2ltr • Nov 13, 2011 • #56929
15 posts

No I got trapped in the orange lit launch panel because instead of falling through the final portal after bouncing off the button on the ceiling, I hit the floor first, then went through the portal on the floor (which exits out of the orange lit launch panel). But since my speed was very low, I just popped out the portal instead of being launched, so I was standing on the orange lit launch panel just as it closed, trapping me.

KillerBeeGees • Nov 13, 2011 • #56930
40 posts

What a bad coincidence. That you got locked into that thing twice is kinda terrible, but a little funny as well... That's a bit more complicated to fix than the problem I described I think, I'll have to mull that over a little. Thanks for the feedback.

zozzy • Nov 26, 2011 • #56931
6 posts

Nice map good job. I didnt stucked in free fall and catch the cube in the air so much, figured it out in secs.
I stucked after I placed the cube in the upper section when I'm on the lower one to activate anti-gravity button.. lol I cheated a bit from the video above there and did the rest myself again. Was fun to play

PCdoc • Dec 12, 2011 • #56932
245 posts

This was fantastic. I loved every minute of it.

That fling with the sideways cube grab was the one part I go completely stuck on and had to watch the video. The final double-fling and double-button press was sheer genius. I spent the entire game wondering when the hell those glass panels would slide open - LOL. Great job. GREAT GREAT JOB !!!!!!!!!!!!!!!!!!!!!!

Instantiation • Dec 14, 2011 • #56933
66 posts

A challenging map. The funnel was well-used. I had a bit of trouble with the last double-fling at the end, even when I knew what I was trying to do.

Signage

I was looking all over for this crescent moon sign, but I couldn't find it until I was already there. I would suggest putting another one under the reticule around here (so it's visible from below or across):

IridescentShadow • Dec 16, 2011 • #56934
4 posts

Liked the map overall, especially the parts where you have to grab the cube while in midair and reverse the funnel to bring the cube out of the blocking room. Those were very clever and rewarding once you figured them out.

I didn't care for the flings at the end - if you miss the portal placement on the slanted panel for the triangle symbol by even the slightest amount it doesn't stay and hitting the triangle button again (when you fly back through the dot's slanted panel) closes the glass door in front of the triangle slanted wall, thus making a second shot at placement impossible without climbing all the way back up to the top and starting again. In my opinion there's nothing worse than having the solution figured out and trying over and over and over to get the ninja moves required to pull it off. BORING!

Also, it's a little weird to have 1950's Aperture theming mixed in with the modern metal walls, but that didn't bother me too much. Overall, nice work!

KennKong • Dec 18, 2011 • #56935
942 posts

I enjoyed playing this map right up until the end. I play with a controller, so the pointy-shooty bits are really tough. The drop out of the ceiling isn't too bad once you can find the right alignment going into the portal. The final fling was very frustrating, because even when I hit the portals, I would land just to the side of the portal in the floor because I couldn't get turned to look at it in time.
I think having each of the last panels stay open once activated would allow clumsier players to finish, without taking away any of the fun for the speedrunners to nail it in one swell foop.
I only mention this because it may one day be possible for PS3 players to download maps like this, and those players will be frustrated to get so far and then not be able to finish.
Still, I won't let the fact that I handicap myself take away from the fact that this is a very well done puzzle. 5/5 from me.

Danielf847 • Jan 10, 2012 • #56936
2 posts

I had a similar issue to kennkong. I am using a mouse, but the final fling was exceptionally difficult. I would hit all of the portals leading up to the end, but then just land on the floor because after hitting the last button.
I finally made it through the final portal on the floor, only to find out that the trajectory wasn't exactly right, so I landed in the water rather than at the elevator

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