File Size: 2.65 MB
Downloads: 7395
Rating: (40 votes)
Description
One a diportals experiment ------ A short puzzle. It shouldn't take long to solve this one. --- Version history: 18th of May 2011: Initial testing release (diprt_laser_fizzler.bsp)
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Demo for you: http://dl.dropbox.com/u/3300848/portal/ ... late01.zip
Yeah, this map had really nice puzzle. Difficulty was good as well.
Was this map fullbright or did it just look like it?
Nice map. I liked how you had to use the laser and recepticals in many different ways, and especially the switcheroo at the end 
Damn, took me a while to notice that last wall at the end. But overall very nice map. I prefer the compact style... makes things easier to navigate.
So far this has been one of the best looking custom maps I've seen! If I had to criticize, I felt the answer was too obvious like there was too many hints as to what needed to be done. Otherwise It was a good starting puzzle, and I thoroughly enjoyed it. I look forward to more of your work!
Interesting! Room was rather complex at first glance, but the complexity in this case was nice and actually enhanced the puzzle to an extent- So, good job!
This map was great! Only took a couple minutes, but your use of angles was superb. I have not yet seen a map with angles this well-designed. And the switch-up at the end caught me off-guard, too!
This style would go great with a map that also uses angled light bridges.
Edit: One interesting way to employ this angle work would be for the player to use a redirection cube with a flat wall to create the needed angles himself.
Very nice map, subtle coloring to help guide the player but not being as obvious as a big red arrow lets the player feel their own accomplishment at success, very well designed even if short. Would like to see more like this.
Out of all of the custom Portal 2 maps that have graced my computer screen thusfar this one is definitely the cleanest and most professional. I'm an avid musician and would be interested in making a keen prelude for your levels if you were thinking of making a full map pack. Thanks for the development!
more like this, please. not that this isn't amazing, but you could do some very amazing work with this mindset on a multiplayer map.
the only change i would make would be to remove the red holder for the laser cube. Someone above mentioned he liked that there's "no big red arrows" in the map, but that's exactly what this is, and it gives too much away IMO.
5/5
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=uubVdC-NhwM
This map is very nice visually. The clean Portal 1 look is pretty much nailed here. So let me skip on to the puzzles.
It wasn't too easy all the way through, but the first thing I did was look around at the two areas I didn't have immediate access to and it instantly became clear what I needed to do with the laser. So that was the last part of the puzzle worked out rather early and without having to do anything except look.
I think the grey section of floor in the inaccessible room makes the solution too obvious. If you wanted to make the last laser part more difficult you could extend the water over to the area between the two sub rooms(or really have it take up all of that unused floor space) to prevent players from immediately checking out the two sub rooms too closely(especially the inaccessible room). Err, I mean obviously the player needs to see the inaccessible room from the start to understand the first part of the puzzle, but I think you should make the side of that room seem unimportant until the player gets around to being on the light bridge. Then I think that would make the map still very solvable, but not so obvious right from the start.
As for the puzzles themselves, I really liked what I was doing with the laser angles and I liked the different layers of fizzlers that had to be figured out. My only little nitpick is that portals are barely needed(I think only three portals were necessary), but I completely understand the lack of portalable surfaces considering the fizzlers and other puzzle elements present.
I can't wait to see more Hurricaaane!
BTW, what is a diportal?
This one only took me about 5 minutes to complete, but I liked it nonetheless. I'd like to see more, maybe something a bit more challenging along similar lines.
Nice work with this one. 
I just played this map, and I have to say this is one of the coolest maps I've ever seen
It took me a few minutes to get it, and like others above the switcheroo caught me off guard (which is a good thing). Please make more maps. 
I fully agree with the comment above in that this map is so coool! In such a small space you have made use of many of the portal 2 dynamics and the ability to turn the emancipation grid off and on is genius
Really hope you make some more maps like this, as it's nice and different 
Me and my partner in science battled each other in a time battle on this map, check it out below:
Soa5BOARaEQ
A great puzzle; very little space is used to make an original puzzle with angles and emancipation grids.
One
a diportals experiment
------
A short puzzle.
It shouldn't take long to solve this one.
---
Version history:
18th of May 2011: Initial testing release (diprt_laser_fizzler.bsp)
File Name: diprt_laser_fizzler.zip
File Size: 2.65 MiB
Click here to download diportals, One