[SP] DaMaGepy's Portal 2 map #1

by DaMaGepy · Uploaded Apr 25, 2011

Screenshot 1

File Size: 8.10 MB

Downloads: 5171

Rating: (40 votes)

Description

[RELEASE] This is my first Portal 2 custom map (pre-SDK). The map is pretty big, the challenges are just medium, I had to teach (introduce) some trick since they were not needed in single player. Its a fun map, no hard flings or aerial parts, but I promise, my next map will be for the hardcore gamers. This map was made just a few week after Portal 2 release, 2010. May, with modified Alien Swarm SDK, and I recompiled later with the official Authoring Tools... Pls report missing/misplaced textures, bad lights, errors/bugs/exploits, or any fun idea that I can include in my future maps... if the idea is good, I 'll implement it. Known bugs: - Laser cube floating when other cube got removed from under, but thats a Portal 2 bug. - Fixed some texture / prop and gelroom cube now autorespawns - Added lightpanels and skybox You can also download the hammer source .vmf from here

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DaMaGepy • Apr 25, 2011 • #38508
361 posts

[RELEASE]
This is my first Portal 2 custom map (pre-SDK). The map is pretty big, the challenges are just medium, I had to teach (introduce) some trick since they were not needed in single player. Its a fun map, no hard flings or aerial parts, but I promise, my next map will be for the hardcore gamers.
This map was made just a few week after Portal 2 release, 2010. May, with modified Alien Swarm SDK, and I recompiled later with the official Authoring Tools...

Pls report missing/misplaced textures, bad lights, errors/bugs/exploits, or any fun idea that I can include in my future maps... if the idea is good, I 'll implement it.

[img]http://heroes.hardwired.hu/-/portal/portal2/por2_damagepy_01.jpg[/img]

Known bugs:
- Laser cube floating when other cube got removed from under, but thats a Portal 2 bug.
- Fixed some texture / prop and gelroom cube now autorespawns
- Added lightpanels and skybox

You can also download the hammer source .vmf from [url=http://heroes.hardwired.hu/-/portal/sp_damagepy_01_source.zip]here[/url]

File Name: sp_damagepy_01_v1.75.zip
File Size: 8.1 MiB
Click here to download [SP] DaMaGepy's Portal 2 map #1

do_not_bug_me • Apr 26, 2011 • #38509
21 posts

best custom map so far, thx for sharing and keep on

PortalCombat • Apr 27, 2011 • #38510
306 posts

do_not_bug_me wrote:
best custom map so far, thx for sharing and keep on

/sign

I like the map design and the puzzles are nice.
Keep on the good work.

DaMaGepy • Apr 28, 2011 • #38511
361 posts

I updated the 3rd big room, Gel room is not finished yet (I left it easy to test the 3rd)

PortalCombat • Apr 28, 2011 • #38512
306 posts

damagepyportal wrote:
I updated the 3rd big room, Gel room is not finished yet (I left it easy to test the 3rd)

I have played your update and I enjoyed it.
The level design is awesome and puzzles becomes better.

Nightgunner5 • Apr 28, 2011 • #38513
75 posts

I really liked the bridge hopping (or whatever you call that) part.

DaMaGepy • Apr 29, 2011 • #38514
361 posts

Okay, I think I've finished the gel room, please report any bug/error/unintended solving u find.


Only one room left to make, hopefully in the weekend I'll have some time.
I know its not a difficult map, but I had to introduce the bridge/tunnel lifting thing, maybe not everyone found that out while playing single/coop.
For hardcore playerz, map 2 will be a hard one, I promise!
Or maybe I just do some co-op

Beer-Me • Apr 29, 2011 • #38515
137 posts

Okay nevermind, I was trying something TOO adventurous, great map

PortalCombat • Apr 29, 2011 • #38516
306 posts

I just found a way to place a portal to make a shortcut:

image
click on the image for larger view



I placed that portal from down there.

Sulfaras • May 03, 2011 • #38517
67 posts

whats the sense of the gel room? you can leave it without doing anything.

edit: ah ok i get it

edit nrm 2: funny part with that spikewall but why you found a second portal gun?

DaMaGepy • May 04, 2011 • #38518
361 posts

thats for testing,I place a playerstart and portalgunat the last sections and I only compile that part when I test my map, and im too lousy to remove it in full or to script the "giveportalgun" Will be removed in the final version. I'm working on the last puzzle now.

DaMaGepy • May 05, 2011 • #38519
361 posts

Finally, I finished the map.
Around 8 not too hard puzzle and some fun...

Sidneys1 • May 05, 2011 • #38520
89 posts

Nice playthrough! Had a lot of fun. Found one strange bug though... When you're stacking the cubes to align the redirection cube, if you pull the lower block out the top redirection cube will float.. Not sure if this is a bug in your map or a Portal 2 bug though.

Have a nice day,
~Sidneys1

DaMaGepy • May 05, 2011 • #38521
361 posts

its a portal bug, happens on official or other custom maps too.
btw it only floats when having an active beam. maybe the laser is strong enough to keep it there

axe_1337 • May 05, 2011 • #38522
10 posts

Ok, previous map I played (custom map) was really frustrating. I am going to film my attempt at this map.

Creator, if oyu are going to watch the movie I will post tomorrow (takes forever to upload), be sure to notice any possible frustration or confusion. Playtests are the best way to perfect your puzzles.

This has been proven with every valve game.

edit:

Judging from the pictures, you have done a nice job in details .

DaMaGepy • May 06, 2011 • #38523
361 posts

Ye I always watch playthroughs, I'll also post my solution via youtube for those who got stuck.
Im doing some fix for the last puzzle (mainly some markers since ppl have a hard time finding the little hole to the behind-the-scene room with the elevator...
so link the video

Sulfaras • May 06, 2011 • #38524
67 posts

well finaly i solved the map but only with a crazy trick:

first i redirected the laser with portals and 2 cubes but then im not able to get to the elevator. then i redirected the laser only with cubes so the elevator was down and im on it but then i could not interrupt the laser to make the lift going up. so after nearly one hour of trying i just took the companions cube from under the first laser cube, placed me on the lift, made an savegame and loaded this so the laser cube fall down and i get up with the lift. but i cannot imagine that this is the real solution.

DaMaGepy • May 06, 2011 • #38525
361 posts

Well its pretty obvious how to break the laser "link". One of the cubes must be removed
You know what that button near the turrets does, right? And there is a portal surface next to it for a reason
Posted a youtube walkthrough for intended solutions. If anyone finds another way to solve a puzzle (ignore the 2nd room where you can portal in the air and jump to the blue tunnel skipping half of the room) pls report it here. Also do not report the floating cube bug! Thanks

Sulfaras • May 06, 2011 • #38526
67 posts

well thats also a good solution ^^

axe_1337 • May 06, 2011 • #38527
10 posts

Uploading crashed, so I gotta start over again. Expect a vid within 2 hours or so .

PortalCombat • May 06, 2011 • #38528
306 posts

Hey there.

I played your map now many times (release one).

Some bugs, I have found:
(click on the images for 1920x1200 view)

1.) sometimes not all turrets die (I know it is a known bug already)

2.) I was able to create the laser-link with 4 laser-cubes only:


3.) puzzle solved with 4 cubes (laser-link) - 2 cubes over at finish:



4.) I did not use the button to destroy the laser-link
- instead I placed a portal in front of the last cube (down there, next to the arrow)
- the other portal in front of the exit (platform)
- 1 cube was over to jump on (solving laser-link with 4 cubes)
=> If you go this way, you can get stuck at this point: (cube accidently pushed on platform)


5.) You can get stuck at 2 places of the map:
- If you jump down there, you need at least 1 cube to get out
- If you dont have any cubes there, you are stuck, because there are no places for portals.



suggestions
Suggestion for bug number 1.)
- maybe let the spikes move up and down as long as the laser activates it
- it would generate a higher chance to kill all turrets
- and in my opinion it would also look much better

Suggestion for bug number 2.)
- place some wall somewehere in the way of cube 3 and 4

Suggestion for bug number 4.)
- remove the portal spot in front of the last cube (next to the arrow down there)
- no need to fix this if you place acid on the ground!
- make players think about the button to destroy laser-link (I did not use the button at all)

Suggestion for bug number 5.)
- place acid down there
- so players would know they are not allowed to jump down there

Edit: general suggestion:
- try to make the end a little bit better (fade out and text message is lame)


I really enjoy your map.
Good ideas and really good mapping with great amount of details.
I hope you can fix the last few bugs soon and maybe think about my suggestions.

I will keep playin your map.


Regards
PortalCombat

axe_1337 • May 06, 2011 • #38529
10 posts

Yeah btw, rewatching my own vid made me remember something.
I found a nasty bug, which took me a long time to get out.

I couldn't get over the edge anymore, kept bouncing back.

http://img4.imagehyper.com/img.php?id=6 ... a131b12184

cracker64 • May 06, 2011 • #38530
2 posts

awesome map, just some things I noticed...

you can complete the first room without stacking the reflector on the cube, not sure if this was an alternate solution or not.
http://img3.imageshack.us/img3/5346/2011050600001.jpg
also, the camera in the first room does not follow me.

in the last part, with the turrets, you don't have to kill them, you can crouch under them and get to the other side.
completed with turrets alive:
http://img706.imageshack.us/img706/7056 ... 600002.jpg
under the turrets:
http://img580.imageshack.us/img580/6963 ... 600003.jpg

also, with the floating cube glitch, i managed to solve it in a completely different way. (with turrets alive too)
http://img194.imageshack.us/img194/5826 ... 600005.jpg
http://img706.imageshack.us/img706/8205 ... 600004.jpg
(that last cube was the hardest to place, it has to be at a slight angle)

axe_1337 • May 06, 2011 • #38531
10 posts

It took me 17 hours to upload this movie. So I think I deserve a break .
I used an advert redirect link, to buy a donut of the profits of this link.
Although, one donut is 3000 clicks on this link :O.

Don;t worry it wont affect ur view of the vid (I think).
And I couldn't find anything in the fules about posting these links, so I thought posting this one link jsut this time cuz of my hard work, would be fair.

Gameplay VID, did some hacky things also.
Removed. Read the rules. No "click here" revenue links, period. --msleeper

Sidneys1 • May 06, 2011 • #38532
89 posts

@axe_1337: Dang man that's painful to watch. Entertaining though.. I beat the map in like 15 minutes. Excellent map, btw damagepy.

Have a nice day,
~Sidneys1

Hober • May 06, 2011 • #38533
1,180 posts

Just post a demo next time. It'll be like 10MB compressed.

Also, have some goddamned pride. 3000 clicks for a donut? Seriously? These mappers do all this work for free and you want to make a quick penny off us watching your playthrough? Oooohkay.

msleeper • May 06, 2011 • #38534
4,095 posts • Member

No fuck that. URL removed and warning given.

axe_1337 • May 07, 2011 • #38535
10 posts

Ok, here is the original link -->
http://www.videobb.com/f/lV42YaeJzU8Q.swf


And yes, it did took me 45 mins to complete it. I did some dumb things XD, also used some other solutions then intended? My lasercube only collided on the edge with the laser.

Also that blue gel bug, is also here somewhere.

EDIT:

I am sorry about the bad quality, my pc aint the best of the pc's . WHen youtube works again I will use youtube.

infernet89 • May 07, 2011 • #38536
174 posts

Ok, i've tryied to run on that, this is the result:
http://www.youtube.com/watch?v=Hz63lNtCSTc
No relevant shortcuts found.

(obviously, don't look it if you haven't solved the map by yourself)

DaMaGepy • May 07, 2011 • #38537
361 posts

those floating cubes are so LOL, I hope Valve fix it.
Also did some fix in the last room and with the turrets, thanks for the feedbacks

Any_ILL • May 07, 2011 • #38538
4 posts

Hi and thanks for your map.

I run in a problem in the gel room (the first if there's more). I found out how to put the cube in the room where the second interruptor is (with the red gel and a throw) but it wasn't heavy enough to push the interruptor for more than 2 seconds. I thought it was normal until after an hour of play I decided to check the you tube video above. Infernet89 succeed in pushing the interruptor with the cube, I don't. Why is that??? I tried to put the cube in the center, in the corners... Everywhere on the button but I found no way for it to stay pushed T_T

I'm gonna use noclip I think, to do the rest of the map. Besides this "bug" if it's one, the map is great.

edit: I finished the map, I had the turrel bug too but I really enjoyed playing it, I liked these kind of puzzle. Thanks for it ^^

iamafractal • May 07, 2011 • #38539
272 posts

damagepyportal wrote:
Okay, I think I've finished the gel room, please report any bug/error/unintended solving u find.

the only little thing i'd mention on this room is that the fizzler generators are not the old fashioned kind that i would have expected here.

iamafractal • May 07, 2011 • #38540
272 posts
Phitt • May 07, 2011 • #38541
35 posts

Great map, thanks for sharing! Apart from the issues that have already been fixed for sure I only had this issue...

Any_ILL wrote:
I run in a problem in the gel room (the first if there's more). I found out how to put the cube in the room where the second interruptor is (with the red gel and a throw) but it wasn't heavy enough to push the interruptor for more than 2 seconds. I thought it was normal until after an hour of play I decided to check the you tube video above. Infernet89 succeed in pushing the interruptor with the cube, I don't. Why is that??? I tried to put the cube in the center, in the corners... Everywhere on the button but I found no way for it to stay pushed T_T

...once as well. I've played about every version of the map after you uploaded it, can't remember in which version this happened - but in the same version it worked after reload. And it only happened once. Maybe it's just a weird game bug that has nothing to do with your map, but I've never encountered it in the regular game or on other maps. Not a biggie anyway since a reload fixed the issue and it only happened once.

Again, thanks for the map!

DaMaGepy • May 07, 2011 • #38542
361 posts

I'm fixing that button, making it bulletproof a trigger will activate it too, for sure.
Also changing the fizzler to old style.
And yes that floating laser cube is a game bug

cracker64 • May 07, 2011 • #38543
2 posts

The updates are good, just ran through it again, and noticed a few little things.

It's very easy to get yourself "stuck" in the first room by putting your cubes in the next room, yet staying in the laser part, could you get some detection for that (like the normal chambers) and open the door.
Found some odd portal placement in the first room as well, the first portal for the laser can now go much higher, which lowers the beam when it comes out the second portal, so the stacking is not needed, before the first portal wouldn't go that high.
http://cloud.steampowered.com/ugc/59693 ... 6A891E922/
There's a kind of hole (or break in the panels) in the floor too, and shooting portals around it will sometimes spawn a portal under the floor, i will get a screenshot soon.
http://cloud.steampowered.com/ugc/59693 ... 4AB951386/
http://cloud.steampowered.com/ugc/59693 ... E5923962D/
http://cloud.steampowered.com/ugc/59693 ... ADD3DCBA1/

DaMaGepy • May 07, 2011 • #38544
361 posts

thanks, fixing them, and fixing back the portal above the door too, added oldsty ?le fizzlers, etc

iamafractal • May 08, 2011 • #38545
272 posts

damagepyportal wrote:
I'm fixing that button, making it bulletproof a trigger will activate it too, for sure.
Also changing the fizzler to old style.
And yes that floating laser cube is a game bug

well at least that's something you can take advantage of by offering one fewer cubes although i'm sure they'll eventually get to fixing it...

I really enjoyed your map... best one yet for portal 2 imho.

DaMaGepy • May 08, 2011 • #38546
361 posts

I dont want to rely on that bug because Valve can fix it anytime. And that only can save the storage cube. Its not bad that some can make it with only 4 lasercube, 5 is for ezymode

DaMaGepy • May 08, 2011 • #38547
361 posts

I'm done with the map, only the beginning and the end will change (with a lift) when I finish my next map.
Currently trying to modify it for coop but experimenting with coop things.
For example I wanted the players to climb up/hop on the other player's head to reach the redir cube, but seems they cant stay on eaxh other, or at least its hard and that would be too hard "puzzle" too for a first room
Anyway, as coop it will be a bit harder, and using only the layout saves me time (no need to make another map) and modifying the puzzles is faster...

iamafractal • May 08, 2011 • #38548
272 posts

i thought that the end could require you to take a prism cube along... like http://steamcommunity.com/id/iamafractal/screenshot/560907770750444092 ... that would be a nice way to continue, heh.

DaMaGepy • May 08, 2011 • #38549
361 posts

nice but hard. I even had to dub this last part down a lot. I promise, in the 2nd map I will not care if someone cant solve it, will not use this many hint and stuff.
btw anyone knows how can I switch spawnpoint in coop? if the blue player reach a trigger, I want him to respawn in a 2nd point but disabling first enabling 2nd and setting as activespawn not working or bugged...

Stylus • May 12, 2011 • #38550
50 posts

I didn't have the chance to thank you for this excellent map. Amazing design and overall 5/5 map.
So far i can easily say that you're my fav mapper.

iamafractal • May 12, 2011 • #38551
272 posts

damagepyportal wrote:
nice but hard. I even had to dub this last part down a lot. I promise, in the 2nd map I will not care if someone cant solve it, will not use this many hint and stuff.

Excellllllllent... that's just how i like 'em... make me think about it...

also, feel free to take advantage of the music available in the game, and especially the progressive music that, for example, gets used in the initial gel levels in the game... that's always fun.

xdiesp • May 14, 2011 • #38552
1,078 posts

Tremendous map, very professional with moving parts and differentiated puzzles. But I got stuck at the broken bridge and the cubes could have been less erratic.

Virith • May 17, 2011 • #38553
1 posts

Very nicely done, I registered on this forum just to give it 5/5. :p I really enjoyed the design and the puzzles not being too hard. The only thing I had problem with were the hints... spoiling all the fun!

pkScary • May 18, 2011 • #38554
19 posts

Very nice map, I like the tricks you gotta do to solve the puzzles.

lifeson99 • May 20, 2011 • #38555
102 posts

I loved every minute of it. Getting stuck was fun as hell.
So many new and clever puzzles - man, you're a Genius. You should apply at Valve !!
My fav was the redirection cubes.

I ended up using an unintended solution that my own mistake forced me into.

I could not find the 5th cube in the Garden so had to use just 4. Man - That arrangement was sooo damn tight. It just BARELY made it. You probably did not know that was possible - hehe




At first I spent a long time trying to tilt the bottom regular cube to point the Laser uphill. I was trying to use the 2 soup cans to tilt the bottom cube right next to the Laser. But they either rolled away, tilted the beam too steep, or in many cases they just oddly . . . melted into the bottom of the cube and had no tilt effect on it !!!

I also got stuck trying to get Blue Gel off the cube as it bounced around crazily. It was a Catch-22 because you can't grab it and click the button to "wash" it - as soon as you release it to click the button it bounces away. Crazy, man !!
Finally, the Gel room solution of the Hail Mary pass into the end zone while running into a grate to stop you


. . . brilliant. I can't wait for #2.

iamafractal • May 20, 2011 • #38556
272 posts

@lifeson99 please edit your post so it properly uses the [spoiler] tag for any spoilers, especially the picture.

lifeson99 • May 21, 2011 • #38557
102 posts

Sorry - fixed.

iamafractal • May 21, 2011 • #38558
272 posts

thank-yee

DaMaGepy • May 22, 2011 • #38559
361 posts

Well, to wash the bouncing box, just destroy it by calling for a new one
And yes, that solution with 4 box is partially intended, since lots ppl failed to find all 5 box, I kept it solvable with 4, but pretty hard that way. Can also use the bug, moving out the storage cube and using it at the top of the ramp. I added some sign for the stair-cube but apparently some ppl fail to find the other, but thats the beauty in it

smwlover • May 23, 2011 • #38560
68 posts

Great map indeed. The puzzles are not very hard(Although I did get stuck on the last one for a while.) but require skills to work out. I'm expecting more excellent maps like this!!Go on!!

Djinndrache • Jul 06, 2011 • #38561
1,442 posts

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:

yqefa4GFPcE
(Link: http://www.youtube.com/watch?v=yqefa4GFPcE)

Also note the video description for more feedback and my signature for additional project information.

Portal2Two • Sep 01, 2011 • #38562
88 posts

5/Excellent. Fix the exit elevator not coming down.

DaMaGepy's Portal 2 map #1

Rw2BY2IQzJA

DaMaGepy • Sep 02, 2011 • #38563
361 posts

Portal2Two wrote:
5/Excellent. Fix the exit elevator not coming down.

well, since the turrets sisnt blowed up, that means its an older version you played.

Portal2Two • Sep 03, 2011 • #38564
88 posts

DaMaGepy wrote:
Portal2Two wrote:

5/Excellent. Fix the exit elevator not coming down.

well, since the turrets sisnt blowed up, that means its an older version you played.

You're right, I played the older version three weeks ago, and the latest version fixes everything. You've got a good map, the only thing I might add would be a long zigzag-like tunnel leading to the exit - a tunnel from where it says "Thank you for participation/20 minutes". Such bells and whistles thing. Thanks for mapping.

DaMaGepy's Portal 2 map #1

mob1xYybgho

Demonz312 • Sep 03, 2011 • #38565
21 posts

nice map keep it up dude

KennKong • Sep 05, 2011 • #38566
942 posts

I'm usually wary when I see a download with a lot of posts in the topic, but few votes in the rating, thinking that's a sign of a lot of bugs.

Well, maybe that's a little true of this one, because you did have a few glitches here and there, but I think it's just a shame that so many people just aren't voting.

The variety and ingenuity of the puzzles in this one make it a lot of fun to play. The only thing that kept me from giving it 5/5 was the inconsistent look, and the occasional bit of fiddling around with cubes to get things just right.

nikdangr • Nov 03, 2011 • #38567
16 posts

I finish #2 earlier today and couldn't wait to get to #1. I was not disappointed. Love the abandoned look. So much more atmosphere.

I had kill the turrets with jump shots from the laser through a cube prism and a couple of portals. Is that intended or does the crusher really work?

I wanted to use that bean can bad. I know it would be overkill, but I'd sure like to bop a turret or two with a gravity gun function. Give me that with a cube coated in repulsion gel and get out of my way.

There may a few better single room maps out there, but for total entertainment you win hands down.

Where's #3?

DaMaGepy • Nov 20, 2011 • #38568
361 posts

check the youtube walkthru vid to see the porper solutions

Varakir • Nov 28, 2011 • #38569
19 posts

I really like this map, I think everyone delving into the world of custom maps should be made to play this as a tutorial for new techniques. The layout and design is awesome.

The only improvement i'd like to see is some custom dialogue instead of the floating messages, but i appreciate that's a tall order.

DaMaGepy • Jan 10, 2012 • #38570
361 posts

Added textured skybox, changed some light to lightpanel, and recompiled with HDR...

Bokkie • Jan 21, 2012 • #38571
21 posts

Enjoyable map with nice details !
Not too hard puzzle's wich I enjoy more then brainteasing and being frustrated for hours

Only the part with the turrets hold me a while to figure it out, once solved it was good to see them crushed hehe

Rated !

a2912871 • Jan 22, 2012 • #38572
32 posts

This is me trying something different

<a href="https://www.youtube.com/watch?v=soz5iT7l4">soz5iT7l4

DaMaGepy • Feb 16, 2012 • #38573
361 posts

lol, smart!

redunzl • Apr 07, 2012 • #38574
58 posts

Overall, a fun map to play. There were a couple of spots in which the "reset" was rather long if you screwed up the last step of a puzzle.

I also found it was not necessary to use all 4 of the hidden laser cubes to solve the last puzzle. Which means that, although it probably isn't likely, if someone doesn't use the right cube in the chain to guide the laser, the final step to push the button to fizzle the cube, killing the laser so the platform rises will not work. However, I see that someone else has already found a workaround for that particular conundrum as well, so I suppose it's all good.

Considering how long ago this was built, 5/5 from me.