DaMaGepy's Portal 2 map #2
by DaMaGepy · Uploaded Jun 01, 2011
File Size: 13.13 MB
Downloads: 1246
Rating: (20 votes)
Description
This is my second Portal 2 custom map, with 6 testchamber. Has custom musics. It's bigger than normal, the challenges are just a little above medium. The map is easier if you completed my first "training" map, and was made to be fun. Since my first map had a destroyed theme, I've decided I'll make this map with a clean look with minor bts things. Pls report missing/misplaced textures, errors/bugs/exploits. This is my summer contest entry too, with some modifications, removed custom music/texts and some signs The music is from Unreal, a cool game from 1998... Walkthrough video in case you stuck: http://www.youtube.com/watch?v=Oev-OPKDMkQ - optimized it a bit for smaller filesize - fixxed room6 so after throwing the ball out you can't portal out thru the hole - added a sign to room 5 + some bugfix - removed potato from gun after DLC steamid: damagepy
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In my case the panel with the blue goo isnt in the position shown in the tiny screenshot you have uploaded. I can't do anything 
that only goes out after you killed the cube and the boxdroper drops the new one on the button
Portal 2 have limited signages so I cant reall hint what to do. ANd I dont want, since 6-7 tester succesfuly found out the solution pretty quick 
how to kill is pretty obvious (but I added an up arrow to the fizzler in the latest version), and there are only 2 portalsurface that can be used, the problem is that the portal on the floor is in the way when you run. The trick is to place the wall portal as high as possible and jump over the floor portal into that wall one. I tought its too easy to just make a simple gel-walljump thing and I got annoyed by the pro players who told me my maps not hard enough 
Oh yeah! I didn't think of that. That's pretty clever. I should have noticed that after dropping the first cube there's nothing stopping the box dropper from dropping a box on the button 
Thanks for the heads up 
Very nice map with nice visuals (the test letters appearing on the wall for example was a nice effect), didn't expect anything less from you after your first map.
You don't actually need to jump over the floor portal in chamber 5 btw, if you are fast enough (and due to the gel you are) you won't fall in if you run over it.
very great map but in the last room you can simply get that second ball by jumping an then crap it. so you dont need any cube -> light bridges
Very good map! I thoroughly enjoyed it. I actually couldn't figure out how to beat Chamber one, but the rest were a little easier. Keep it up, I enjoy you maps a lot!
Sepharite wrote:
Very good map! I thoroughly enjoyed it. I actually couldn't figure out how to beat Chamber one, but the rest were a little easier. Keep it up, I enjoy you maps a lot!
well if you played my first map, and if in this map you successfully reached the angled lightbridge in the first room (marked with 2 dot) then its not too hard
Sulfaras wrote:
very great map but in the last room you can simply get that second ball by jumping an then grab it. so you dont need any cube -> light bridges
I found this also, but went back and beat it the intended way.
Some of these puzzles were real head scratchers for me, but I eventually found all the answers without help.
I almost came up with an alternate way to fizzle the cube in chamber 5 but it was too difficult to do.
Here's a screenshot:
http://cloud.steampowered.com/ugc/559784493849497022/235C6DCBD8BF36BF4F917DB75F280C4CA00DFD49/
I would start out next to the cube across the hall from the blue portal and run into it sending me part way up the wall. While in the air I would look straight down and fall into the orange portal below me while holding forward. I would then zoom back over the orange gel across the hall to where I started, but I would shoot the blue portal on the wall in front of me and go through it with more momentum than before allowing me to make it up the wall almost to the fizzler. The problem came when I tried adding the cube to this equation. I would put the cube as it is in the screenshot so it would be right next to where I'd be zooming by, but I couldn't manage to shoot the blue portal on the wall in front of me, grab the cube, and maintain direction+momentum. Maybe if I had the precision of a speed runner I could do it...I think so. Anyway, its kind of a cool trick even though it wasn't intended here and I could see something like it being part of a future map(that someone else makes, I'm no mapper).
Thanks for the great map and puzzles. I look forward to the finished product.
was that jumping ball grabbing thing exist in this final version too, or just in the under construction version? I changed some of the puzzles based on reviews but havent fixed anything in room 6 since I just finished it. So if you find any bug/exploit, tell me where they are 
Yesterday I uploaded the finished version.
DaMaGepy wrote:
was that jumping ball grabbing thing exist in this final version too, or just in the under construction version? I changed some of the puzzles based on reviews but havent fixed anything in room 6 since I just finished it. So if you find any bug/exploit, tell me where they are
Yesterday I uploaded the finished version.
It was the WIP version. It is plenty far away now to prevent an easy grab. I just ran through it to get the answer before work, but I want to play the map more thoroughly when I get home.
The map was awesome - really enjoyed the puzzles! Though sometimes i was like "ARRRGGHH how do i do the damn thing!". Also, solved the 4chamber different.
Here's how i solved the 4th chamber - i didn't use the backwards funnel.
http://www.youtube.com/watch?v=wIWlNoLIIII
DaMaGepy wrote:
hm blue gel is not visible... is it your settings or a map bug?
I think the gels don't show up sometimes when someone records a demo and then captures video while the demo is being played back. I've seen it before on speedrun videos of official Portal 2 maps. It may have to do with the settings used while recording or playing back the demo, or it may happen regardless of settings.
Great map just like your previous one!! The puzzles are medium and there are many creative ideas in the maps. 5/5. One thing: could you please don't add blood in your maps? I'm scared of it.....

Hey there.
Very nice map. Great ideas and good puzzles.
I really enjoyed playin on this map.
It has a good amount of rooms and I had to think about every room, but all was clear to solve.
Good job!
I really like the map design and the use of panels / animations.
Thanks for sharing that map.
Regards
PortalCombat
p.s.: Are you working on any co-op map?
Fixed some bug, and added a sign to room 5.
Soon I'll start making map #3, that will include rooms that I couldn't include to this map due to the mapping contest restrictions. Will also have some custom music...
5* (I'd give more if possible). Awesome, long map. Thoroughly enjoyed it. The best part was figuring out what to do - then doing it was a lot of fun simply because of what it entailed. Keep up the good work - some very innovating thinking there (like picking up the cube/self with light brigges/funnels). More pls!
This one is probably the nicest DIY map ever. Good music.
5/Excellent.
DaMaGepy's Portal 2 map #2
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Great map, loved most parts of it. One or two moments where i thought there was a bit that didn't need to be there, but overall very good. Also love the custom music - if any map makers are reading this, follow this guy's example!
I'd love to see some more music from other games used as bgm for portal maps, especially music from games like mass effect, unreal, or deus ex for example. You know, scifi synth-y stuff as is suits portal so well 
I also come across this thing in most custom maps where, if they are using an 'official' portal 2 music track, it plays fine, but if i quick save then quick load, the music will not be playing and i have to do the rest of the map in silence 
This didn't happen for some reason in this map, there was silence only for a short while after i quick loaded, then the custom track started again (maybe at the start of a new loop?).
I finished the maps, therefore you are a flippin' genius! Me also
A very nice mix of Portal elements. Maps that are more thinking than reacting are definitely my favorites, although the trick to get the cube in the last room was a very inventive mix of both without being frustrating once you figure it out. I'm always ready for more gel, too. I don't see enough of it, particularly the repulsion gel. My only suggestion for improvement is to give us more turrets to kill and fun ways to kill them. I can't get enough of their pathetic whimpering.
I'm planning to start my 3rd map (still based on the plans I drawed on paper after portal2 launch and had no time to include them in my #2 map), I hope I can get it done soon. I'm not restricted by any contest now, and I'm not planning following the portal concept. I will just make a mixed fun map..
On the one hand, I don't like maps with bland vistas. On the other, I don't like maps with jumbled themes. Yours is the latter, although it's not too bad. The last room in particular is odd looking, because you go from a very clean laser room to a destroyed side area.
While none of the puzzles were terribly hard to figure out, some of them were a pain in the neck to execute. In the room with the propulsion gel fling, I did have to jump to get enough height. Then, after I got the cube on the button, I wanted to put some more gel at the end of the room, but the button was disabled.
The double lightbridge was a clever idea, but rather hard to maneuver with. I got blasted by the turrets several times before I managed to squeeze into it.
The length and variety of puzzles make this a fun map to play, but the touchy execution of some steps and the mish-mash of styles keeps me from giving it a 5. 4/5 from me.
@KennKong
I can't be more disappointed with the post you just made above, my friend.
First of all I want to say that it is not at all my intention to question any opinion because of course everyone has the right to have whatever opinion about whatever matter. But most of the reasons that seemed to make you have such that bad opinion of this map could be at least discussed.
KennKong wrote:
On the one hand, I don't like maps with bland vistas
Bland vistas? what do you mean by that? If we consider the chambers design for example, every one has a very creative and detailed construction, and in fact, Damagepy is one of pioneers using some visual techniques like for example:
-
Tilting textures: there is a line-ing on metal black textures visible on medium-high resolution settings. Well, giving these textures a 90? turn makes an awesome effect breaking with the monotony. Damagepy was one of the first ones (if not the very first one) to use this.
-
Different size textures combination: also this common tecnique widely used by all of us also to break the monotony is contiinually used by him, getting a great effect on all his walls.
-
Placing of white/portalable textures: he has a special way of interspersing the white and black metal textures "drawing" funny figures everywhere:

- Animated original stuff: have you checked out the word TEST on the wall at 3rd chamber and how the tiles drop drawing the word TEST? Simply great!:

- Lighting is simply perfect: it stands out that this is an old mapper tanned in Portal times! Every single sigange has its own light, all chamber have the most adequate ligthting, fog, atmosphere...
KennKong wrote:
I don't like maps with jumbled themes
Well, if you HAVE TO take this map into a theme of Portal2, you could put it into Wheatley's theme, but with less destruction and more detailed... But I'll tell you this: I'm so tired of people who is limiting his creativeness to fit a certain Portal 2 theme... The game is getting so exploited and the themes are ALREADY so used by all mappers and getting boring, man. What about being creative? I love new elements on Portal, not just new puzzle elementms, but also new aesthetical ideas, and Damagepy has a personal vision always original. About puzzle elements, well he is the FIRST one giving different usage to common puzzzle elements, like the use he gave to the light bridge on his first map: never used like that BEFORE!
I really jope that you can check out carefully this map or the previous one from him, and try to change your perpective, because there must be something wrong in it.
With kind regards!
I truly enjoyed this map, even more then map#1.
Again a lot of details, nice lightning & atmosphere. I repeat what's already said, the "test" sign coming from falling and turning tiles was very very very nice !!
Puzzles again not too hard, although harder then the first map imho.
The lazer thingy wasn't hard to think, just tryal and error until it was right 
Rated !

This is my second Portal 2 custom map, with 6 testchamber.

Has custom musics.
It's bigger than normal, the challenges are just a little above medium. The map is easier if you completed my first "training" map, and was made to be fun. Since my first map had a destroyed theme, I've decided I'll make this map with a clean look with minor bts things.
Pls report missing/misplaced textures, errors/bugs/exploits.
This is my summer contest entry too, with some modifications, removed custom music/texts and some signs
The music is from Unreal, a cool game from 1998...
[img]http://heroes.hardwired.hu/-/portal/portal2/sp_damagepy_02.jpg[/img]
Walkthrough video in case you stuck: [url]http://www.youtube.com/watch?v=Oev-OPKDMkQ[/url]
- optimized it a bit for smaller filesize
- fixxed room6 so after throwing the ball out you can't portal out thru the hole
- added a sign to room 5 + some bugfix
- removed potato from gun after DLC
steamid: damagepy
File Name: sp_damagepy_02_v1.18.zip
File Size: 13.13 MiB
Click here to download DaMaGepy's Portal 2 map #2