Test for fun (DaMaGepy #2)
by DaMaGepy · Uploaded Jun 02, 2011
File Size: 5.18 MB
Downloads: 983
Rating: (19 votes)
Description
This is my second Portal 2 custom map, with 6 testchamber. I posted it as single player wip as well because I started it as a normal map with custom music and texts and less hint (removed them from this). But since it must be a standalone map and maybe not all tester played my first training one with funnel/bridge climbing, I had to put more than usualy signage in the first room, sorry for that. The map is bigger than normal, the challenges are just a little above medium (for the casual players). It was made to be fun and not too difficult. Since my first map had a destroyed theme, I've decided I'll make this with a clean look with minor bts things. Pls report missing/misplaced textures, errors/bugs/exploits. Walkthrough video in case you stuck: http://www.youtube.com/watch?v=Oev-OPKDMkQ - optimized it a bit for smaller filesize - fizzed room6 so after throwing the ball out you can't portal out thru the hole - added a sign to room 5 + some bugfix steamid: damagepy
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Its really good so far, the puzzles are nicely tricky and the elements in the 6th room are fun to mess about with.
1 graphical glitch I've noticed - In the room with TEST on the wall (Which looks great BTW) the reflection in the water shows the word before it appears and then shows it with the corner missing off of the T. Not sure if that's fixable or if you'd have to move the thing so it no longer has a reflection.
I cannot say for sure due to the fact it is unfinished, but it is a very good start for a map.
I loved the first 4 Levels just as I loved your first map.
But I got stuck in Room 5. I cannot see anything to do other than slide around on the Orange gel. There is an Up Arrow that leads to an empty ceiling vent with plastic and nothing else.
There is also a metal grate with a cube floor button inside and a "White X". However there is no way I can see to get the cube in there and there is no way to get your body in there. No white panels to jump up there and besides you cannot get in. I tried NoCLIP and even then could not get the cube through the open area at the top - it somehow blocks it.
Anyway with Noclip I was able to I trip the button and then I then saw the Blue Gel board moved into place and escaped.
So then I was in Room 6 and have no idea how to "skip the room". Is there a Console command to go direct to Room 7. Or if not where in the world is the exit from Room 6 ?? Thanks
Veeeery funny ... Very clever and clean puzzles! In the beginning a bit hard to figure them out, though then LOTS OF FUN.
I really enjoyed this 2nd map... as well as the 1st one.
Can't wait for MORE!!!!
Seems lots ppl have hard time with room 5
unfortunately no indicators in portal 2 that I can use to tell to kill the cube
made the dropper more visible. The X should mean KILL 
Any suggestion how to make the pussle more obvious? Just start with a cube already on the floor? or use the cube handover sign from coop at the fizzler?
btw no room 7 yet, even room 6 is under construction atm, so if you dont want spoilers, dont solve it yet.
Heres a video of my first play-through: http://www.xfire.com/video/47ccef/
If i had actually read the signs I think I would have beaten this much sooner :d
& here is chamber 6 solved! haha: http://www.xfire.com/video/47ccdd/
I almost quit a few times! But I'm super glad I stuck to it because it makes you feel smart once you get it :d
Great puzzles, took me about an hour to finish all 6. Not the prettiest, but I personally don't care.
A few things though:
On chamber 4 the autosave forces you to watch the cutscene again and again. If you die alot, its a bit annoying. Also, I think the timer is too unforgiving to be accessible to all players.
On chamber 5
The tilted panel that propels you to the exit somehow got covered in orange gel, breaking the puzzle. I had to noclip to solve it.
novalord2 wrote:
On chamber 4 the autosave forces you to watch the cutscene again and again. If you die alot, its a bit annoying. Also, I think the timer is too unforgiving to be accessible to all players.
well, the blue beam turns on soner than the scene finishes, so if you start to put the first 2 needed portal and go up, you dont need to wait more than 5 second to start riding the funnel, and when you reach the yellow its activated as well... 
novalord2 wrote:
On chamber 5
The tilted panel that propels you to the exit somehow got covered in orange gel, breaking the puzzle. I had to noclip to solve it.
How? As I tested the orange gel cant go that far to the starting position and I disable the gel button once that panel comes out. But I guess I will move it more back into the hole just to be safe.
Players who tested my WIP map, please rate the difficulty of each room from 1..10. I really dont want ppl to get stuck for long in the first 5 room.
Also about the room 4 timer: you need to jump and make a portal on the turning panel midair after the bounce and I added 1 extra second compared to the fastest possible solution, I tought that should be enough. And I didnt wanted to be solveable by waiting for it to turn and THEN jump. I'll add 0.5 second, max! 
Fastforwarded your video, u solved the turret part the hard way, controlled bouncing or best, holding the cube thru the floor and moving left/right does the job in 4 second, plus a well timed fizzler walkthru can lock the bouncing cube on the right side
And thanks for the feedbacks!
I have no idea how the orange got there. I didn't notice until I needed that panel.
A half second more should be good. I just thought it was bit too close; I could only make it by running and jumping off the gel at an angle almost parallel to the funnel and catching myself at the last possible moment.
I think the chambers had about the right difficulty (~5), a bit of thinking and examining the surroundings required, but nothing that would drive me insane. Could be a tiny bit harder maybe.
Chamber 1: Not very hard, but took a bit of time to figure out where to place the light bridges.
Chamber 2: Again took a bit of time to figure this one out, but since there aren't that many options it was not that hard.
Chamber 3: I found this one a bit annoying, but maybe I didn't use the intended solution. I aimed the laser with one of the cubes so it went through the cage, then put a portal on the floor of the cage. Put another portal on a wall and aimed with the other cube at the turrets to destroy them. This took many tries since I couldn't see where I was aiming. I couldn't destroy the last turret on the far right, but I was able to run past it without getting shot. A bit annoying, but other than that it was not that hard.
Chamber 4: The funnel part to reach the button was a bit more tricky than in chamber 1. The timed surface was a close call, I had to jump while the surface was turning and then shoot the portal to get the funnel in place on my way up. But by doing so there was enough time to reach the exit before the time was over. But it took a second try because of the limited time.
Chamber 5: At first I was unsure what to do, but since the chamber is small and doesn't have many options it was pretty clear what to do after I noticed the cube generator above the button behind the cage. Like I wrote in the other thread it was not necessary to jump over the portal on the floor.
In conclusion if you want your chambers to be harder you probably need to add more red herrings. Larger chambers, maybe re-use of features/objects, portal surfaces that look like they could help, but don't. In the chambers were you have to use the funnels to get to your destination (1 & 4)you could add portal surfaces that lead to a dead end if you put a funnel on them(but make sure you can re-try without dying if you reach such a dead end). That way you would have to figure out yourself how reach the destination instead of basically being guided by the available portal surfaces.
In chamber 2 and 5 there was not really much else you could do so after examining all possibilities it was a no-brainer. Maybe make the chambers slightly larger and put in a few red herrings.
Well I am not in agreement because I am an average player and made the ending of Room 4 on the 2nd try. The first try I didn't shoot it in mid-air. So I am not sure you should add time.
As to Room 5 - when I played it there was no haze in front of the top vent (which is why I said it was just white plastic). So I had no way to kill the cube. I just ran validation and it found 2 bad files and restored them. Went back in . . . saw the haze . . and killed the cube. Viola !! You could add a bricked square in the corner with slimy water in it as an alternative to kill the cube. But now that I know - I like it as-is . . .
If any map-maker wants ideas on structure, fascination, and fun . . . they should play Boxy Trixy on Portal 1. Best damn map I ever played. Amazing, incredible effort with every trick in the book packed into 3 MB. So many head-scratching puzzles in those 4 rooms - all one chamber. The angled ride . . . the one pesky turret . . . and the extremely hard to figure out "kill the cube, have the new one drop through a portal and shoot up on the other side and then you had to run over and catch it" . . . sheer genius.
You totally should win the contest.
This is the best official entry i've played so far. Can't wait to see more puzzles for that.
Need an adjustment in chamber 6:
I just walked up to the hole in the fence, jumped and grabbed the ball and pulled it through. Didn't need to complete any of the other puzzles except for redirecting the laser to get the 2nd ball. Could finish the room in about 45 seconds.
ofc I'm not even started that room yet, just threw in the puzzles, the turet part for example will be totally different. I just wanted to see if its possible to only block the bullets if the double bridge is up.
First I tried the bombs, but they do area-of-effect damage (and need at least 5 to kill) and they blasted through the "shield". Modifying room 6 now 
Also a bug: if a cube is active before the moving platform (at lasers), it wont push it.
Seems Portal 2 ignores the lasercube physics if it is active (same goes for the floating cube bug)
Wow, that was brilliant. The map is beautiful, the puzzles are solid and challenging enough to keep me interested, and there are many concepts I haven't seen before.
I can only think of one complaint, and that is that beams are supposed to be able to pass through glass. It only bothers me because it's inconsistent with the established physics of the game.
good, but it was quite laggy. Please learn some optimization technics, it could have helped.
Interesting design
weird, its optimized. I have a 3 years old (medium at that time) computer and if I noclip outside so I can see the whole level I still got around 100 fps.
I saw some contest entry with only 2 room with 40 MB bsp, without any func_detail at all and hundreds of visleaves. well in those my ingame fps dropped from 200 to around 40.
I also only turn on thing when the player enters a room and after leaving I turn them off (physics too)
Minicampaign of short chambers, striking one of the best deals around in the quantity-quality equation. All chambers mantain a clean, ordered look except for the occasional oddity such as these strange details in part 4:
http://i212.photobucket.com/albums/cc12 ... -24-85.jpg
Can't decide whether short maps are only compressed ones (opposite to the noobish gigamaps around) or their own subgenre (they kind of have their own rules), but this one could be their queen and the example to follow.
Puzzles vary with many highs and a few lows, pushing gameplay mechanics not used in the campaign - which could get someone stuck. They require their time to be completed: despite their ease of execution, don't expect to rush.
I played it and generally enjoyed it, athough some things got on my nerves. Laserproof glass is annoying. And chamber 5 was full of stuff that bugged me. i had to watch the walkthrough to get through.
Firstly, i thought i had to throw the cube through the gap in the panels. that just seemed to be arbitrarily clipped. Secondly, i never noticed that the dropper over the button was the one that dropped that box, or that there was a panel that moved back. And since the symbol was for "deathfield" not "fizzler", i didnt get any of it. To solve this, make the player do something to force the box to spawn, then do something to move the panel back (with the box) Both of these can be simple, all they really do is draw the players attention to the stuff you want. Then they easily have all the information to solve the puzzle the way you want.
Also, in the chamber with the two close light bridges, the fling is nasty, particularly because its actually designed to fail, so you grab the box, not land in the beam, which i think it should do.
LeSwordfish wrote:
I played it and generally enjoyed it, athough some things got on my nerves. Laserproof glass is annoying. And chamber 5 was full of stuff that bugged me. i had to watch the walkthrough to get through.
Well, its hard to balance that room, because lots tester said I should use less signage, so I removed most of them. Some say its hard, some said its easy.
Also there are not as many signs as in Portal 1 so I cant show fizzler sign or the box icon with a skull. I also tought maybe I just pre-place the box in the room and raise that glass till the ceiling. The boxdropper sign can be enough to indicate there is a dropper (maybe I can lower the dropper then to make it more visible).
Maybe I add a button next to the dropper outside that moves that panel back, and I add a fizzler as well next to that (that turns off when the same button is pressed). But that way maybe it will be too obvious. The tricky part is to realize that the objective is to kill the cube somehow. Or maybe I should place a btton up above where the fizzler is, so it can give a hint that the cube must be brought there? 
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:
jMN2EQvDOKw
(Link: http://www.youtube.com/watch?v=jMN2EQvDOKw)
Also note the video description for more feedback and my signature for additional project information.
As my recording did show the unfinished map I redownloaded the most recent version of this map and played it.
I skipped the rooms that were already finished. More information on that in the video description.
Well, here is the recording:
u-ACwWY3Pog
(Link: http://www.youtube.com/watch?v=u-ACwWY3Pog)
This map (rooms) was fun. I enjoyed thinking and thinking, thanks. Ok I had issues with two chambers. Chamber 2, the chamber with one cube and two portal cleaners. Me getting the cube up and out via the funnel was not an issue. However, I tried doing the same. In other words, I used the wall to raise the player up and then ran and jumped thru the portal cleanser to land into the funnel. Now comes the issue. I had a terrible time getting out of the funnel once it pin me to the small openning. Nevertheless, I shot a portal in the space were the cube, button, and door were and then by good luck was able to drop out of the funnel to the floor. Now while still in the funnel space I shot a portal to enter the cube, button, and door space. As I did I was hung in the air, as if the funnel was following me, or as if noclip was on or something (which it was not.) So it was easy to pick the cube out of the funnel and dropped it to the floor. After running back and forth thru the portal cleanser, while up in the air, I kept try to make the player head for the floor. It did when I was in the cleaner aiming down. Therefore, this is a glitch (either caused by my computer or this game.)
Now as for chamber five, which took a very long time because of not knowing what(/how) to do. As time went on, I got fustrated and decided to take it out on the cube. However, that turned out to be the solution. Somehow, the chamber would be very very simple/easy if one knew that destroying the cube was the solution. One suggestion is to have the cube on the floor, at the start, and the barrier the full lenght of the cube dropper. This would signal more to the player they have to destroy the cube to get another one to drop in it's place. Otherwise one spends a long time trying to fling the cube up and over the barrier... Just a thought (which of course would make this chamber too easy then.
. Less fun maybe.)The last chamber was a ton of fun solving, a good fun puzzle. Thanks.
Eastward
P.S. Again nice job! 
Ye I thinking on that modification in room 5. I wanted to make signage hints but portal 2 have so few.
I'll raise the grate and put the cube there by default, or I put another moving grate to the top that also closes after the cube felt out
The fist one is a portal glitch, happened with me too, floatin and falling slooowly 
This is my second Portal 2 custom map, with 6 testchamber.

I posted it as single player wip as well because I started it as a normal map with custom music and texts and less hint (removed them from this). But since it must be a standalone map and maybe not all tester played my first training one with funnel/bridge climbing, I had to put more than usualy signage in the first room, sorry for that.
The map is bigger than normal, the challenges are just a little above medium (for the casual players). It was made to be fun and not too difficult. Since my first map had a destroyed theme, I've decided I'll make this with a clean look with minor bts things.
Pls report missing/misplaced textures, errors/bugs/exploits.
Walkthrough video in case you stuck: http://www.youtube.com/watch?v=Oev-OPKDMkQ
- optimized it a bit for smaller filesize
- fizzed room6 so after throwing the ball out you can't portal out thru the hole
- added a sign to room 5 + some bugfix
steamid: damagepy
File Name: sp_damagepy_02_cont.zip
File Size: 5.18?MiB
[SP] Test for fun (DaMaGepy #2)