Secondary Fire: Flings

by RubyCarbuncIe · Uploaded May 31, 2012

Screenshot 1

File Size: 6.99 MB

Downloads: 495

Rating: (8 votes)

Description

The first of a set of maps I call "Secondary Fire". The reason for it being called secondary fire is that the player can only use the Orange Portal. This test chamber includes the use of flinging, Hard Light Bridges a little bit of timing and Force Deflection Fields. Overall the map isn't very difficult but it will require the player to go back and forth a lot. Thanks to FourthReaper for the Force Deflection Field texture. UPDATE I believe I have fixed the problem with the Dual Portal Device. What I think happened is that the player would "miss" the trigger_weaponstrip placed at the base of the elevator so I moved that trigger and the Portal Device up a bit.

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RubyCarbuncIe • May 31, 2012 • #40439
303 posts

The first of a set of maps I call "Secondary Fire". The reason for it being called secondary fire is that the player can only use the Orange Portal. This test chamber includes the use of flinging, Hard Light Bridges a little bit of timing and Force Deflection Fields.

Overall the map isn't very difficult but it will require the player to go back and forth a lot.

Thanks to FourthReaper for the Force Deflection Field texture.

UPDATE
I believe I have fixed the problem with the Dual Portal Device. What I think happened is that the player would "miss" the trigger_weaponstrip placed at the base of the elevator so I moved that trigger and the Portal Device up a bit.

File Name: Secondary Fire Flings update.rar
File Size: 6.99 MiB
Click here to download Secondary Fire: Flings

Shakky • May 31, 2012 • #40440
228 posts

Really good one portal map! Nice and clever puzzles and thinking with only one portal is pretty rare.
I have no complaints.

Here is my blindrun for yours truly:
aGd8gBQBuAU

Lpfreaky90 • May 31, 2012 • #40441
2,842 posts

Awesome map!

Two tiny things:
1. I don't get the shield walls though: they're just a more fancy looking grating?
2. The secondary portal is a nice gimmic, but I prefer the first one, it's just a tiny bit more convenient to click the LMB than the RMB.

Style: awesome
Puzzle: awesome
1p : awesome

All in all an awesome map. 5/5

ps: First Fire: Flings sounds even better than Secondary Fire: Flings

RubyCarbuncIe • May 31, 2012 • #40442
303 posts

@Shakky Wow, thanks for the video! I didn't think I'd see someones blind run so soon. I like your taste in music by the way.

@lpfreaky90 Lol, yeah they are just a fancier grating I guess, but in my opinion it helps it stand out a bit more than average grating. It also looks cooler.

I'm glad you both liked the map. Hopefully I will have enough spare time between other projects to get the second one out ASAP.

sicklebrick • May 31, 2012 • #40443
876 posts

Heh, the vast majority of single-portal puzzles have been... balls, but I really enjoyed this!
It's pretty easy, but puzzly and fun enough that I played it again straight afterwards =)
Cheers!

co0op • May 31, 2012 • #40444
114 posts

A quite entertaining easy map. Not much to think about but still a lot of fun. 4/5.

RubyCarbuncIe • May 31, 2012 • #40445
303 posts

lpfreaky90 wrote:

ps: First Fire: Flings sounds even better than Secondary Fire: Flings

I see what you did there.

FourthReaper • Jun 01, 2012 • #40446
356 posts

RubyCarbuncIe wrote:
Thanks to FourthReaper for the Shield Wall texture and sorry if I'm not using the texture for it's intended purpose I just thought it would do really well as a shield wall.

Heh, don't worry, I'm just thrilled whenever someone uses my textures in their maps! And it's a good map, too! It looks very polished.

Also, IIRC that is the intended purpose of the Force Deflection Field.

quatrus • Jun 01, 2012 • #40447
1,047 posts

Excellent single portal map - last ones I recall were the blue portal series. Took a bit of thought for your solutions. Timing was tight but doable on the last part.
Thanks for creating.

RubyCarbuncIe • Jun 01, 2012 • #40448
303 posts

FourthReaper wrote:
RubyCarbuncIe wrote:

Thanks to FourthReaper for the Shield Wall texture and sorry if I'm not using the texture for it's intended purpose I just thought it would do really well as a shield wall.

Heh, don't worry, I'm just thrilled whenever someone uses my textures in their maps! And it's a good map, too! It looks very polished.

Also, IIRC that is the intended purpose of the Force Deflection Field.

Oh good. I'm glad that was it's intended purpose. I didn't want people playing the two different maps and seeing the same texture and thinking they did the same thing when they really didn't and then they make a fuss out of it saying things like, "That's not what this did in this map!"

I just wanted to avoid any sort of confusion among the players. nonetheless it all turned out good in the end!

Szieve • Jun 02, 2012 • #40449
158 posts

only one problem I noticed near the end... I dropped the cube in the goo and it didn't fizzle/respawn.. Thanks to the autosave, I didn't have to go back and do a bunch..

RubyCarbuncIe • Jun 02, 2012 • #40450
303 posts

Szieve wrote:
only one problem I noticed near the end... I dropped the cube in the goo and it didn't fizzle/respawn.. Thanks to the autosave, I didn't have to go back and do a bunch..

That is why each cube is connected to a switch that when pressed spawns a new cube for the player. Did the switch not work?

KennKong • Jun 05, 2012 • #40451
942 posts

I really enjoyed this map, once I got it working. The problem I had is entirely of my own making, because I use a custom transition script. I used it to fix problems with older maps created before it was widely known how to make sure your map started with the right version of the portalgun. My script is set to give the two-portal gun, no potato, for any map not explicitly set in its list of maps.

Apparently, my give_portalgun command was over-riding whatever you have, so I started with a two-portal gun. The first time I walked through the fizzler, both portals were gone. This made the map impossible to play. I immediately knew it was my fault, so I added your map to my list, set to start with the one-portalgun. However, that didn't work, either (it still had the two-portal gun). Then I set it to start with no gun, which in my script causes it to issue no give_portalgun commands at all. This is how the game's native script works, too.

By now you're probably saying to yourself,"Why do I care if this jerk screws up my map?" Quite simply, because other mappers' single portal maps don't give me this problem. For example, I didn't have to add "Blue Portals" or lpfreaky90's map "Lp's cube+button". So maybe you should ask her (lpfreaky90) how she handled things so that a transition script can't break the map.

I liked everything about the map, even though I had problems because I play with a controller. Hitting that portal through the doorway after running across the bridge was tough aiming. Dammit, I wish I could get a mouse on the system I play on! As far as the puzzle goes, this is the best one-portal map I've played. Even though it's rather plain in the looks department, any map that's the best in its genre gets 5/5 from me.

EDIT: I made a video from my blind playthrough, before I fixed the problem: What happens when I screw up your map Don't worry, it is unlisted, so casual viewers won't see it.

EDIT 2: I liked it so much I added it to my collection KennKong's Favorite Puzzle Maps

RubyCarbuncIe • Jun 06, 2012 • #40452
303 posts

@KennKong Thanks for the positive review. I'm sorry the map broke for you. You say, "My script is set to give the two-portal gun..." is that a custom script you created? If so, than I don't really see what I can do to fix this problem, I've never been to good at scripting. Also I would never say something like "Why do I care if this jerk screws up my map?" I never think that about anyone who plays my maps at all. I love hearing feedback even if the feedback is about something that went wrong. I treat anybody who has given the amount of time to write a review the respect they deserve.

Now, I think what may be the problem is that Lp's map and Blue Portals (even though Blue Portals is for Portal 1) is that my map doesn't give the player a Portal Device through scripting, seeing as how you can't do that with a Orange Portal only Portal Device. So that may be the reason that this map gave you trouble. Have you tried out my other map "Blue Walls" and gotten the same problem. It's a one Portal map as well but it gives the player the Blue Portal only Portal Device.

Also I think what I may be able to do to fix it is edit the transition ents in Hammer to not give the player a Portal Device at all. and then the player would receive the Orange Portal Device without any problems. THe only trouble is that when I make a map with the "sp_" on the front of it than Portal 2's game files automatically give me the Dual Portal Device. Has this problem occurred in any of the other "Secondary Fire" maps I've created?

I will look into this issue ASAP. I'm glad you enjoyed the map sorry the timing was tough, I forgot people sometimes use controllers and I'm used to the fast actions that my mouse provides. If you'd like I could raise the timer by a second or two, but I'd like not to raise it too much because that would just make it too simple. I'm excited to see that someone put it in their favorite maps. That's the first time anybody has ever really gone and done something like that. (It may just be because there was never the option to do that before, but even still.)

Thank you for your time, patience and constructive criticism.

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