eco_leaf
by Another Bad Pun · Uploaded Jun 06, 2011
File Size: 9.84 MB
Downloads: 889
Rating: (17 votes)
Description
Well, here it is. sp_eco_Leaf is my contest entry. (Duh.) I tried to use the layout and architecture to draw the player's attention to certain puzzle elements, (and sometimes away from them...) sp_eco_leaf has five chambers, and almost all of them can be finished with more than one solution. There is one minor secret area that none of my play testers found, but most of you should be able to find it. Have fun!
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Here are some screenies:
BTW if you find any bugs, please report them! Also some constructive critisism would be nice, I won't learn anything without it. (And maybe someone else will learn something too!)
EDIT: And also thanks for my playtesters who helped make this map much better than it would have been otherwise:
- Tenacious S
- Thulsa Doom
- FIF
Thanks again to everyone that has suggested tips and helped! (Sorry for forgetting you guys!)
Outstanding set of maps and puzzles. Everything worked in all the chambers and the puzzles were complex but not really hard. Very well done. Thanks for creating.
Very nice map. Loved the idea of carrying around my own personal springboard.
Is your 2nd pic you posted the secret area? Because I was never in that room.
Very nice map, love the multiple solution for every room.
For instance, i'm quite sure i've solved the light bridge part in the third screen in a totally unintended way. I've put the lasercube on a loop with two portals on the floor (one under the laser) and crossed the bridge by jumping when is inactive.
Lenghty series of separate chambers, based on somehow novel situations only hinted at in the campaign. Moderately built, also puzzles have this stop-and-go flow where you either rest and think after each step, or risk failure.
infernet89 wrote:
I've put the lasercube on a loop with two portals on the floor (one under the laser) and crossed the bridge by jumping when is inactive.
Not too far from the (probably) intended solution: cross the bridge, put the cubes in a loop inputed at the funnel and outputted below the button. Another very hard way would be bringing the cube to the bridge, lasering as you strafe.
Thanks for the replies guys!
To answer jimmyb's question: No, that's not the secret area. I just thought it would look cool to see the puzzle through the glass. The secret area is in the third room though.
xdiesp: Yes, that is one of the intended solutions for that room. 
Infernet89, that's a really neat solution that I didn't see coming. I may just use that as a puzzle mechanic, (maybe having to go across the lightbridge jumping or timing a box drop so that the box will go through when the lightbridge is disabled.)
I may post a video solution but I don't have anything to record it with so it may take a while, (if I ever do.) 
Another Bad Pun wrote:
I may post a video solution but I don't have anything to record it with so it may take a while, (if I ever do.)
Type "record demo" in the console and give us the demo. 
Here's the demo with a solution:
My motion blur will probably look horrible because sadly that's what happens every time I make a Portal 2 demo.
BTW It's in a zip folder because I'm evil and I like zip folders.
Hope this helps!
Did I find the secret room?
There is some problem with the indicator strips in the final room. Not sure what is causing this, probably those ones being misnamed or something?
Your exit elevator has some lighting bug that causes the floor to appear black. I haven't seen this with an elevator instance before, did you modify it or add any additional lighting in there?
Gameplay was excellent, I really enjoyed all of the puzzles, especially the Propulsion gel one. I'm not sure how I feel about using the tiringly long "introduction" sound clip being trapped in the relaxation vault.
Quote:
Your exit elevator has some lighting bug that causes the floor to appear black. I haven't seen this with an elevator instance before, did you modify it or add any additional lighting in there?
It's actually a common problem. I don't understand how you haven't encountered it since it's a problem with Valve's instances, and since numerous maps here has it unfixed.
To fix it, you have to edit the instance. The outer rim on the floor, the one that borders the screens, must have "disable shadows" on. The same goes for the squarebeams outside the elevator which also is, by default, with shadows.
msleeper wrote:
Elevator lighting...Indicator failure...
Thanks! Don't know what's up with the exit elevator lighting, I used the same exit instance as zoo_mechanics. I've also known about the light indicator issue, and I don't know what happened because I uploaded this like thirty minutes before the deadline and it hadn't done that in all the versions before that. Which means I probably screwed something up somehow. Oh well, I can fix it when the contest is over. 
Edit: Oh, thanks Mindbug! I'll try to fix that soon. 
I found a "bug" in the first chamber, when you activate the moving panels with the laser and try to jump on the other side of those panels (and die), the game keeps refreshing from that point (probably a checkpoint there?).
Overall it is a very nice map! Now I'm off to find the secret area 
Yeah, that's a save point. I could probably move it closer to the middle or something to prevent that from happening. Thanks! I'll fix it in my next version, I had no clue you could do this. Once again, thanks everyone for the feedback I'm being given! Once the contest is over and I can change some things and I'm sure it will be much better than it was before! 
Good luck finding the secret area!
To solve the elevator problem: When compiling go to advanced and from the top left drop down list select the -final -both slow option
Nobody else has found the secret?
Of course, I always check for grates and behind plates, especially slanted ones.
The map itself was pretty fun, a lot longer than a lot of the other maps on here. I enjoyed it, there wasn't anything overly exciting or creative, but the puzzles were fun and challenging. Good work.
Just a quick question: I have a fixed version of my map ready and I would like to know if I should make a new thread for it once the contest is over, or if this thread will automaticly be moved.
Has anyone found any other bugs or glitches? If so, please report them so I can fix it in the next version of my map!
Wow, that certainly looks like a nice map.
You might want to fix this: I am able to get up to these two turrets while they are completely deactivated (they don't shoot at me even if I come close).
Step 1 http://imageshack.us/photo/my-images/837/18322113.jpg/ (that was a jump, but a normal one; no accuracy required)
Step 2 http://imageshack.us/photo/my-images/703/84237738.jpg/ (trivial)
Step 3 use these portals
Step 4 http://img851.imageshack.us/content_rou ... 818335.jpg
Step 5 http://imageshack.us/photo/my-images/843/40023677.jpg/ no danger - they're completely peaceful
For the chance that this is an intended way, I've spoilertagged everything.
Fix avaliable!
All the bugs have been fixed and I have added another easter egg in the level. In case you think you've found it: The Companion cube is only half of the easter egg! Expect an advanced version soon! :LaughsEvily:
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:
<a href="https://www.youtube.com/watch?v=L_IO5hO30">L_IO5hO30
(Link: <a class="postlink" href="http://www.youtube.com/watch?v=L_IO5hO30">http://www.youtube.com/watch?v=L_IO5hO30)
Also note the video description for more feedback and my signature for additional project information.
Djinndrache wrote:
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:<a href="https://www.youtube.com/watch?v=L_IO5hO30">L_IO5hO30
(Link: <a class="postlink" href="http://www.youtube.com/watch?v=L_IO5hO30">http://www.youtube.com/watch?v=L_IO5hO30)Also note the video description for more feedback and my signature for additional project information.
Thanks for the video on my map! You broke the heck out of it, Lol. This gave me some insight on my map, and I now see that I probably should have placed more signs or indications. I'll try to take this in consideration when I make my next map. Does anyone have any other suggestions or comments?
Some good puzzles, but I think I ended up breaking most of it on my way through.
I solved the first room by moving over to the door like this: http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00001.jpg ; and then activating the catcher like this : http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00002.jpg .
Second room I think I solved as intended.
Third room as intended but I didn't like being trapped in while the soundbite was finished. Also didn't like having the unportalable floor obscured by gel, why not just have a grate into a deep hole or similar? Good puzzle though. I thought the way to get the gel in the right place was clever.
Forth room I think I broke. Was able to portal to the platform with the excursion funnel on then move up to the turrets and take them out like this : http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00006.jpg
Final room needed more indication to show what needed to be done for the door to open. I didn't realise for a while that the button and the catcher in the ajoining room needed to activated. Also the cubes could be carried past the fizzlers like this http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00009.jpg
Reswitch wrote:
Some good puzzles, but I think I ended up breaking most of it on my way through.I solved the first room by moving over to the door like this: http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00001.jpg ; and then activating the catcher like this : http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00002.jpg .
Second room I think I solved as intended.
Third room as intended but I didn't like being trapped in while the soundbite was finished. Also didn't like having the unportalable floor obscured by gel, why not just have a grate into a deep hole or similar? Good puzzle though. I thought the way to get the gel in the right place was clever.
Forth room I think I broke. Was able to portal to the platform with the excursion funnel on then move up to the turrets and take them out like this : http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00006.jpg
Final room needed more indication to show what needed to be done for the door to open. I didn't realise for a while that the button and the catcher in the ajoining room needed to activated. Also the cubes could be carried past the fizzlers like this http://i1089.photobucket.com/albums/i352/Reswitch_123/2011-07-11_00009.jpg
Thank you for pointing some things out for me! I have a plan ready to fix the game breaking solution to the first chamber. I'll try to shorten the relaxation vault sound clip and put a grate on the floor under the gel. I thought I had fixed the fourth room, but I know another method I can use too. I'll try to make the final chamber more clear. At the moment I'm on vacation, but hopefully a new fixed version and the Advanced version will be up soon. Thanks again guys, I've learned lots!
sp_eco_leaf_fix1 uploaded! This new version fixes some more bugs and features minor detail changes. I would also like to thank:
-quatrus
-jimmyb
-infernet89
-xdiesp
-msleeper
-mindbug
-Rocke Tek
-NemesisVM
-Cheeese of Doom
-arvisrend
-Djinndrache
-Reswitch
for the feedback given so far.
Thanks again guys! The advanced version isn't included for now, but hopefully soon it will be.
This is the old version of the map, for the new version and advanced version, look here!
Decent looks, decent puzzles, and somewhat exploitable but not in a game-breaking way. Good enough to go on my favorites list until I get to the newer version. 4/5 from me.
Indicator failure...
Well, here it is.
sp_eco_Leaf is my contest entry. (Duh.)
I tried to use the layout and architecture to draw the player's attention to certain puzzle elements, (and sometimes away from them...)
sp_eco_leaf has five chambers, and almost all of them can be finished with more than one solution.
There is one minor secret area that none of my play testers found, but most of you should be able to find it.
Have fun!
This is the old version of the map, for the new version and advanced version, look here!
File Name: sp_eco_leaf_fix_1.zip
File Size: 9.84?MiB
eco_leaf