Enrichment :: Test two
by Lpfreaky90 · Uploaded May 19, 2011
File Size: 2.78 MB
Downloads: 1686
Rating: (16 votes)
Description
This is the next test in the Enrichment series. Test elements: Funnels, Panels, laz0rs, cubes and Aerial faith plates. Hope you like it, Feel free to comment. To do list: Quite a few things, but this is really an old map, I don't know if it's worth fixing all of this ~Lp Version 1.0.1 * Deleted an alternative solution Version 1.0.2 * Deleted an alternative solution Version 1.1.0 * Made the puzzle a little bit harder by deleting various alternate solutions * Fixed the indicator light overlays Version 1.2.0 * Fixed the fizzlers * Removed alternate solutions Version 1.2.1 * Added light Bugfix_version * removed the map, so I can upload it again so the issues might be gone now?
Comments
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Hey! Good map! Might want to work on the indicator lights a bit. I spotted one of them to be glitched out when I put the box on the button and then took it off.
one of the indicator lights indeed stays on which may be a bit odd.
that should be the one with the panel where the reflector cube hid itself
maybe I should just trigger it when a new reflector cube spawns
Good map, thanks for creating.
Not sure why the button down the enclosed hall - didn't seem to have any importance for getting to the end. I spent too much time trying to figure out how to get a cube transported down to it only to surprise myself with a ride to the end.
@quartrus:
Oops! I think I made a small mistake; did you use the funnel near the beginning?
I updated the map, so please, download the new version and try to figure out where you need that button for... 
First time I ran through I didn't use the center hallway button at all. I took the redirection cube up the first funnel then faith plated over to the ledge and walked over, faith plated over the hallway and used the redirection cube to hit the laser receptacle.
Its glitched so that you don't need the laser to hold the door open so you can then just step on the button (which is also glitched) shoot your 2 portals and walk to the end without needing to do the hallway (which I did on a 2nd play through just to see what the button did.)
I think it could easily be fixed by just closing the doors for the button and the laser used to open the doors you funnel through to the end, when the button isn't depressed any longer and/or the laser beam isn't in the receptacle.
@Vandread; what version of the level did you use?
I really rushed 1.0.1 and 1.0.2 yesterday, and I just saw that the intended fixes weren't there.
So, I checked again, fixed the level and now the level should be a bit more challenging
Because:
* In version 1.1.0 you shouldn't be able to transport your cubes via the funnel in the beginning.
The first laser can't be fired through the glass wall.
The laser catcher near the end has to be fired in order to have the panels upstairs open.
(This may result in a problem, since people could get stuck there =/ any suggestions how an action can remove a portal from a certain surface?)
I also fixed the glitch with the indicator lights for the white panel upstairs
And I don't really get what you're suggesting =/
First impression based on looks is bad, but the puzzle is really interesting. Making it a little easier on the eyes?
I liked it. i think theres a glitch where you funnel yourself back up to the start as my portals kept dying and theres was no visible field. Not a spoiler just something i noticed.
@xdiesp; sorry I really need to learn how to use propper lightning; that will improve a bit.
How would I make it easier on the eyes?
@Ernesto; there should be a visible field. I'll check it again 
Great level and fun! But, really confused me:
I passed the level without ever touching the big important-looking button in the glass room in the middle of the map, and surprised myself on a quick ride to the end with an excursion funnel. Was that intended...?
Also, please add a visible portal cleanser field near the first funnel, which is currently invisible. I'd like to see how you choose to portray a portal cleanser that does not fizzle boxes like a fizzler (emancipation field). I agree that the non-fizzling portal cleanser is a great map element, but I haven't figured out yet the "right" way to portray them to the player. It'll be cool to see how you do it.
@Ruien, no this was not intended, I'm working on a fix for this.
As for the non-fizzling portal cleanser... it's mend to be a fizzling portal cleanser.
There are some serious issues with the map, and I'm currently working on a fix for it.
I actually just finished it, now Q&A'ing it. Hope to have the new version with the fix released later today so you can play the map as intended with the use of the important looking button in the middle of the glass
Greetings,
~Lp
I just uploaded the new version of the map.
It's currently uploading and you should be able to play the final, hopefully bug free, version of the level!!!
~Lp
Sorry if I'm missing something, but the version 1.2 doesn't seem to be any different from the previous version. I definitely don't see the fizzler added near the first funnel (it's still an invisible portal cleanser).. Did you perhaps upload the wrong file?
Ruien wrote:
Sorry if I'm missing something, but the version 1.2 doesn't seem to be any different from the previous version. I definitely don't see the fizzler added near the first funnel (it's still an invisible portal cleanser).. Did you perhaps upload the wrong file?
A great map for me, but I just managed to get through without touching the important-looking button although I downloaded your latest version of the map. And in my solution, the second funnel(in the lower small chamber) seems to have no use. So I think perhaps what Ruien says is right... Actually a great map, though. 
I just uploaded yet another version of the level, with visible fizzlers and lights.
(at least at my computer...) If you spot any errors, please let me know 
~Lp
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=0OKRk-JXWQE
Hi to all 
I' played your 1.2.1 version but for me that's no way to finish this level. I don't know how trasport the cube on the oter room.
Please..help me 
(Sorry for my English, but I'm Italin
)
Hi!
I don't know why..but I can't send private message...
Thanks you lpfreaky90.
Finally I made it 
Very very thanks 
I'm waiting your next chambers 
Bye
You're definitely improving; this is much better than Enrichment Test One. The lighting isn't as hard on the eyes, and the puzzle is a bit more challenging.
I didn't see the need for two faith plates in the first room; either the door is open and you can use it, or you can drop to the floor below.
I'm not telling you how to design your puzzles, but I personally like to see consistency in how buttons work. In your puzzle, some buttons de-activate when you remove the cube, and others don't. It's a bit confusing at first. The same is true with the laser receptacles; one turns things on and off, others "stick".
All in all, an improvement worthy of 4/5 from me.
I think it's a bit too dark now.
The indicator light on the big button wich opens the gate to let the funnel trough isn't working like it should. Press the button it turns yellow, leave the button and only the last part of the indicator lights (the line to the gate) turns back blue, the first part (starting at the button) stays yellow.
Nice puzzle though !
Bokkie wrote:
I think it's a bit too dark now.
The indicator light on the big button wich opens the gate to let the funnel trough isn't working like it should. Press the button it turns yellow, leave the button and only the last part of the indicator lights (the line to the gate) turns back blue, the first part (starting at the button) stays yellow.Nice puzzle though !
Nice to see a reaction after such a long time!
I know that there are some issues with this map. And I will actually fix them some day, but at this moment I'm very busy working on a mod, which is planned to be released later this month so that has priority.
I'm glad you enjoyed the puzzle =D
Bokkie wrote:
I think it's a bit too dark now.!
I concur. I would go so far as to say way too dark. I had to turn the brightness on the game and my monitor all the way up to see. I like dimly lit, ambient environments, but this was a bit too much. Otherwise a fun map with good puzzle solving. I like the red herrings because I'm always expecting to use every element that is available.. Good luck on your mod. I can't wait to play it.
TaiMai wrote:
Bokkie wrote:I think it's a bit too dark now.!
I concur. I would go so far as to say way too dark. I had to turn the brightness on the game and my monitor all the way up to see. I like dimly lit, ambient environments, but this was a bit too much. Otherwise a fun map with good puzzle solving. I like the red herrings because I'm always expecting to use every element that is available.. Good luck on your mod. I can't wait to play it.
Tip: try using the console command mat_fullbright 1. This turns the map in fullbright mode and you'll be able to see what you are doing!.
There are a couple more issues with this map that make me not so happy with it anymore 
Creating this map again, but then completely from scratch is something I'd love to do when I've got time for it...
~Lp
That's right. I remember seeing that tip in the forums a while back, but I hadn't had to use it so I had forgotten. Thanks for reminding me.
I just realised Portal Stories was your mod. Past Power was a great map, and I think the platform has tons of potential. I can't wait to see what you come up with next. I'll definitely be playing it!
It's challenging but good lord man, where's the light switch? You don't have to hide the map from me, I won't tell anyone if you didn't hang any plants up.
mouse wrote:
It's challenging but good lord man, where's the light switch? You don't have to hide the map from me, I won't tell anyone if you didn't hang any plants up.
Ok, couldn't stand the criticism on the lack of light anymore, it's horrible!
So I grabbed hammer, and made some tiny adjustments:
1) Added proper light.
2) Moved indicator lights a bit so it looks a bit better
3) Added doorframes to the elevators
4) Added proper fog
5) Added fizzler emitters to the fizzlers
6) Changed the fizzler textures to the modern versions
7) Added proper frames around funnels and doors
Changed the 4-panel-opening panels by a simple rotating one.
I know there are still quite a few issues:
* Sticking out models
* Awful looking support for the cube dispenser
* Annoying thing that can get your laser cube fizzled
* that one texture gets really boring
I might fix them in the future or re-do the entire map or just leave it like this... only time will tell.
lpfreaky90 wrote:
mouse wrote:It's challenging but good lord man, where's the light switch? You don't have to hide the map from me, I won't tell anyone if you didn't hang any plants up.
Ok, couldn't stand the criticism on the lack of light anymore, it's horrible!
Criticism can be tough in large amounts. But even you have to admit it was a very dark map. Before you added the lights it took me 3 or 4 minutes just to find the exit in the final room.
But it looks MUCH better now. It's nice and challenging and it doesn't look like there's any places to get trapped. Great test. 5/5
mouse wrote:
lpfreaky90 wrote:mouse wrote:
It's challenging but good lord man, where's the light switch? You don't have to hide the map from me, I won't tell anyone if you didn't hang any plants up.
Ok, couldn't stand the criticism on the lack of light anymore, it's horrible!
Criticism can be tough in large amounts. But even you have to admit it was a very dark map. Before you added the lights it took me 3 or 4 minutes just to find the exit in the final room.
But it looks MUCH better now. It's nice and challenging and it doesn't look like there's any places to get trapped. Great test. 5/5
Nothing wrong with criticism, I knew the lighting was bad/horrible and the to-do-list on this map is just too big to be worth the trouble.
I'm thinking about re-doing all 3 enrichment maps when I finished working on Portal Stories!
Glad you enjoyed the new version 

This is the next test in the Enrichment series.

Test elements: Funnels, Panels, laz0rs, cubes and Aerial faith plates.
Hope you like it,
Feel free to comment.
To do list:
Quite a few things, but this is really an old map, I don't know if it's worth fixing all of this
~Lp
Version 1.0.1
Deleted an alternative solution
Version 1.0.2
Deleted an alternative solution
Version 1.1.0
Made the puzzle a little bit harder by deleting various alternate solutions
Fixed the indicator light overlays
Version 1.2.0
Fixed the fizzlers
Removed alternate solutions
Version 1.2.1
Added light
Bugfix_version
removed the map, so I can upload it again so the issues might be gone now?
File Name: sp_enrichment_2_v2.zip
File Size: 2.78 MiB
Click here to download Enrichment :: Test two