Lp's Flingtro

by Lpfreaky90 · Uploaded Mar 16, 2012

Screenshot 1

File Size: 2.09 MB

Downloads: 820

Rating: (18 votes)

Description

A small, rather easy map that focuses on teaching people a flinging technique often used in custom maps: using a height difference to gain more momentum. It's not a very complicated puzzle like previous maps I made, but I need to save some good puzzles for Portal Stories! Hope you enjoy! ~Lp

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Lpfreaky90 • Mar 16, 2012 • #42705
2,842 posts

A small, rather easy map that focuses on teaching people a flinging technique often used in custom maps: using a height difference to gain more momentum.

It's not a very complicated puzzle like previous maps I made, but I need to save some good puzzles for Portal Stories!

Hope you enjoy!
~Lp

File Name: sp_bs_a1_2p_flingtro_v1_1.zip
File Size: 2.09 MiB
Click here to download Lp's Flingtro

Lpfreaky90 • Mar 16, 2012 • #42706
2,842 posts

Known "issue":
There is an easier way to get the reflecto cube and the laser properly:
Grab the cube and hold it up high and jump through the fizzler: you've got your cube.
Stand on it to place the portal for the laser. This is a known issue; it's an easier solution and I intend to keep it, to also make the map accessible to people who aren't that good with flining. Remember that this is some sort of tutorial map

Tremer • Mar 16, 2012 • #42707
26 posts

Some sort of audial or visual cue that the fizzler is on a timer would be nice.

Why does the block open the door permanently?

What is the purpose of the block lowering the red laser destruction thingy? (FYI: I think this is the first time I've seen that graphic?)


wEeMo4gsg_0

Also, if you rotated the last block slot so that it pointed to the laser receptacle, only the 1 reflecto-cube is needed. But I suspect if you're leaving in that other easier solution then you wouldn't want this change either.

Lpfreaky90 • Mar 16, 2012 • #42708
2,842 posts

Tremer wrote:
Some sort of audial or visual cue that the fizzler is on a timer would be nice.

Check: my fault; will edit it!
EDIT: Fixed in v1.1

Tremer wrote:
Why does the block open the door permanently?

Because players could get stuck there. I will add a separate button; that will make more sense.
Done!

Tremer wrote:
What is the purpose of the block lowering the red laser destruction thingy? (FYI: I think this is the first time I've seen that graphic?)

Erm.. you have a point there... Originally the two entrances to the second part were both doors and they would both open and close at the same time, but this allowed people to get stuck. I'll need to update that bit. And the texture is a custom one made by me It's something I've been using in quite a lot of my recent maps. It's also in Lp's Lazr0s if I'm not mistaken.
Fixed the door and fizzler; and added a few more deathfizzlefields in order to fix the problem.
wEeMo4gsg_0
Thanks; that was really helpful!

Also, if you rotated the last block slot so that it pointed to the laser receptacle, only the 1 reflecto-cube is needed. But I suspect if you're leaving in that other easier solution then you wouldn't want this change either.
Well; I think I do want to change this; this is absolutely not intended.
Fixed.

So; thanks for these posts; I should really start working on v1.1
Done

Let me know what you think of v1.1
~Lp

zivi7 • Mar 16, 2012 • #42709
649 posts

Nice little map! Could be useful for inexperienced players to train this fling that's needed in a lot of custom maps.

The laser/fizzler-mix looked a bit "grainy" and the wall surfaces didn't seem to have that "smoothness" other maps in the clean style have.

Gameplay-wise it was a little bit negative, because repetitive, that you have to do the first fling in the end again.

Tullio • Mar 16, 2012 • #42710
31 posts

The puzzles are interesting but if certain steps were simple, would be more fun.
It would be enough able to jump higher in order to remain more active in the area for the resolution
the puzzle.
I'm certainly not an expert, and after 5 failed attempts to launch fizzler red cube over the game began
to become irritating.

Fortunately, I recently learned that I can save the game by pressing F6, and again from the same point with
F7.
This allowed me to continue to resolve groped.

Reloaded the map I was able to do quite easily and without frustration but I know people who
are already complicated and absurd logic based Portal (a portal to enter and exit the other) and
refuse to understand the logic, not logic like this.

This map is good for me and vote 4/5 would be great and really fun for the player less
expert if only there was a chance to jump higher.

In my opinion, a map is not great because it is difficult and accessible to a few experts, a map is
really OK when the requirements to play are in the puzzle to be solved not in the ability to control
and management of the character.

(sorry for my english)

hi

Lpfreaky90 • Mar 16, 2012 • #42711
2,842 posts

@Tullio; I'm sorry to hear that it was frustrating for you.
This map was designed to learn people the higher portal to lower portal technique to get higher speed. The part where you have to get the reflecto cube and laser is something that can also be solved without much flinging. Only flinging to get to the button should be enough to solve that part.

I will post an intended solution later today so you can see how the intended solution was, you can try to do that too to get the technique.

@zivi7;
The fizzler is indeed ment to be a bit grainy; the puzzle is indeed somewhat repetitive: it's ment to be a technique learner.

EDIT: intended solution
solution
oSJGD1VFyOc

Tremer • Mar 16, 2012 • #42712
26 posts

I actually really like this map. Although it has been mentioned that the mechanics are repetitive, it is for that exact reason that I have improved my flinging ability. In other maps you might have to make a jump but then not do it again until you play another map.

You could move the button for the red-zapper to the other side of the door since you don't need to walk through the red-zapper until you come from the other side.

If you turned the last block receptacle it would also still be possible to do it with just the 1 block.

0EmSEQtxYDg

Lpfreaky90 • Mar 16, 2012 • #42713
2,842 posts

Tremer wrote:
I actually really like this map. Although it has been mentioned that the mechanics are repetitive, it is for that exact reason that I have improved my flinging ability. In other maps you might have to make a jump but then not do it again until you play another map.

||You could move the button for the red-zapper to the other side of the door since you don't need to walk through the red-zapper until you come from the other side.

If you turned the last block receptacle it would also still be possible to do it with just the 1 block.||
0EmSEQtxYDg

Nicely done!

Shakky • Mar 16, 2012 • #42714
228 posts

Here is my second run because I forgot to record the first one. Nice but a little bit repetitive.

http://www.youtube.com/watch?v=3uSrJzMz ... e=youtu.be

Dom44 • Mar 16, 2012 • #42715
73 posts

Nice small map, did a playthrough:


EcKTGW-amGc

Tullio • Mar 16, 2012 • #42716
31 posts

lpfreaky90 wrote:
@Tullio; I'm sorry to hear that it was frustrating for you.
This map was designed to learn people the higher portal to lower portal technique to get higher speed

Lpfreaky90 You're right, it did not know the advanced technique to jump higher.

Thank you!

RogerL • Mar 16, 2012 • #42717
490 posts

Nice little map. You can actually get to the button that is high on the wall with a standard fling; you might want to put it higher. And I don't know if this means anything, but I kept getting this error in the console: "*** ERROR: logic_relay barrierhazard7_modelEnd-hazard_model_open_rl has been triggered but is awaiting refire. OUTPUTS WILL NOT BE FIRED!!!"

Lpfreaky90 • Mar 16, 2012 • #42718
2,842 posts

RogerL wrote:
Nice little map. You can actually get to the button that is high on the wall with a standard fling; you might want to put it higher. And I don't know if this means anything, but I kept getting this error in the console: "*** ERROR: logic_relay barrierhazard7_modelEnd-hazard_model_open_rl has been triggered but is awaiting refire. OUTPUTS WILL NOT BE FIRED!!!"

This is because there are multiple instances with the same name that are triggered at the same time. It isn't anything serious

@Dom44: nicely the intended solution

@Shakky: Nicely done! Very fast, very good! The repeating is mostly there to force people to use the technique a couple of times to make sure people get to know it!

@Tullio: Glad I could help

co0op • Mar 16, 2012 • #42719
114 posts

Well made easy map revolving around a basic flinging concept. I didn't have much fun as I rushed through this chamber, but since you intended it as a training map I guess it's pretty good. 4/5.

soad667 • Mar 16, 2012 • #42720
86 posts

Cool little map, didn't expect anything less from you. Btw, judging from its name, it's part of the Back Stock mod, right? Just asking, so i won't keep it in my backup folder of awesome P2 custom maps.

Djinndrache • Mar 18, 2012 • #42721
1,442 posts

Short but sweet map.
Here is my blindrun:

0YV7GNAGy_c
(Link: http://www.youtube.com/watch?v=0YV7GNAGy_c)

BenVlodgi • Mar 18, 2012 • #42722
633 posts

soad667 wrote:
Cool little map, didn't expect anything less from you. Btw, judging from its name, it's part of the Back Stock mod, right? Just asking, so i won't keep it in my backup folder of awesome P2 custom maps.

That is correct sir, this will be in back-stock, I hope you play!

TaiMai • Mar 19, 2012 • #42723
39 posts

Another fine map Lp. I didn't find it quite as easy as expected at first. I think it was because my expectations reading the description led me to believe it was going to be a big map with huge flings, like creuz's I Believe I Can Fly. Once I realised what you were aiming for though, it became a lot more fun. Can't wait for more Portal Stories...

BTW, like RogerL, I was also able to reach the button with just one fling, as long as I jumped before entering the in-portal

sicklebrick • Mar 19, 2012 • #42724
876 posts

Heh, discussion on the other thread reminded me about this...

kT03dxYXuvw

Not exactly a game breaker, since that's where the cube's going anyway, but it might be worth noting how high it's possible to toss for future deathfizzlers

soad667 • Mar 20, 2012 • #42725
86 posts

BenVlodgi wrote:
soad667 wrote:

Cool little map, didn't expect anything less from you. Btw, judging from its name, it's part of the Back Stock mod, right? Just asking, so i won't keep it in my backup folder of awesome P2 custom maps.

That is correct sir, this will be in back-stock, I hope you play!

Don't worry, i will for sure!

Lpfreaky90 • Mar 20, 2012 • #42726
2,842 posts

sicklebrick wrote:
Heh, discussion on the other thread reminded me about this...

kT03dxYXuvw

Not exactly a game breaker, since that's where the cube's going anyway, but it might be worth noting how high it's possible to toss for future deathfizzlers

well it does count as an unintended solution. There are a few other issues I'd like to fix too so you'll be seeing a new update hopefully soon!

KennKong • Mar 27, 2012 • #42727
942 posts

4/5. As a practice level, this does nicely. But as a teaching level, not so much. If you haven't already thought of slideways portaling, this doesn't exactly guide you there.
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.

BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache . He never solves things the intended way anyhow!

Lpfreaky90 • Mar 27, 2012 • #42728
2,842 posts

KennKong wrote:
4/5. As a practice level, this does nicely. But as a teaching level, not so much. If you haven't already thought of slideways portaling, this doesn't exactly guide you there.
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.

BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache . He never solves things the intended way anyhow!

It should involve quite a lot of custom scripting... but I think it should be possible to block certain steam usernames from playing certain maps

On the teaching level thing: you might be right; though I haven't found anyone who has only completed p2 and hasn't used this technique, so I cannot test it

lowenz • Jul 21, 2012 • #42729
5 posts

Can you add this map to your Steam Workshop maps?

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