[SP] Sphere: Delta Bunsen!

by Lobster · Uploaded Jun 05, 2011

Screenshot 1

File Size: 11.09 MB

Downloads: 14101

Rating: (67 votes)

Description

It has been a few weeks now since I released 'Old Faithful' and my plan to release a third map hit a lot of bumps along the way. The first attempt was a complete mess, so I took some time out to experiment with a few ideas, and have finally got around to forming them into something release worthy. Delta Bunsen contains 3 linear puzzles, within 2 chambers, inside 1 sphere and features a couple of new things I thought might be fun. I am entering this one into the Summer Mapping Initiative as I am pretty happy with it overall. All feedback is greatly appreciated as always! More information, Installation instructions and Contact details in the readme! Enjoy! (Wonderfully messy .VMF and Instances included)

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Lobster • Jun 05, 2011 • #43153
19 posts

It has been a few weeks now since I released 'Old Faithful' and my plan to release a third map hit a lot of bumps along the way. The first attempt was a complete mess, so I took some time out to experiment with a few ideas, and have finally got around to forming them into something release worthy.

Delta Bunsen contains 3 linear puzzles, within 2 chambers, inside 1 sphere and features a couple of new things I thought might be fun. I am entering this one into the Summer Mapping Initiative as I am pretty happy with it overall.

All feedback is greatly appreciated as always!

More information, Installation instructions and Contact details in the readme! Enjoy!

(Wonderfully messy .VMF and Instances included)

Screenshot: http://img204.imageshack.us/img204/5798 ... 500001.jpg

Version 2.0
- Adjusted cube tray puzzle to make it less glitchy.
- Added assorted visual hints to various locations.

Version 3.0
- Added triggers to prevent alternative methods from breaking the puzzle.
- Reduced the number of Faith Plates used in the exit from 5 to 3.
- Fixed a few exploits and bugs.
- Added more visual hints to certain spots.

File Name: lob_delta_bunsen 3.zip
File Size: 11.09?MiB
Sphere: Delta Bunsen!

RockeTeK • Jun 05, 2011 • #43154
24 posts

The map looks really good (just like your other two)

I found a minor glitch:
where the cube bounces around on the gel, between the two fields. Sometimes the cube gets stuck between the door and the ceiling. (Ofcourse with the water, it works fine)


Overall it is a very nice map 4/5

Lobster • Jun 05, 2011 • #43155
19 posts

Its kind of a weird one I will admit, The intention is for the bounce surface to be cleaned using eraser gel, which you bring down from upstairs. Doing so sends the blue gel surface upstairs to the other part of the puzzle you became stuck on, the problem seems to be in the bouncing cube, it seemed like a good idea on paper, but was hard to put into practice, damn chaos theory!

The Irate Pirate • Jun 05, 2011 • #43156
236 posts

Can you upload it to Megaupload/Mediafire as well, because i'm having problems with the download mirrors on this site for some reason.

beatdarwin • Jun 05, 2011 • #43157
20 posts

Lobster for the WIN! This is an outstanding map that captures the very essence of Old Aperture, certainly as well as and arguably better than the Valve maps in the original game. It's simply brilliant, excelling in level design, art direction, game play and (best of all) fun factor. Bravo!!!

I too experienced the minor glitch as described above. Is there a way to slightly revise it so the bouncing cube can't come back into contact with the dropper or its door? That seems to be the issue, and it only got stuck on a small fraction of the times I tried it.

UPDATE: I tried this dropper several dozen more times. Usually when the cube gets stuck, the dropper pushes out a second one, both cubes get vaporized and the dropper resets, so that the level can be finished as designed. Very, very rarely, something goes wrong and all cubes disappear with the dropper door stuck open. When this happens I haven't found a way to retrieve a cube on a that level, apparently breaking the map. I am wondering if you can solve this by adding a horizontal offset to the dropper, dropping the cube onto a sloping surface that would then roll/slide it to the floor?

elbasunu • Jun 05, 2011 • #43158
3 posts

Absolutely enjoyed this map! I got hung up for a while because I ignored the water dropper on the top floor, convinced I was supposed to get water from the "mid" area. Probably just me being dumb!
I love your "reward" for completion, as well.

Lobster • Jun 05, 2011 • #43159
19 posts

UPDATE: I just updated the map to 2.0 with a slightly reworked version of the cube puzzle, this should hopefully avoid all the issues above.

Thank you for the feedback guys, esspeacialy @beatdarwin for suggesting an angled surface!

Screenshot: http://img143.imageshack.us/img143/2501 ... 500003.jpg

xdiesp • Jun 05, 2011 • #43160
1,078 posts

Another masterpiece. Retail quality here is an euphemism: people would hit on a "buy it now" button immediately.

Mapping and atmosphere at cosmic levels, you could very well say this one is the vitrified chamber behind the "body water" audio. Puzzle not only starts munching at your meninges by the end, but also introduces a wonderful new testing element.

Take your time waiting for inspiration, in the end it's worth it.

ForbiddenDonut • Jun 05, 2011 • #43161
142 posts

Perhaps I'm just having a bad portal day, and I usually love your maps, but I can't for the life of me get through the second chamber.I know I needed the box that drops down on the gel platform between the fizzlers, but every time it dropped it flung immediately into the fizzler. Next, I thought of trying to use the repulsion gel to wall climb up to the second floor so I could get the water to clean the surface, but the gel doesn't reach high enough for me to get onto one of the platforms. So I went back to my first idea, and after about 15 tries, the box bounced once instead of getting into the fizzler and I managed to grab it. I placed it on the fan in the first room, and flew up into the last section (I was facing the other way and didn't see the second level entrance -_-) and got stuck up in the last room of the second puzzle because the fan wouldn't let me down.

It's a great map, and I'm probably missing something obvious. It's just giving me a headache right now.

EDIT: There, I found the intended solution. I did not realize that the fan would push the repulsion gel up. I assumed two buttons + two boxes = needing a box in the first place. Like I said, I'm just having a bad day.

Lobster • Jun 05, 2011 • #43162
19 posts

@ForbiddenDonut - Hehe, no worries. Can I ask Were you able to retrieve the box without cleansing the surface in version 2.0?

ForbiddenDonut • Jun 05, 2011 • #43163
142 posts

I was. It took me quite a few tries, but I managed to get the box soaked with repulsion gel before it hit the repulsion gel surface, which gives it a different type of relationship to the surface if you time it right. This caused this box to bounce about 2-3 times in place. That's how I managed to get it the first time. I knew, however, that it was probably not the intended solution, because I don't know a map maker that would be that cruel lol

timefiller • Jun 05, 2011 • #43164
43 posts

Here is my first run: http://www.xfire.com/video/47fcd9/

I loved it being an old aperture map. Not many in this contest & it really makes it stand out. Of course the puzzles make it stand out as well. Well, thought out.
The use of the fire is awesome!
IT was a fun map & I recommended everyone try it.

jimmyb • Jun 05, 2011 • #43165
31 posts

This map was AWESOME!

I didn't play version 2, but made it through. Did encounter one problem, but just laughed it off as it was most likely a fluke accident: In the final room, where you have to use the faith plate to propel over the gap, I chose the wrong exit hole (I believe it was the top, angled surface). Well, I flung myself into the cube which bounced without me across the gap and into the fire. With no more cube, the door was shut. Wasn't going to figure if it re-spawned somewhere or not. Just reloaded.

Perhaps it's an alternate method, but I found no real use for the fan that had the 2 angled surfaces above it. I just poured blue gel out of each segment which coated the walls and I was able to bounce my way up to the next level.

Skunkrocker • Jun 05, 2011 • #43166
10 posts

Oh man, AMAZING ideas. You're adding so much new stuff every map. [sp]I love the turbines and the burners. When I saw the first turbine, I thought "excursion funnels" and that's sorta what they are, but on crack and designed in the 1950s mindset. I could see one sucking you in instead of pushing you away. And I was shocked when I saw the water bounce off the gel! I thought for sure it was just going to clean it off. One criticism... yes, you've made probably the best and coolest Retro Aperture aerial faith plate; no others in my opinion stand up to your quality. HOWEVER, that last section really over used them. It was cute, but I was bored of it by the third plate. The arrows are a nice touch though.[/sp] Keep 'em coming sir, you're my favorite Portal 2 mapper so far!

beatdarwin • Jun 05, 2011 • #43167
20 posts

Skunkrocker wrote:
And I was shocked when I saw the water bounce off the gel! I thought for sure it was just going to clean it off.

Actually, the water doesn't bounce off the gel, it "bounces" off the air rising in the shaft.

KenJeKenny!? • Jun 05, 2011 • #43168
238 posts

Wow!

Incredibly well put together... i did have some trouble near the ending tho... where i had to push both buttons within 3 seconds. that was really frustrating :S

I especially loved all the details and the custom faithplates! Also the use of fans as gameplay mechanic was quiet fun!

Great job overal, 5/5!

Barracuda • Jun 06, 2011 • #43169
11 posts

Yes, I have to agree, great map! It was fun, challenging and visually appealing. One of the best maps I've tested so far.

ShinyBox • Jun 06, 2011 • #43170
5 posts

I was looking forward to see what you were going to submit for the competition;
You've been an interesting person to watch, Lobster

Huge big fans. Awesome. Fire grates? Bloody Brilliant.

I didn't have any qualms with the puzzle, it worked well once you realised what the elevators did, the new mechanics added a much needed zing to the level, and it really felt like Cave Johnson wasn't banging rocks together, and they were doing real science!

I don't know about anyone else, but I'll be kindly requesting your permission to use your old aperture science faith plates in my own maps in the future

Lobster • Jun 06, 2011 • #43171
19 posts

The instances are in the zip, go right ahead, just drop me a mention in your readme! hehe

ForbiddenDonut • Jun 06, 2011 • #43172
142 posts

Okay, lobster. Now that I've had some time to fully breathe in the map and think about it, I can give a proper review of it.

First of all, I wanted to note how delightful you've managed to introduce and solidify the theme in this one. The use of Cave Johnson's quotes (about dehydration and gasoline), which were totally unrelated in the actual portal 2 storyline aside to show Old Aperture's crazy ideas, were masterfully picked and placed.
The fire and fan puzzles provided a neat set of elements that didn't overwhelm the player, but also didn't seem boring or unneeded. Kudos on thinking up the extra elements.
Lastly, and I noted this about both sphere of roundness and old faithful, your maps have an excellent concept of space and aesthetic construction. There are never times in your maps that I felt that the map didn't seem physically possible or had uneven or wasted space. I can tell you've spent some time feeling out the space that composes the inside of the spheres in order to professionally carve it into a map.

An excellent addition to the set. I especially love your old faith plates and I am thrilled that I can now see them in the editor and see how they work. The amount of detail that sits below those grates is incredible.

Keep up the good work.

neodym • Jun 06, 2011 • #43173
1 posts

I have just played your map... I can only say that it's really a great work!
I really love the 19XX style, and this map is really amazing!

Ratboy • Jun 06, 2011 • #43174
56 posts

Was it a glitch that the box dropper over the blue gel in between the fizzlers didn't reset? I had to restart the map to get the cube out of there after placing the cleanser gel.

Other than that, my only complaint is that you thought of retro faith plates before I did! Although I did have the idea well before I played Old Faithful and this one, so I didn't steal it from you I promise (I built "Faith in Goo" and I use retro faith plates as well fyi, though I like your design better).

Great job dude! Your new puzzle elements really sell themselves (the fans and the fire). I believed it 100% like it was a lost part of the original game. I wouldn't be surprised to see you win this contest.

Lobster • Jun 06, 2011 • #43175
19 posts

Update: I just uploaded version 3.0 with the following tweaks:
- Added triggers to prevent alternative methods from breaking the puzzle.
- Reduced the number of Faith Plates used in the exit from 5 to 3.
- Fixed a few exploits and bugs.
- Added more visual hints to certain spots.

While it is nice to figure out every single possible exploit prior to release, it is often impossible to do so without the added insight of many players! So to avoid future problems from effecting the flow of the map, I have added a couple of triggers to prevent cases of people becoming trapped behind doors and other such problems. I also thinned the ending a little, as I agree with a couple of other testers that 5 long faith jumps in a row was pushing it a little.

Ratboy • Jun 06, 2011 • #43176
56 posts

Lobster wrote:
I also thinned the ending a little, as I agree with a couple of other testers that 5 long faith jumps in a row was pushing it a little.

Personally that was one of my favorite parts... Only three now huh?

beatdarwin • Jun 06, 2011 • #43177
20 posts

Lobster wrote:
Update: I just uploaded version 3.0

It seems like the TWP downloads database is still serving up version 1.0 of your map in the .zip file. I tried to download both versions 2.0 and 3.0 after you announced them, but as of this writing, it is still yielding version 1.0. The files in the .zip are timestamped with yesterday's date, consistent with your initial release of version 1.0. I have tried this on a couple of different systems with the same result.

Lobster • Jun 06, 2011 • #43178
19 posts

Attempting to fix now. Thank you for the headsup beatdarwin.

EDIT: I renamed the file which seems to have fixed the 'Current File' problem, thanks again!

EDIT: This may explain why some people were still reporting issues with the bouncing cube.

msleeper • Jun 09, 2011 • #43179
4,095 posts • Member

Absolutely flawless.

Your maps tend to be less about "brute force" difficulty and are more of a cerebral sort of discover-it-as-you-go, and Delta Bunsen is your most brilliant one yet. I have zero complaints; visually you yet again completely nail the 40's Aperture look (and even include one of your 40's faith plates!). Gameplay is phenomenal, you include a lot of elements and yet some how the map never feels like you are including things for the sake of including them.

Not sure what else I can say. If this was a paid DLC map I would give you all of my money. I have no idea how you continue to come up with excellent release after excellent release.

kwp21 pitts • Jun 09, 2011 • #43180
260 posts

I loved It! All I could say.

Fold • Jun 09, 2011 • #43181
3 posts

Same high quality as always. Valve needs to start patching these things into the main game as fast as you can make them.

WastedMeerkat • Jun 09, 2011 • #43182
5 posts

I liked it, the new puzzle elements and the entire map seem like they could have been made by Valve. My only complaint is that it's virtually impossible to speed run this one, since my time is dependent on how fast the water drops down. :c To be honest, I thought Sphere of Roundness would have been a better entry, but oh well.

beatdarwin • Jun 10, 2011 • #43183
20 posts

Fold wrote:
Valve needs to start patching these things into the main game as fast as you can make them.

This is something I hope msleeper and our other awesome community leaders here at TWP are discussing with Valve. It would be great if the finest maps from the community can become part of future official DLC. Valve's own DLC is stated to be rolling out on all 3 supported platforms, and I hope Lobster's masterpieces and other exemplary community maps (and eventually models, scripts, etc.) will receive the same treatment. It seems like a win-win-win for Valve, the creators and players.

Lobster • Jun 10, 2011 • #43184
19 posts

I wouldn't say they were worth all that, each of my maps has been a learning experience for me, each time I come out of it knowing I can do a little better in a particular area in the next project. I am just glad people are enjoying them!

It would be great however, if Valve could bump some community news every week or month, as the vast majority of players out there would love to learn about community content, but have little or no awareness of great sites such as this one.

I have always felt it would be great if valve included news feeds from community sites in the third-party news feeds within a games steam library page.

Adair • Jun 11, 2011 • #43185
213 posts

I just played this for the first time(played 3.0) and wow... Thanks, phenomenal job!

The hardest part for me to figure out was:

Getting the blue gel to coat the walls higher up the shaft. It took me a while to think the fan would make that happen, but it was not at all hard to do once I understood it, which is exactly the kind of puzzle that I love in a Portal map.

Minor alternative I used:

On the last puzzle where you intended us to spread blue gel to get to the two timed mini-buttons, I instead placed a portal on the ceiling above one button's ledge and dropped onto the ledge. After seeing it was a timed thing I just placed the ceiling portal over above the other ledge and easily pressed both buttons in the time limit. I guessed it was unintended, but I did it that way before seeing the blue gel was accessible up there...and I missed the sign there that shows the jumping guy.

NuclearDuckie • Jun 15, 2011 • #43186
186 posts

I actually had no trouble with the second part; however I was stuck for a while on the first trying to get to the cube which activates the fan. I didn't realise that the small black thing on the ceiling was a switch, but fortunately there was an "alternative" solution built in for people who "like to make up their own rules". ;)

Great job, especially the introduction of new elements. When Valve said that air pressure would become a mechanic, this is closer to what I was expecting, rather than the ... funnels?

One thing though. At the last burner, I was able to just skip right over with only minor grievances, using the momentum from the faith plate/blue gel. Was I supposed to utilise the water from further down?

dakx • Jun 15, 2011 • #43187
35 posts

Really nice work. I like the atmosphere and the puzzle elements are great.

Enigmaphase • Jun 17, 2011 • #43188
110 posts

First of all, absolutely loved the map!

Now, a huge shortcut I noticed is that you can crouch in the blue-painted rivet where the second cube lands and shoot a portal back to retrieve your first cube. In order to do this, right before you exit the first chamber, you can portal back to the room where the cube was, then go and drop the cube into the lower 'fling' area, which is where you can portal to from the second room. Or, of course, you can just use portal tunneling, but that's a game glitch so I wouldn't worry about making your map port-tunneling proof.

A second, minor shortcut I discovered is that you don't actually have to put out the last fire. You have enough momentum coming out of the aerial faith plate to just barrel on through it.

One thing that slightly bothered me was in the area where you were supposed to scale the walls with blue paint, there seem to be invisible barriers if you try to just use the ceiling portals to get to the higher catwalk. I managed to get myself onto a plank on one of the walls up there, and it was very clear that I couldn't walk onto either catwalk, but then when I used blue paint to climb up, it was fine. I guess it's not a huge deal, but I thought there was some other trigger I had to activate before going up there or something... I wouldn't worry too much about that though.

However, most importantly, amazing map! Keep up the good work man!

CrazyGuy • Jun 17, 2011 • #43189
144 posts

this map was awsome. We may ahve a winner here. The map was complete, well detailed and perfectly amtching the 50's-70's theme. Which must have taken forever. I opened the .vmf for this (to see how to make paint drop in blobs like that, not to steal the burners (ill never use those in my maps, thats YOUR cool iea)) and when I looked at it I noticed you barely used any visgroups. You must have a really fast computer or just use quickhide a lot because for me the 2d views in hammer slow down a LOT after theres over 30 or 40 brushes visible.
Anyways
your 50's faithplates looked great (although the lighting on parts of it looked a little wierd) I've seen other 50's faithplates but none as cool as these.

I didn't notice any bugs or find any shortcuts or get stuck anywhere for too long although got a little confused at first as to where to find the water for the boxbounce part.
Nice map solved it in 15 minutes. 5/5

iamafractal • Jun 17, 2011 • #43190
272 posts

I'm enjoying this so far but I feel it's my duty to point out that you shouldn't be using modern button sound effects for the old fashioned pedestal buttons... there is an old fashioned click sound for you to use...

and now I just went to the old area and lo and behold they also are using a modern button sound for the old pedestals! go figure. Well, dammit, I want an old fashioned click anyway! when they give you modern click sounds, turn them into flammable click sounds and use them to burn people's houses down!@(&*#

Brainstone • Jun 19, 2011 • #43191
401 posts

Wow. Awesome map. Inspired by this, I would like to use something with fire and water in one of my maps too if I have your permission. But I won`t use your instance. I tried to do this with the normal paint sprayer but there is no way to have any trigger do an output when touched with paint, not even the trigger_paint_cleanser. So it seems, the paint bomb is the only way you can do this.

{SOAP} Pm@c • Jun 19, 2011 • #43192
34 posts

This map is impossible for me. Can you post a walkthrough video?

I got to the part with the bouncing cube, there is no way to get the water on that angled surface because the door closes behind me once I get further into the room. Ive looked ALL over and cant find a way to get water onto that surface.

Please ease my frustration.

Lobster • Jun 19, 2011 • #43193
19 posts

@BrainstoneX - There is one method for doing it, using portal detectors and some logic entities.

You would have a detector on the surface beneath the water spray, then detectors on each of the surfaces intended to extinguish the fires from, then setup the logic to detect when the spray was activated via a button, and if all conditions are met, have a timer extinguish the flames at the precise moment the water will land on it.

I did try this early on, but it became convoluted and I was having trouble getting the spray just how I wanted it, so I used bombs instead, as they are much easier to track.

{SOAP} Pm@c wrote:
Please ease my frustration.

Did you bounce up to the next level? Once the portal surface under the water is down at the bottom, you should be able to clean the surface through the grate by the button.

Groxkiller585 • Jun 19, 2011 • #43194
652 posts

This was alot of fun, very inventive. My only major problem is that the fog was too...foggy. I couldn't see most of the enrichment sphere like you can in offical maps.

The P1 models for fans were used very nicely in this. Reminds me of Blue Portals, they had a similar element (exept thiers went through portals) but to redirect gel is something I am interested in. Mind PMing me as to how you made the gel move? I have yet to get something to work more to that degree.

The faithplates have had a redesign again it seems. I liked the old one more though, it was the same size as a normal faithplate. I would reccomend you shrink the design to fit the same space as an AFP, but then again it's your design so go about it as you will.

The fire was very inventive, but this brings me to my next point. How did you detect the gel? I have not gotten anything to detect gel, and I'd really like to know how you did it. (again in PMs if you wish)

msleeper • Jun 19, 2011 • #43195
4,095 posts • Member

Groxkiller585 wrote:
Mind PMing me as to how you made the gel move? I have yet to get something to work more to that degree.

Source VMF is included in all contest maps.

Groxkiller585 • Jun 19, 2011 • #43196
652 posts

msleeper wrote:
Groxkiller585 wrote:

Mind PMing me as to how you made the gel move? I have yet to get something to work more to that degree.

Source VMF is included in all contest maps.

oh right, derp. Well I probably should ask for permission anyways.

anthony.j.deschamps • Jun 20, 2011 • #43197
15 posts

Another excellent piece of work. Usually I don't like when people create their own game mechanics, because they often seem out of place and lack the polish of the familiar ones. You've been able to successfully do this, which I regard as an impressive feat. Like any good mechanic, fans and fire are fun to interact with, lend themselves to interesting puzzles, and it is immediately obvious how they work.

Side note
I wonder if fans would work through portals. They might be a nice alternative to excursion funnels in certain situations, which seem a little out of place in the Old Aperture setting, though you pulled it off nicely in Sphere of Roundness - it somehow didn't seem out of place there.

When I think about it, I think the music might have had something to do with that. The music you used in Sphere of Roundness seemed to be used in the campaign for sections where you are finding new things. It captures the feeling of discovering Old Aperture and all the strange things they were doing there. If I remember correctly, once you have been working with gels for a while, the music backs off a bit. By using that particular track, the presence of the surreal funnel becomes plausible.

Sorry for the tangent.

The later parts of this map are nicely done, and address some of my criticisms of Old Faithful. I found Old Faithful rather linear when compared to Sphere of Roundness, in which certain elements are used multiple times, in different ways. By reusing the gels, fan and cube you tie the individual puzzles together and create a feeling of a single, unified map.

If I may get a little nitpicky here - the three faith plates at the very end seemed a bit unnecessary. I like the idea though. Maybe if the walkway were broken and the plates were used as a quick, haphazard way to fix the situation, it would seem less out of place. That seems like the kind of thing they would do at Aperture.

I hope you keep making more of these, and perhaps release them all together so that each map leads into the next. Keep up the great work!

tehownt • Jun 25, 2011 • #43198
4 posts

The map was great except for two things :

1 - It creates a lots of logging in the console.
2 - On the third room where you have to bounce in between walls to go up, sometimes portalling the blue gel doesn't work fine and it doesn't spray on the side walls high enough to bounce to the platforms. At first I honestly thought I had to do something else to get up there and ended up wasting a lot of time because of this. After portalling many times I finally got enough blue gel to finally go up.
Other than that, using fans and fire was a great idea.


Other than that the map was really nice, it deserves 4.7/5

Lobster • Jun 25, 2011 • #43199
19 posts

1 - Most of the logging is caused by the paint_bomb entity which has a missing string, some of the official maps have the same problem. (If someone has a fix for that, let me know!)
2 - You can use the fan to make the blue paint go higher, I didn't make it that clear though, so I understand why some people have missed it.

beatdarwin • Jun 25, 2011 • #43200
20 posts

Lobster wrote:
You can use the fan to make the blue paint go higher, I didn't make it that clear though, so I understand why some people have missed it.

I thought it was very clear, especially after you added the arrows to the back wall pointing to both the higher and lower sections of the side walls. (I actually liked it better before you added the arrows.) The fact the fan is there at all should be a pretty strong hint that you need to do something with it!

ZachTM • Jun 26, 2011 • #43201
1 posts

Awesome, nice to see some features not used in the game!

Svenot • Jun 27, 2011 • #43202
5 posts

Nice work. I have to say it was exiting at first. I'm the sort that try to do the wrong stuff, you see. So I found a few things.

There should be no-way to get a portal down, from the '2 button and 1 crate area' (there are openings from the side, shooting downwards from where the buttons are). I managed to sneak the crate down through the "water/goo" plate. throwing the crate to the portal-area, while standing on the button. So you should keep an eye out for those 'gaps'. Someone showed me one, inside the Online Portal 2 game. He was able to sneak a portal backwards, to an already cleared part and get a box.

This is also possible, in your current level.
2 way portalling is possible, so you can go back-and-fourth without any problems. This allows you to skip the part after the first box. As we go back and get the box, as soon as we enter the-room-with-the-big-FAN.
Go to the bouncy (catch a box) cage, and crouch; you should be able to see the floor, of the lowest part of the first-box-area. The wall behind the cage-wall is seen from that floor, and there you can go get the first box, and use it again.

Try to make it simpler. Sometimes Less is More. Remember, us players are normal, not rocket-scientists. I liked the first part, but; I disliked the repetableness to get the box. I still had to portal to the same area, only to get the box. it's repetition, of little purpose. Drop the box closer to the button, or continue the puzzle placing it somewhere we have not been, yet.

Do not get me wrong, I know how hard it is to make a level. I also know, I could overlook things. Sorry to point at issues, but I'm only trying to help. Make it simple for the player to understand the quest, and leave out impressive detail, if it is not intended to impress. My first level was just a series of hallways with a turret in each end. Simple, yet I do not think it would impress anyone. I sure had fun though.

If you remove the named issues from your level, it just got better. Continue where you left off.

ReVo • Jun 27, 2011 • #43203
3 posts

2 shortcuts I found (first of them a bit glitchy):

1. I managed to get the cube that drops on the blue surface without cleaning said surface with water. I instead shot the cube with the blue gel as it dropped. The cube would bounce towards and [b]through[/] the steel caging so taht I could catch it. Pretty sure that's not supposed to happen.

2. I managed to get the 2 climbable walls completely blue without use of the the fan. I kept bouncing between the walls while having blue gel drop from above. When a drop would hit me, the resulting splash also colored the walls up higher than was normally possible. (Yah I was too stupid to figure out you were supposed to use the fan. D'oh!)

arethusa • Jun 28, 2011 • #43204
1 posts

I'm not sure if someone has pointed out this issue, but the map has a design defect that allows return to the first chamber after completing it, by placing a blue portal on a white surface in the first chamber that is visible from the walkway and then entering the second chamber and placing an orange portal on a white surface in there. The player can trap himself if he reenters the first chamber and resets his portals or moves the orange portal to a surface in the first chamber. I think placing a grill in the entrance to the second chamber should mitigate the issue.

Daymar • Jun 29, 2011 • #43205
4 posts

Very professional map. Makes me want to make one.

Jerichi • Jul 03, 2011 • #43206
2 posts

I really love these chambers - the fan and fire mechanics are amazing! I wish there were more maps in this style. I love 50's-70's Aperture and not many people seem to do maps in this style. I'd love to see more maps in the vein of Delta Bunsen.

pfalstad • Jul 03, 2011 • #43207
79 posts

Very nice job!

I read somewhere that contest entries could not create new art assets, so I was pleasantly surprised to see the fans, fire, and the old-style faith plates (or at least I don't remember seeing them before). Too bad you toned down the ending, that would have been fun. Although I can see it getting tiresome if everybody did that. Nice to see a '70s-style map. I thought it was weird that the water was bouncing off the blue gel; thanks to a previous poster for explaining that.

Y1504 • Jul 05, 2011 • #43208
3 posts

Lobster, you definitely know how to make perfect maps! Absolutely loved all your maps, even more than Portal 2 ones. This is just amazing work. You are a damn good mapper!

seyss • Jul 06, 2011 • #43209
5 posts

I loved this Cave Johnson map. In fact I loved all Cave levels. It is so rich in game history.

szeimartin • Jul 07, 2011 • #43210
3 posts

Nice map!
I made a speed run of it:P It involves shortcuts that should be fixed.
Here's the link:
http://www.youtube.com/watch?v=2Fd8SlbuF40

Marise • Jul 08, 2011 • #43211
249 posts

This was the most fun I have had playing a custom map so far. I loved the new elements, and the creative use of old elements. This really feels like it belongs in the game.

ForbiddenDonut • Jul 08, 2011 • #43212
142 posts

Very interested in seeing your next project, Lobster.

Have you considered making a cooperative map or trying out a different theme? Not to say your single player 1940/50s' maps aren't amazing, but I'm curious to see what kind of creativity would spout there.

smwlover • Jul 10, 2011 • #43213
68 posts

Wow, it is a splendid map with so many creative things in it! Using water to put off fire and using turbines to transport things up are both fun and attracting. Not difficult, but impressive. Thank you very much for mapping. Keep going!

Djinndrache • Jul 12, 2011 • #43214
1,442 posts

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:

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

Also note the video description for more feedback and my signature for additional project information.

madcat1030 • Jul 12, 2011 • #43215
66 posts

Lobster, your maps are amazing. I'm looking forward to a complete story-lined mod someday! I mean, you've definitely got the mapping down pat. Add a quick map where you fall down into the tube you start in, and keep making amazing sphere maps all the way to the surface!

I -LOVE- your 40's style faith plate, and if I ever get back into mapping, I was wondering if it would be okay if I used the same design?

I love everything you did, heh.

Asphyx1ateD • Jul 13, 2011 • #43216
11 posts

Wow, this map was incredible! I loved it

grent • Jul 13, 2011 • #43217
26 posts

Excellent map! Great atmosphere (Old Aperture is definitely my favorite look), clever use of water, and awesome puzzles. I especially liked the faith plate fake at the end.

PortalCombat • Jul 16, 2011 • #43218
306 posts

Hey there.

Thanks for sharing this great map with us. I had fun in playing it.
Really cool new game element, which was really nice to use.

Design of the map was awesome and the little faith plate joke at the end made me laugh.
The puzzles were great and all seemed very well planed.

Good job on that map.


Regards
PortalCombat

coopcrowd • Jul 22, 2011 • #43219
45 posts

Freaking awesome map Fully enjoy the use of fire and fans in this level which made things really interesting when me and my partner in science raced through it. This level is beautifully constructed and includes some great little puzzles that are very intuitive in general. Anybody who wants to play a map for fun and not just as a brain teaser this map is a must

To watch the flames burn around us as we play through this map, check it out below:
3MpVxGFl4ig

KingOfHeart • Jul 25, 2011 • #43220
14 posts

Can someone explain to me why this map didn't place?
Should of been the top 3 maps the least.

ForbiddenDonut • Jul 25, 2011 • #43221
142 posts

KingOfHeart wrote:
Can someone explain to me why this map didn't place?
Should of been the top 3 maps the least.

It placed fourth out of all the single player maps. Considering the vast amount of maps, that is very impressive, especially considering that it's a map full of new puzzle concepts.

The competition was full of high-quality maps; the difficulty of being a judge for it is something I don't think I can even comprehend.

Has anyone heard from Lobster lately? It feels like he just disappeared.

satchmo • Jul 26, 2011 • #43222
415 posts

This map is one of the most creative Portal 2 maps ever!

Menkhor • Jul 27, 2011 • #43223
4 posts

After a few months away from Portal 2, I decided to lurk TWP and get a few new maps, and this was among them. I was impressed with some of the ones I had already played and how far the mapping community has come along.

Then I played this gem, and WOW! I was blown away.

I absolutely loved it. In all aspects, from layout, puzzles, cosmetics, voice-overs (mo' Cave Johnson!), and creativity with the paint. I don't know if I would say it was "difficult" per se, but it seemed to have the perfect amount of challenge for me to crack a grin when I figured out each step.

Overall, this was hands down the best Portal 2 custom map I've played yet. Fantastic job Lobster! I am promptly going to search for more of your stuff after I have written this, lol. Keep up the great work!

TiTi • Aug 06, 2011 • #43224
1 posts

Hi,

Thank you for your map.
I've kind of get lost with the idea to use 2 cubes.
(I didn't catch the fact that removing the cube was raising both plates so water was usable at the top).
So I managed to get the bottom cube and move it back to the top.
It is possible to avoid emancipation grids by using thoses 2 portals :
Full HD capture here : http://tof.canardpc.com/view/559a4689-3 ... 53d4e8.jpg
(also possible with other column but more painful because of blue paint)

You first have to put the bottom cube there: http://tof.canardpc.com/view/d06043c1-d ... 54a1c6.jpg
(hopefully you can destroy/recreate it with the button if incorrectly positionned)
Then move yourself using the blue walls and get the cube back using the 2 portals seen the first screenshot.

Anyhow, it does not help to finish the puzzle. But I discovered the following bug :

The water bubble still "bounces" off even if there is no air rising in the shaft ! Too bad...

I can understand that from a developer point of view but not cool.

The speed run by szeimartin also shows some issues.
szeimartin: How did you make the jump at the end ?

Rubrica • Aug 07, 2011 • #43225
305 posts

Hey, just thought I'd check, because the old faith plate instance is included with this, are we allowed to use it? I intend to give you credit, naturally - I'll also mention it in my article along with Marlovious'. It's just that I'm experimenting with Old Aperture for the first time and I d love to use these. Thanks!

Portal2Two • Aug 31, 2011 • #43226
88 posts

Absolutely love this map and absolutely agree it is one of the most creative Portal 2 maps ever. I am indeed surprised why stock maps don't use fans and fire. Delta Bunsen is a brilliant addition to the original Portal 2 Fall. Good location, creative tools, interesting puzzles. I'm giving my highest rate.

Sphere: Delta Bunsen! Portal 2 Custom Map

I9sNWsy-8aE

Korl • Sep 20, 2011 • #43227
41 posts

Great map! Figuring out the blue gel fan thing took me a while. I was also able to get the lower cube up using the water drop lift. Just put the cube on the lift and use the upper cube to raise the lift up.
So you should definitely add a second button on the top that would require both cubes to be brought to the top.

comdivuz • Oct 29, 2011 • #43228
1 posts

Good job. Map was not too hard to complete, but had interesting water/air usage. Bird is nice too )))

Theevilpplz • Nov 22, 2011 • #43229
20 posts

I posted a video walkthrough for this Portal 2 custom map:
yD3F7RIopAI

Mek • Dec 24, 2011 • #43230
459 posts

Wow... this was... just awesome. Ingenious puzzles, not hard to understand, not hard to perform. My congratz and keep up the good work!

spongylover123 • Dec 24, 2011 • #43231
944 posts

I love this map, good job incorporating new elements into the map.

Bokkie • Jan 21, 2012 • #43232
21 posts

Amazing detailed map, just loved it !

Great theming and use of fire and water

Lapak • Jan 31, 2012 • #43233
7 posts

Great map! Finally some new game methods showed up

0zti2FN8hnU

clickaus • Mar 31, 2012 • #43234
62 posts

Another great map.
Hopefully I my mapping can go in this direction.
I have played 3 of your maps now, have you released any more ?

Lpfreaky90 • Apr 01, 2012 • #43235
2,842 posts

clickaus wrote:
Another great map.
Hopefully I my mapping can go in this direction.
I have played 3 of your maps now, have you released any more ?

You can search user posts: member/Lobster/posts/
This leads to the conclusion that Lobster has released 3 maps

bbkr • May 06, 2012 • #43236
7 posts

I really loved "you might have noticed that your blood is pure gasoline..." voice after passing third flames :)


Console spams some warnings during play:
prop_paint_bomb at (-896.000, 544.000, 876.000) has no model name!
prop_paint_bomb at (-896.000, 544.000, 876.000) has no model name!
prop_paint_bomb at (-896.000, 544.000, 876.000) has no model name!
prop_paint_bomb at (-896.000, 544.000, 876.000) has no model name!
prop_paint_bomb at (-896.000, 544.000, 876.000) has no model name!
...
however they do not affect puzzles.


Awesome map, 5/5!

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