sp_chamber_warmup

by hillis · Uploaded May 17, 2011

Screenshot 1

File Size: 1.31 MB

Downloads: 1040

Rating: (12 votes)

Description

A map I made while learning how to handle Hammer. It shouldn't be too hard for anyone. Let me know if there is something I've missed and/or could do better! UPDATE 1.1: - Made invisible troll fizzler visible. - Increased lighting in the excursion funnel place to make the portabla wall more obvious UPDATE 1.2: - Removed troll fizzler - Increased the lighting again (from 100 to 150) - New ending - Added voice - You won't be trapped in the second chamber any more - Fixed bug where elevator wouldn't move in the beginning - Removed sign in cube-drop chamber

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hillis • May 17, 2011 • #44890
12 posts

A map I made while learning how to handle Hammer. It shouldn't be too hard for anyone. Let me know if there is something I've missed and/or could do better!

UPDATE 1.1:
- Made invisible troll fizzler visible.
- Increased lighting in the excursion funnel place to make the portabla wall more obvious

UPDATE 1.2:
- Removed troll fizzler
- Increased the lighting again (from 100 to 150)
- New ending
- Added voice
- You won't be trapped in the second chamber any more
- Fixed bug where elevator wouldn't move in the beginning
- Removed sign in cube-drop chamber

File Name: sp_chamber_warmup_1.2.zip
File Size: 1.31 MiB
Click here to download sp_chamber_warmup

CrossDot • May 17, 2011 • #44891
11 posts

Really enjoyed it mate! I am trying to teach myself Hammer as well, nice work. You give me hope! Haha.

MrLate • May 17, 2011 • #44892
159 posts

I got stuck in the 2nd room :S

hillis • May 17, 2011 • #44893
12 posts

Eh. It shouldn't be THAT hard

Everything is there for a reason. Well, eh, almost everything.

Spoiler alert?
You have to get speed to reach the exit door. Brotip: excursion funnel up, excursion funnel off -> you get speed

Sulfaras • May 17, 2011 • #44894
67 posts

does not start. im in the elevator and nothing happens. well noclipped throught it and the little map was ok.

hillis • May 17, 2011 • #44895
12 posts

That's a weird bug that happens randomly... Restart usually solves that one :3

kirgothi • May 17, 2011 • #44896
16 posts

Confused. When I try to take a cube from the side room, they are destroyed as if I am going through an emancipation grid? I can't seem to see one, and my portals are not cancelled when I walk through the doorway. I also could not figure out how to make the jump over the water. Fail right at the get go.

hillis • May 18, 2011 • #44897
12 posts

You can only take the companion cube from the cube-dropper room You also need speed to jump over the gap so try putting some gel on the lightbridge!

Lukavian • May 19, 2011 • #44898
31 posts

Is there a specific reason that the cube doesn't activate the button?

hillis • May 19, 2011 • #44899
12 posts

You need the button to be pressed down in order to be able to use the excursion funnel behind the glasswall. Therefore you need the cube to keep the button down so you can complete the map.Or have you found a glitch?

xdiesp • May 19, 2011 • #44900
1,078 posts

Very dark, think there might be some invisible fizzler too?

hillis • May 19, 2011 • #44901
12 posts

Think of it as a feature

kaztheberserk • May 19, 2011 • #44902
18 posts

When I hit the high button in the second room, this immediately came to mind (only the part at about 0:22): q7PplmIC6Fc

Adair • May 21, 2011 • #44903
213 posts

I have a couple of gripes that aren't really big deal; it's just that certain things go against the "rules" Valve has set in their games.
1) The non-companion cubes getting fizzled by something invisible.

2) The more glaring error I think is the spot where you shoot a portal into the funnel beam. It's black(dark) which should mean it's not portalable. Changing it to light gray would help keep the rules of portalling intact.

Otherwise, I loved the map. Thanks!

hillis • May 21, 2011 • #44904
12 posts

Adair wrote:
I have a couple of gripes that aren't really big deal; it's just that certain things go against the "rules" Valve has set in their games.
1) The non-companion cubes getting fizzled by something invisible.

2) The more glaring error I think is the spot where you shoot a portal into the funnel beam. It's black(dark) which should mean it's not portalable. Changing it to light gray would help keep the rules of portalling intact.

Otherwise, I loved the map. Thanks!

Updated with your suggestions! Thank you for your feedback ^^

Adair • May 21, 2011 • #44905
213 posts

I just played what I thought would be the updated version, but I didn't see any changes.

I also wonder how you fixed the invisible fizzler part because I feel like you might have put in a fizzler that destroys normal cubes, but ignores companion cubes...which would actually be an even bigger gripe. Maybe you thought of a different way to do it though.

Also, I thought I had figured out an alternate way to reach the exit bypassing the use of the funnel. I was going to extend the light bridge up from the surface under the exit and try using the pre-placed orange gel to speed up to the height of the exit door, but I found that the orange gel had mysteriously disappeared. Was that intentional?

One last thing, and this is just personal opinion, I like being able to take the companion cube to the exit with me, or possibly having to destroy it, but leaving it sitting on a button seems rather unceremonious.
I could just be silly though.

hillis • May 22, 2011 • #44906
12 posts

Quote:
I also wonder how you fixed the invisible fizzler part because I feel like you might have put in a fizzler that destroys normal cubes, but ignores companion cubes...which would actually be an even bigger gripe. Maybe you thought of a different way to do it though.

I thought of it to work exactly that way. I first had the idea to drop an x amount of normal cubes and one companion cube so the player would have to find the needle in a haystack (with 4 grains of hay) Bad idea? :<

Quote:
Also, I thought I had figured out an alternate way to reach the exit bypassing the use of the funnel. I was going to extend the light bridge up from the surface under the exit and try using the pre-placed orange gel to speed up to the height of the exit door, but I found that the orange gel had mysteriously disappeared. Was that intentional?

I hadn't thought of that Unintentional gel removal thing. Might be some lightbridge feature to remove... O_o

Quote:
One last thing, and this is just personal opinion, I like being able to take thecompanion cube to the exit with me, or possibly having to destroy it, but leaving it sitting on a button seems rather unceremonious.
I could just be silly though.

Cool idea! Have to figure out how to implement it...

Adair • May 22, 2011 • #44907
213 posts

Quote:
I thought of it to work exactly that way. I first had the idea to drop an x amount of normal cubes and one companion cube so the player would have to find the needle in a haystack (with 4 grains of hay) Bad idea? :<

Well... Bad idea only because in the official Portal games they teach the player repeatedly that the fizzlers will fizzle any kind of cube taken through them, so to have a fizzler in your map that works differently would confuse and frustrate the players. I'd take out the extra cubes and fizzler entirely. I know I suggested before to add the fizzler, so I'm sorry to give you conflicting advice , but I didn't mean you should add a fizzler that works differently from how everyone expects them to work.

Quote:
Cool idea! Have to figure out how to implement it...

Well, if that alternate route I described before had worked and I'd also been able to throw the cube up to the exit door(over that fizzler) then I could've saved the cube, but yeah... failure on both counts(I'm not very good at tossing the cube).

Which actually reminds me, I don't understand the need for a fizzler at the exit either. I don't think it really prevents any alternate routes(or am I forgetting something obvious?) Also if you have moved both portals out of the first room and fizzled the companion cube at the exit then you are completely trapped and have to reload.

One last little thing:
There's a little sign in the area where the cubes drop that shows the person loving a cube. If you grab a cube and hold it up in front of your face then it should block your view of that sign, but somehow the sign shows through the cube. I think that's the only sign that does that.

hillis • May 23, 2011 • #44908
12 posts

Updated map with new content! See download page for more info!

Quote:
Which actually reminds me, I don't understand the need for a fizzler at the exit either

If it wouldn't be there you could just place the excursion funnel in front of the door and float up. I didn't want to make the map that easy

Quote:
One last little thing:
There's a little sign in the area where the cubes drop that shows the person loving a cube. If you grab a cube and hold it up in front of your face then it should block your view of that sign, but somehow the sign shows through the cube. I think that's the only sign that does that.

Didn't notice that before you mentioned it I also figured out why it does that. It's because the texture is one of the ping commands used in coop -> it shines through everything Had to remove it <_<

Adair • May 24, 2011 • #44909
213 posts

Hmmm, I think you're not updating your map correctly. I redownloaded it after 1.1 came out and now again after 1.2 and I haven't seen any changes at all. It is still the original version 1.0 as far as I can tell.

By the way, the elevater room where you start doesn't seem to have cube-maps. The glass looks all weird and I think a lack of cube-maps is the cause for that, but I'm not sure.

Quote:
If it wouldn't be there you could just place the excursion funnel in front of the door and float up. I didn't want to make the map that easy

LOL, I knew there was some obvious reason for it, I just couldn't remember what it was, but... I actually did manage to beat the map without using the cube or the funnel. I used the method I mentioned in a previous post, but couldn't get it to work due to the orange gel disappearing. I figured out that it disappears from the light bridge when you reload from a save. So if you don't reload after coating the light bridge then it can be reused in the second room to just speed you up to the exit.

hillis • May 24, 2011 • #44910
12 posts

Quote:
Hmmm, I think you're not updating your map correctly. I redownloaded it after 1.1 came out and now again after 1.2 and I haven't seen any changes at all. It is still the original version 1.0 as far as I can tell.

Well this is awkward. I downloaded it now for myself and it seems to be the old one!! >_<
Fixed and tried the download now. It works!

Quote:
So if you don't reload after coating the light bridge then it can be reused in the second room to just speed you up to the exit.

Props to everyone who can do that You will need a perfect run at the gel to make it The ending still requires the cube

Adair • May 24, 2011 • #44911
213 posts

Okay, I got the new version.

Over all its a step in the right direction. The portalable surface at the end of the funnel now looks like it should but here's what I saw that could be improved:

It still needs cube maps. I think in v1.0 you just needed them in the elevator room, but in 1.2 the cube dropper now looks like it needs them also.

The cube dropper is now better, but I think some people might feel like it's too blatant of a reuse of what happens in Portal 2. Maybe this is asking a lot, but it would be better to have a puzzle/fling required just to get the cube.

The light bridge in room 2 is a good thing to have if the player ends up without a cube, but I think it has no other purpose and could be confusing to players who do have the cube, but are not sure how to proceed. They may even solve room 2 just as fast and in the intended way, but then they might wonder if it truly was the intended solution since it would seem like there's an unused light bridge. The little high up button on the wall is already an odd/unnecessary puzzle element, but I think it is okay since it can be activated to see its purpose.
I would say that the light bridge should only be activated if the player fizzles the cube in room 2, but it is also possible to be stuck if the player simply leaves the cube in room 1 and moves both portals to room 2, which wouldn't activate the light bridge in room 2. There are a couple of options to fix this:
Put the cube dropper in room 2(its not really necessary to have in room 1)
or
Figure out an obstacle or something to force the player to bring the cube to room 2(or a place that's accessible from room 2) before they have a chance to cut themselves off from room 1.

The ending now requiring the cube doesn't really make any sense, there's no logical reason why you need the cube, you "just do". I do like it better than leaving it behind on the button though.

BTW, I don't think you did anything to change the possibility of skipping the funnel(and it's probably not really necessary to), but I'll just mention that it is still possible in v1.2

Djinndrache • Jul 26, 2011 • #44912
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:

393qYBJTiOQ
(Link: http://www.youtube.com/watch?v=393qYBJTiOQ)

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

Skerik • Aug 15, 2011 • #44913
59 posts

You can make it without the excursion funnel. Just by using the speed gel on the bridge to get high enough and reach the exit.

mouse • May 06, 2012 • #44914
59 posts

The sign said not to fall down the elevator shaft but I did anyways. Does that mean I beat it? I'm not really sure what most of the stuff in the test is there for. I got through it all with only the speed gel and the light bridge. It makes me feel like I cheated myself out of all the fun.

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