Tyrant Chamber 01

by Zman110 · Uploaded May 24, 2011

Screenshot 1

File Size: 0.57 MB

Downloads: 1136

Rating: (12 votes)

Description

This is my first Portal 2 map (And really my only good portal map in general) SO please give me some feedback even if it is bad. I want this to be a learning experience for me. Oh and btw, no elevators. Didn't feel like it. I did however put something amusing at the end. REMEMBER this is just for my learning experience. Kinda short but ill eventually make longer and better chambers. FIX Put back the broken indicator lights. basically it though. Fix 2 So apparently the last version i uploaded had an error with the glass so i had to reupload it once again.

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Zman110 • May 24, 2011 • #45670
12 posts

This is my first Portal 2 map (And really my only good portal map in general) SO please give me some feedback even if it is bad. I want this to be a learning experience for me. Oh and btw, no elevators. Didn't feel like it. I did however put something amusing at the end. REMEMBER this is just for my learning experience. Kinda short but ill eventually make longer and better chambers.

FIX
Put back the broken indicator lights. basically it though.

Fix 2
So apparently the last version i uploaded had an error with the glass so i had to reupload it once again.

File Name: tyrant_chamber_1.zip
File Size: 581.91 KiB
Click here to download Tyrant Chamber 01

mickyficky • May 24, 2011 • #45671
46 posts

So, let me get this straight...

meeting Rick and hearing funky music means i beat the map, right? If you cant be bothered to add some ending elevator or something (I understand that )at least make a big "THE END" text show up.

overall nice puzzle, looks very very plane though. And it wasnt obvious to me what some of the things did (3 indicator lights at that one button...) and some things seemed to turn off on a whim without any reason I could see.

Zman110 • May 24, 2011 • #45672
12 posts

Yea i found out that some of my indicator lights were not working in the version of the map i released. Made it a little confusing. Ill fix that. And like i said, this was just a learning experience, Whenever i really make a map i will of course add elevators. I just really didn't want to fool with them right now. :S

Edit
and the thing with the stuff turning off it the funnel. The button near "the End" turns it on for 90 seconds. Probably confusing.

mickyficky • May 24, 2011 • #45673
46 posts

Also, I didn't need the second weighted cube.

I think it was your intention to use a cube to get up to the button platform (the one were Rick is), but you can actually get there by just making a portal on the wall next to it (at the top) and just air-control-jump there.

Zman110 • May 24, 2011 • #45674
12 posts

yea i knew about that as well. But i thought "Hey if they figure that out then meh..." but thanks for the feedback though! Appreciate it.

flashbag • May 24, 2011 • #45675
2 posts

I recomend you to put a space core instead an adventure core

People likes it more

mickyficky • May 25, 2011 • #45676
46 posts

Not really. Rick is the most awesome sphere even Valve thinks that (at least the writer of the story... said so in an interview)

Vandread83 • May 25, 2011 • #45677
66 posts

Should definitely add some Thanks for Playing text to appear when you click the button. Its pretty simple, just create an entity and type "text" in the type and it should come up and be pretty obvious. Then you can trigger it really simply on the button press output as well. could also trigger a changelevel or something (not sure exactly how to get back to the main menu, if you can do that with an ai_changelevel or not, haven't gotten that far in my experimentation yet) But would be nice to at least have the text to know that is truly the end.

xdiesp • May 25, 2011 • #45678
1,078 posts

Looks are not poisonous to the eyes, but puzzles a bit loose: turrets won't kill, maybe one cube less to improve difficulty (possibly water in the moat)? Right now, it's uber easy despite having a complex structure.

Ruien • May 25, 2011 • #45679
157 posts

Agreeing with previous comments. I'd remove a cube, increase ability of turrets to kill so you can't just rush them, and then do something cool with the lower area.

Also, I don't quite see the point of putting the tractor beam on a timer (from a puzzle point of view).

Overall I liked it, though. The ending was a nice touch.

Zman110 • May 25, 2011 • #45680
12 posts

Thanks guys for the reviews. So i will add a End Message to it because of popular demand. Also the turret situation will be edited as well. And also im going to do some more tweaks to the ending as well. Better than just a core and button. Should be up by the end of the night.

Zman110 • May 25, 2011 • #45681
12 posts

Well actually i dont think ill post it up tonight. Im going to make some huge edits to this. You guys are going to be pleased...

A Metal Penguin • May 27, 2011 • #45682
2 posts

This is a really good map

I made a speedrun since I was bored, I'll upload it to YouTube (And put a link to this map in the description) when I get around to it!

Djinndrache • May 29, 2011 • #45683
1,442 posts

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=Rf17lEaYrCg

Zman110 • Jun 01, 2011 • #45684
12 posts

Wow guys thats awesome! Thanks for putting it on youtube. It was interesting to watch someone solve my chamber instead of myself for a change! And also im still working on that addition.

A Metal Penguin • Jun 12, 2011 • #45685
2 posts

Well, I finally got around to it ^_^
Here's the speedrun:
http://www.youtube.com/watch?v=dgZ4UH-Z-YQ

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