sp_hard_one

by Dreamcooled · Uploaded May 22, 2011

Screenshot 1

File Size: 0.57 MB

Downloads: 233

Rating: (2 votes)

Description

My first singleplayer map for Portal2 (I've mapped CSS before). The lower room is alredy complete. I will complete the upper one. Can you solve this puzzle? I think it's pretty hard. How long did it take until you did it? It's possible without using glitches. Or did you solve it in a other way than I? Walkthrough v0.85b: http://www.youtube.com/watch?v=vhL-CtWlmmM

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Dreamcooled • May 22, 2011 • #45824
5 posts

My first singleplayer map for Portal2 (I've mapped CSS before).
The lower room is alredy complete. I will complete the upper one.

Can you solve this puzzle? I think it's pretty hard.
How long did it take until you did it?

It's possible without using glitches. Or did you solve it in a other way than I?
Walkthrough v0.85b: http://www.youtube.com/watch?v=vhL-CtWlmmM

File Name: sp_hard_one_v085.rar
File Size: 584.61 KiB
Click here to download sp_hard_one

Djinndrache • May 22, 2011 • #45825
1,442 posts

The level ends when it says "Stay tuned", right? Then I got it. But probably not the intended way. And not using a glitch! (I don't call that using a glitch, I used a feature!). Gonna upload the video of the run within the next days

Nighterogue • May 22, 2011 • #45826
10 posts

I made a video of how to solve it skipping the second half of the puzzle pretty much. I do use one kind of glitch, but it was so obvious anyone would have seen it. I didn't even use the excursion funnel at all or any of the 3 buttons past the emancipation grill.

here is a link to the video, please only watch after completing the map.

http://www.youtube.com/watch?v=fr1OGZEpNSU&feature=player_embedded

Dreamcooled • May 22, 2011 • #45827
5 posts

Wow. Really Bad Solution. Thank you!
I will fix this today, with a wall.

Nighterogue • May 22, 2011 • #45828
10 posts

kk sounds good

Dreamcooled • May 22, 2011 • #45829
5 posts

So. I think I've fixed all glitches now. Didn't I?

Nighterogue • May 22, 2011 • #45830
10 posts

I ma sure there is a spoiler in here somewhere.

Oh man your gonna hate me, but you don't need to use the repulsion gel through the glass, you can hop to the end from the hole in the top glass for the funnel, I hope you haven't fixed it yet. I also hope you can see what I mean. You might also want to fix getting the box in there how I keep doing it, makes the button on the stand a bit pointless. Sorry.

Nighterogue • May 22, 2011 • #45831
10 posts

aw man, I was 2 minutes after you, Ill replay the map and test it for more on the updated version

Nighterogue • May 22, 2011 • #45832
10 posts

ignore those last post, I have to say you fixed it all. I can maybe see some weird fling potential for the cube, but nothing really reasonable. Grats

Dreamcooled • May 22, 2011 • #45833
5 posts

Thank you very much for your testing and your answers. Really Helpful!
I think with the DeathBeam now everything is fixed and it's a good starting point of a medium or hard map

Nighterogue • May 22, 2011 • #45834
10 posts

I couldn't agree more, looking forward to it

Jecy • May 22, 2011 • #45835
2 posts

Hey, i've done your map without using the time-button, and without the beam-reverser button in half the time than you.
Here is the video, i don't know if it's a bug, or an alternate solution
http://www.youtube.com/watch?v=f0yVHmyykik

iamafractal • May 22, 2011 • #45836
272 posts

heh when i downloaded and played this all the nice bugs that allowed all of these solutions were all gone it's really difficult, what with bouncing paint globs, and so forth... I actually got the cube through the hole by dropping it out of the dispenser into a portal in the floor and out a well positioned one on the wall.

InertiaticESP • May 22, 2011 • #45837
10 posts

Jecy wrote:
Hey, i've done your map without using the time-button, and without the beam-reverser button in half the time than you.
Here is the video, i don't know if it's a bug, or an alternate solution
http://www.youtube.com/watch?v=f0yVHmyykik

You're playing an older version of the map. Doing a speed run of a custom map doesn't really help the mapper figure out how to make the map better. Considering they don't have hundreds of playtesters at the every beck and call, youtube playthroughs are the best you can do.

Be nice to the mappers, they bring less talented/motivated people like ourselves hours of additional enjoyment for a game we've already gotten our $60 worth out of

Jecy • May 22, 2011 • #45838
2 posts

InertiaticESP wrote:
You're playing an older version of the map.

Older?? I just downloaded it a few hours ago around midnight in GMT+1 from this site.
And the primary thing was the other solution, not the speed.

Dreamcooled • May 23, 2011 • #45839
5 posts

Jecy wrote:
Older?? I just downloaded it a few hours ago around midnight in GMT+1 from this site.
And the primary thing was the other solution, not the speed.

You really got an older Version. How I already said, with the DeathBeam your Solution is blocked now.

Thank's for Testing!

iamafractal • May 23, 2011 • #45840
272 posts

OK...

so having played this map I have to say I didn't enjoy it all that much. and so in my HUMBLE opinion...

One thing I like about a well made map is that once the solution is understood, it is relatively easy to execute. This map, with lots of red death, isn't very forgiving. The solid monolith wall that separates the paint dispenser area to the next could be glass, as well as the walls between the two parts of the next area, so that "blind" paint and cube tossing are not necessary. it's really enough to figure out how to get the paint into the next section, without having to do it blindly.

it's important to learn from at least the developer commentary in the game. the developers made two important points:

if players are spending too much time repeatedly to execute a move they already know they are supposed to do, to the point where there are many minutes of frustration or boredom, it detracts from the game.

when speed runners come up with solutions that may be difficult to execute but still get the job done, we keep those solutions in place because we know the average player won't be able to do them anyway.


I've noticed that you have kept going back and taking out any solutions you felt were not "your idea" of what a solution should be, such as putting a laser field in the little hole you're supposed to throw the cube through. I think you shouldn't do that. you should allow there to be multiple solutions so that the player can walk away feeling smart and talented, without making them spend a lot of extra time once they know what to do.

Djinndrache • Jul 12, 2011 • #45841
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:

F7KuuqkQYSo
(Link: http://www.youtube.com/watch?v=F7KuuqkQYSo)

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

joric • Dec 06, 2017 • #45842
43 posts

Completed with a little help, I guess it's one of those maps that only can be solved by its designer. I really hated the trick with the gel.

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