Discophoran

by Harpo_53 · Uploaded Aug 28, 2011

Screenshot 1

File Size: 5.77 MB

Downloads: 1011

Rating: (13 votes)

Description

? Discophoran: to be jelly-fish like. What does this have to do with my map? Absolutely nothing.

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Harpo_53 • Aug 28, 2011 • #46376
9 posts

• Discophoran: to be jelly-fish like.

What does this have to do with my map? Absolutely nothing.

Additional screenshots:
http://dl.dropbox.com/u/13788615/Maps/Portal%202/sp_harpo05_a20001.jpg
http://dl.dropbox.com/u/13788615/Maps/Portal%202/sp_harpo05_a20002.jpg
http://dl.dropbox.com/u/13788615/Maps/Portal%202/sp_harpo05_a20003.jpg


File Name: sp_Discophoran_a2.zip
File Size: 5.77?MiB
Discophoran

GreyHound • Aug 29, 2011 • #46377
57 posts

It's okay but could be improved in a few points.

In the first room the gab should be bigger so you need to use the orange and the blue gel to make it over, currently the speed from the orange one is enought.

Even if it's so simple, i liked the 2nd room and it's mini puzzle, mayb that can be enlarged to make the player get the ball and the cube first? I'd also suggest changing it from ball vs. cube to companion cube vs. reflector cube. That way the whole thing makes more sence and you can actually see a reason why the cubes have to be switched.
Edit:
Ah, nevermind, didn't pay attention enought. The buttons are fine already.

In the final (3rd) room, what is the intended way to get the cube in the room with the white gel?
a) Spend minutes spreading the white arround until u can finally get up to the cube?
b) Take the first cube, stand on it, jump and grab the 2nd one?
c) Something completly different?
d) I was expecting i was supposed to use the funnel.


What about actually using Cube droppers? Even if it works already, it feels a bit rushed that way.

The part where you swich the funnels direction is a bit too linear and repetitive, if you had to use the gained hight to jump down/fling/etc. to get to the button the section would probably be more spicy.

3/5 cakes, "Okay, but needs some work" fits it perfectly imo.

xdiesp • Aug 29, 2011 • #46378
1,078 posts

Short series of chambers on easy mode, sports professional looks (Clean with BTS inserts) but plays kinda dull. At least in comparison with similar projects as Discovery, the puzzleplay seems limited: it's all direct applications of a single testing element, meaning you never manipulate items nor mix (i.e.) gel with flings or funnels.

Imho it would have been interesting to mix the elements of close chambers, like bringing the funnel to the white paint room or bringing along a cube to spawn another (or placing it on the floor button with the sphere). Bugs: see-through fizzler frame and unaligned cube hole.

Harpo_53 • Aug 29, 2011 • #46379
9 posts

GreyHound wrote:
In the final (3rd) room, what is the intended way to get the cube in the room with the white gel?

The intended way is to spend "minutes" (usually takes me around a minute or so, no more than Valve's white gel puzzle) to coat the walls with white gel, allowing you to get back to the original side, and then spray some to the ceiling of the area with the cube. If you want a video of this, I'd be happy to post one.

GreyHound wrote:
What about actually using Cube droppers?

I didn't use regular cube droppers because 1. I've had trouble getting them to work because Valve used @ names and 2. I actually like my version, and I don't have any problems with using multiple copies of it in a map.

GreyHound wrote:
if you had to use the gained hight to jump down/fling/etc. to get to the button the section would probably be more spicy.

Perhaps.

carlymx • Aug 29, 2011 • #46380
58 posts

Harpo_53 wrote:
The intended way is to spend "minutes" (usually takes me around a minute or so, no more than Valve's white gel puzzle) to coat the walls with white gel, allowing you to get back to the original side, and then spray some to the ceiling of the area with the cube. If you want a video of this, I'd be happy to post one.

video please.

xdiesp • Aug 29, 2011 • #46381
1,078 posts

carlymx wrote:
video please.

You wouldn't enjoy it, it's seriously tedious. You'd better shoot a portal to the hub from within the chamber (jump and shoot through the cube hole), then have white paint come out from there.

Portal2Two • Aug 29, 2011 • #46382
88 posts

Cool map overall, but I hated having to do that white gel graffiti in the final chamber. The gel should flow out at a better angle or there should be more portal surfaces around.

Discophoran

FCVR3tqa5IU

KennKong • Aug 29, 2011 • #46383
942 posts

I didn't like this map much at all. I want to be a player, not a painter. The puzzle elements were easy to figure out, but tedious to execute.

Replacing a lot of the painting gels all over the place with some judiciously placed flings would be much more fun.

Paraphrasing GlaDos: The surge of disappointment I felt when I played this map taught me something valuable; where Discophoran is located on my hard drive [Discophoran deleted].

Just a 2/5 from me.

Harpo_53 • Aug 29, 2011 • #46384
9 posts

Here's the "intended" solution to the White Gel chamber.

http://youtu.be/KloJOVWNwnE

Soundlogic • Aug 29, 2011 • #46385
169 posts

I managed to avoid painting all over the place by shooting a portal through the cube hole, but if you want us to paint the place, have it come out at an angle.

satchmo • Aug 29, 2011 • #46386
415 posts

I just watched the intended solution, and it does not look fun or creative.

Szieve • Aug 30, 2011 • #46387
158 posts

I got tired of flinging paint and just noclipped the cube.. too tedious.. sorry..

xdiesp • Aug 30, 2011 • #46388
1,078 posts

Hey Harpo: the white paint room wasn't a problem for me, but maybe for others it would work out better if the alternate solution was the official one. I mean shooting a portal through the cube hole from within the right chamber, to bring paint out of it.

quatrus • Aug 30, 2011 • #46389
1,047 posts

Nice clean map. Puzzles were of medium easy level mostly just do what seems obvious - including painting white to the other side...kind of tedious. Agree with other comments, would be nice to combine effects for a solution in this style. thanks for creating..

Portal2Two • Aug 31, 2011 • #46390
88 posts

I have an idea: make the white gel flow wider diameter and perhaps a little less intensive. So it takes seconds, not minutes.

Discophoran

BULnAwwHpRE

Djinndrache • Sep 09, 2011 • #46391
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:

Ms7M4rmvKzU
(Link: http://www.youtube.com/watch?v=Ms7M4rmvKzU)

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

co0op • Dec 06, 2011 • #46392
114 posts

3/5 from me as well. I agree with KennKong, but it's not a terribly bad map, simply a map that needs a lot of work. Get rid or redo the white gel room, and spice up the difficulty. I was pleasantly surprised by the laser room, but only until I found out it wasn't even a real puzzle since I didn't have to align the reflector-cubes.

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