[SP] Speed Gel Is Fun

by supersandvich · Uploaded Jun 02, 2011

Screenshot 1

File Size: 6.56 MB

Downloads: 7049

Rating: (35 votes)

Description

My entry for the summer portal 2 contest. Set in the 1940's chambers, this one involves speed gel.

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supersandvich • Jun 02, 2011 • #48122
7 posts

My entry for the summer portal 2 contest. Set in the 1940's chambers, this one involves speed gel.

File Name: speedgelisfun.rar
File Size: 6.56 MiB
Click here to download Speed Gel Is Fun

Will T. • Jun 02, 2011 • #48123
163 posts

Gave this one a shot. Not too tough, but not too easy either.


Was I supposed to be able to get a cube from the first room in order to press the last button (the one that opens the exit area)? I was able to get back in there and take one by:

-running along the speed gel in the last area into one portal, exiting so that I flew up onto the platform with the buttons
-getting a cube from the dropper and placing a portal under it so it got out to the last area through the one at the end of the speed gel
-going through and grabbing it

I noticed I was also able to do this without the exit door in the first room closing for some reason, and the fizzler in there stayed off even after I'd moved my portals so the laser was no longer disabling the fizzlers. I never did figure out how to activate the cube dropper in the last area...

Speaking of the laser, I had to do a slightly awkward-feeling fling around it to get myself up from the platform below the wall it first shoots at when I dropped down there.


Maybe a couple bugs, but pretty good overall. Old Aperture is a hard style to do, and this one works it pretty well. Sliding the cube along the speed gel to get it into the hole was creative and fun to do.

supersandvich • Jun 02, 2011 • #48124
7 posts

Thanks will t for playing, positive comments always help!


I'm not sure what you mean in your description, but I know what I did wrong

the first door doesn't close when the button is unpressed

One of the bugs i have to fix.

tomorrow there'll be an updated version with:
that bug mentioned above fixed
autosaves
disabling the collisions of the lights
some arrows?

Phitt • Jun 03, 2011 • #48125
35 posts

Nice map! What I didn't like were the lack of save points (which you will fix according to your post) and the laser killing me instantly, which was unexpected since in other maps and in the original game lasers don't kill (unless they're clearly meant to work as an impassable barrier). But other than that good visuals and nice puzzles. I agree that the cube sliding part was a nice idea.

xdiesp • Jun 03, 2011 • #48126
1,078 posts

More adventurous than brain teasing, passable Old Aperture style. Appreciate it or not, the mapper's invisible hand will keep pointing you the right way. Avoiding retaliation for that repeated big jump would be alone worthy of a beatification cause at the Vatican.

Some music and eye candy externals would help setting the mood.

supersandvich • Jun 03, 2011 • #48127
7 posts

Updated!

Speed Gel Is Fun

-added autosaves
-fixed boxes getting stuck
-fixed having speedgel under the box dropper making the map impossible
-added the arrows
-fixed players flying backwards to their deaths near the end
-disabled collisions of the lights
-made the lasers nonlethal
-fixed the first door not being closed when the button was unpressed

Shmitz • Jun 03, 2011 • #48128
167 posts

The first section can be bypassed by step jumping from the ledge that the cube would normally drop onto. Once you get enough height you can then shoot a portal onto the slanted platform that becomes visible, letting you get up onto the catwalk.

I e-mailed you a demo of me doing this.

supersandvich • Jun 03, 2011 • #48129
7 posts

Shmitz wrote:
bloop

oh noes D:!

Don't know if that's worth fixing right now, because I think it's something most players won't notice unless if they look for it after they completed it.

I'm gonna wait for more issues (if any) and get a final updated version before the deadline

ShinyBox • Jun 04, 2011 • #48130
5 posts

Loved it
Challenging, but not too daunting, thought the third box in the room was a red herring, until I figured out what the laser did

Hate to sound nick picky, but only thing I noticed out of aesthetics was that the orange gel pipe was labelled with a white gel flow label - nothing major, but noticeable

Definite 5/5

McGinge • Jun 04, 2011 • #48131
25 posts

One of the best I've played for this contest, I feel like other levels are throwing everything but the kitchen sink at the player, but you've kept it relatively grounded whilst still keeping an element of complexity. One thing I would say is that you definitely need indicator lights, there's nothing worse than completing an action or pressing a button and having no idea what it was. Stumbled around for a few minutes not realising that buttons had dropped cubes a lot of the time. Other than that, a lot of fun!

DaMaGepy • Jun 04, 2011 • #48132
361 posts

I really enjoyed it, mainly because it was not that hard. No signs where to go, but thats why it is fun, must run around and test things.

mickyficky • Jun 14, 2011 • #48133
46 posts

Very nice map, not very hard to finish but lots of fun.
I always like it when you can reenter an old room and somehow see it in a wider setting.

Keep it up

bjs0 • Jul 03, 2011 • #48134
74 posts

I don't know if you plan to make any more revisions, but here's a demo of me performing an exploit.

But other than this, I really enjoyed the map. Keep up the good work!

Adair • Jul 09, 2011 • #48135
213 posts

I liked the map, but I found a pretty big shortcut on my first play through. No one else has mentioned this one so I made a demo of it. It cuts off a pretty big chunk of the end and is pretty easy to perform.
I also performed a shortcut for the beginning part of the map, but I believe that's the same shortcut Shmitz found.

sgif_shortcuts.rarI guess you could say this is my attempt at a speed run of this map, but it could really be quite a bit faster. Sometimes the fling that happens right after the first shortcut actually will land you on the upper catwalk which avoids the need for speed gel completely, but I got frustrated trying to capture a demo of that because I couldn't do it consistently. Other parts of the speedrun could be improved as well.

Asphyx1ateD • Jul 13, 2011 • #48136
11 posts

Was a fun map and I enjoyed working out what to do, but:


It was just infuriating trying to get the cube into the gates at the start. I tried a number of things like, trying to use the speed gel to propel it into there (as in the gel was splashing along the path, I tried this with both a "wet" cube and a "dry" one). Eventually I just kept trying and trying to press the button, and run as fast as I could into the cube (I left it near the gate) and trying to force it in there. Took me a lot of attempts and it was annoying, but maybe that's not the best of ways to solve it? I'm unsure.

Aside from that, I loved it!

KennKong • Jul 14, 2011 • #48137
942 posts

I loved this one I had to run around a bit figuring out what various things did, but that actually makes it more fun to solve.

As other posters have noted, there are ways to use reportaling in both rooms to shortcut the solution. I don't see that as a negative, though, because it gives more skillful players something fun to do.

Since I am not very skillful, I really appreciated that all of the flings seemed fairly death-proof. I screwed up many times, but didn't once.

I look forward to playing more of your maps, especially if you stick with this style of taking just one primary mechanism and working it well. I'm all for variety in map-making, but the ones where the creator tries to pack in as many different mechanisms as they can at the expense of a consistent theme don't please me as much when I solve them.

Adair • Jul 14, 2011 • #48138
213 posts

Asphyx1ateD wrote:

It was just infuriating trying to get the cube into the gates at the start. I tried a number of things like, trying to use the speed gel to propel it into there (as in the gel was splashing along the path, I tried this with both a "wet" cube and a "dry" one). Eventually I just kept trying and trying to press the button, and run as fast as I could into the cube (I left it near the gate) and trying to force it in there. Took me a lot of attempts and it was annoying, but maybe that's not the best of ways to solve it? I'm unsure.

I had difficulty with that part as well. I eventually found what seemed to be the intended solution:
||*-Make the path of speed gel in the obvious place, between the portalable wall panel and the grate that opens for the cube.

*-Go up to the platform with the mini-buttons and place one portal centered on that same wall panel(there's a little target thing there as a clue) and the other portal directly under the cube dropper(there's another target clue).

*-Drop the cube with the mini-button, wait a second and press the other mini-button to open the grate.

*-Done.||

pfalstad • Jul 15, 2011 • #48139
79 posts

Yes it is fun, and so was this map. Thanks!

Tyronis3 • Jul 16, 2011 • #48140
96 posts
Adair • Jul 17, 2011 • #48141
213 posts

Tyronis3 wrote:
I beat it in 42 seconds:
http://www.youtube.com/watch?v=mdNlVP1rGJc

Nice speedrun, even faster than I what I thought possible.

Portal2Two • Sep 01, 2011 • #48142
88 posts

As good as Delta Bunsen, half an hour of interesting gameplay. If I was to suggest any changes to this map I wouldn't, everything is perfect. Excellent! (5).

Speed Gel Is Fun

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Speed Gel Is Fun Chell View

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Pitkakorvaa • Sep 03, 2011 • #48143
200 posts

Great map. I love those old aperture theme levels. Good puzzle and fun. I noticed few brushes what needs texture aligning. Also you should add music to your level (if there wasnt. I didnt heard any?). Otherways its good! Keep it up.

Djinndrache • Sep 27, 2011 • #48144
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:

_tUBQMNZFi0
(Link: http://www.youtube.com/watch?v=_tUBQMNZFi0)

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

Keavon • Oct 09, 2011 • #48145
2 posts

WONDERFUL! You did a great job on this map! There is a very limited selection of Underground maps out there, and I must truly say, you did a spectacular job at this one! It had some very nice puzzles, I really loved the layout, there were some nice and original puzzles there, and the aesthetics were very beautiful. Even though the contest is over, I really hope you continue to build more Underground styled maps, and those are really the only ones I play!

Keep up the great work!

pedmacedo • Oct 09, 2011 • #48146
8 posts

I managed to get all the cubes to the end, look:
http://steamcommunity.com/profiles/7656 ... 3761103141

It would be interesting if it was possible to have only 2 at the end(the laser redirecting cube+ normal cube), that would make the map hard

fallenangel24 • Dec 03, 2011 • #48147
2 posts

Fun map! Moderate difficulty Really enjoyed it.

Theevilpplz • Dec 06, 2011 • #48148
20 posts

I made a video walkthrough of this Portal 2 Custom Map:
H-A9Fx8LAeU

Mek • Dec 25, 2011 • #48149
459 posts

Fun map with just the right difficulty. I loved the style and layout and everything, but I missed background music. You should definitely add some (if you plan to release another version of the map, that is).

joric • Nov 12, 2017 • #48150
43 posts

Looks like sp_superschamber_01 is the same as map sp_speedgelisfun_02 but without the ledge on the top paveway.
Both maps suffer from a structural flaw though, you can reuse the first box so you don't need that box dispenser in the end.
I've got leftover cubes on both maps.
Upd. yeah, both cubes, reflector cube is available too.
Upd. Ultimate 1-something minute walkthrough for the spotlight of the day. No tricks:
https://www.youtube.com/watch?v=WHOrtnk1bzw

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