File Size: 19.74 MB

Downloads: 1504

Rating: (18 votes)

Description

sp_gravity + sp_labyrinth + sp_suspended = sp_vengeance . . . or Portal 2 elements with a twist. Think outside the cube. Additional screenshots: http://img4.imageshack.us/img4/106/spgravity02.jpg http://img839.imageshack.us/img839/7453 ... inth01.jpg http://img62.imageshack.us/img62/5839/s ... sion01.jpg If you are stumped by the puzzle, here is a world-record speedrun of the map by BlumCoLe: oetTIWSmpUQ

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satchmo • Jul 07, 2011 • #49503
415 posts

sp_gravity + sp_labyrinth + sp_suspended = sp_vengeance

. . . or Portal 2 elements with a twist.

Think outside the cube.

Additional screenshots:
http://img4.imageshack.us/img4/106/spgravity02.jpg
http://img839.imageshack.us/img839/7453 ... inth01.jpg
http://img62.imageshack.us/img62/5839/s ... sion01.jpg

If you are stumped by the puzzle, here is a world-record speedrun of the map by BlumCoLe:

oetTIWSmpUQ

File Name: sp_vengeance_v1.58.zip
File Size: 19.74 MiB
Click here to download Vengeance

nnndru • Jul 07, 2011 • #49504
19 posts

Nice one mate. Thouroughly enjoyed and well done. Though I've played sp_gravity + sp_suspended before I wanted to say they were tough when played.

Sulfaras • Jul 07, 2011 • #49505
67 posts

last part is unfunny. solved it but it was hard for the wrong reasons

satchmo • Jul 07, 2011 • #49506
415 posts

Sulfaras wrote:
last part is unfunny. solved it but it was hard for the wrong reasons

Can you explain why it was unfunny and hard? Use spoiler tags if appropriate.

aignac • Jul 07, 2011 • #49507
9 posts

Nice map! The last room is the best. (I like the hard puzles).

Last room:

I killed all turrets, and after this:
http://www.multiupload.com/U3HSDAIHYI

satchmo • Jul 07, 2011 • #49508
415 posts

Thanks for recording the demo and sharing your solution, aignac.

That's pretty much the intended solution, but I have a more elegant way.

I'll record a demo and demonstrate it to everyone: https://www.sugarsync.com/pf/D6565745_7544190_704610

xdiesp • Jul 08, 2011 • #49509
1,078 posts



Very valid fusion of 3 already good short maps, in Clean style, each extended and tightened. Hard to say if the final product exceeds the sum of its parts: while mathematically bigger, the maps do not exchange elements of play - you are loading in succession the updated versions of Gravity, Suspended and Labyrinth.

IceBox • Jul 08, 2011 • #49510
1 posts

I just wanna report a glitch or a bug or something that can make it very easy to complete the 2nd room. Or at lest I hope it's a glitch.. otherwise this room is just too easy! Anyways, here what I meant: http://www.youtube.com/watch?v=QNDtMMTLrh8
And it seems possible to do on any glass wall. Just using a portal close to it and pop the other next to it and the new portal will spawn on the other side of the glass.

satchmo • Jul 08, 2011 • #49511
415 posts

Ah, thank you very much for pointing out that problem. I have fixed that glitch in version 1.5 (uploaded).

satchmo • Jul 09, 2011 • #49512
415 posts

Version 1.52 corrected some sound issues, added a turret, and enhanced the placements of a few elements.

Enjoy!

Eastward • Jul 10, 2011 • #49513
35 posts

These puzzles were a blast. You were able to cover a range of emotions?puzzle, rat maze, and war zone. The last chamber was interesting starting the player off nice and safe and as one comes around the corner they are met by a quick turret fire that brings the player to a fast restart of that chamber. I generally start scanning a room from top to bottom looking for all puzzle elements. I felt at this point like I was now on a mission of not solving a portal game but, "Shut up, get down!"?from lieutenant Dan in Forrest Gump, a mission to destroy turrets. And yes, I loved every minute of crouching and scanning little bits and pieces of the upper room to see where I could put a portal so that I could have an "attack" advantage. So far this chamber was, in my opinion, one of the most satisfying games in destroying turrets out there. I got all but one turret. Also, I'm not sure how I feel about the floating blocks where turrets sit. It has a pleasing view to the eye but makes one question the physics of what's holding them up--guess a mystery puzzle my brain should not try to solve--oh a small touch of anti-gravity or power of one's mind, or "We're in space." "I know you are mate. Yep, we're both in space."--from Portal 2. Ok really, I'll let it go. Most rooms I've played so far have us destroying the turrets then solving the puzzle--not so much here. Nevertheless, this map is fun to play. Many thanks for the challenges.
Eastward
P.S. Having all three rooms gave the map a balance of action and puzzle solving.
P.S. I do wish there were more rooms, because once I finished the third room, and barely escaping gun fire by the turret in lower floor left hand corner, I was literally on the edge of my chair and ready for the next challenge.

satchmo • Jul 10, 2011 • #49514
415 posts

Thanks for the feedback, Eastward.

Reading your comment is equally satisfying for the mapper. I am glad that someone appreciates the effort and thought I put into each element of the map. I was planning exactly that--a variation of feelings and themes for the different chambers.

Just so you know, there is a way to get rid of the last turret in the last chamber on the left (near the exit door). Try not to think in the traditional Portal 2 way, but rather stick to your instinct. Your "shut up, get down" analogy is entirely appropriate to approach this turret.

I really try hard to design each element of the puzzle so the player is forced to approach the challenge in brand new ways. I don't think there's much sense in re-working puzzles in the official Portal 2 levels. The whole point of custom maps is to let your imagination run wild and think outside the box.

BlumCoLe • Jul 11, 2011 • #49515
211 posts

I'm sorry. Cannot write a correct criticism at the moment!

O6FVlSbMwOc

satchmo • Jul 11, 2011 • #49516
415 posts

Thank you for pointing out that glitch. I have fixed it in version 1.54.

BlumCoLe • Jul 15, 2011 • #49517
211 posts

Oo

http://cloud.steampowered.com/ugc/54177 ... 5BA0D9D28/

Now, what is the purpose of the light bridge?!

satchmo • Jul 15, 2011 • #49518
415 posts

That light bridge is to prevent the player from creating a portal on the wall and bypassing the need to reverse the funnel direction to get to that area of the map.

I could have also used a metal grill or a discouragement field. I decided on using a light bridge because it looks better than the metal grill and it does not hurt the player.

BlumCoLe • Jul 17, 2011 • #49519
211 posts

Ok, thanks a lot for the updates ...it makes fun to play vengeance.

oetTIWSmpUQ

please more!

satchmo • Jul 17, 2011 • #49520
415 posts

Many thanks to BlumCoLe for recording such a speedy walkthrough.

Version 1.56 fixed a minor indicator light bug.

BlumCoLe • Jul 18, 2011 • #49521
211 posts

satchmo wrote:
Many thanks to BlumCoLe for recording such a speedy walkthrough.

Version 1.56 fixed a minor indicator light bug.

Thanks for the link in download-topic.
It's not a perfect run ...I have already invaded other improvements today!
And I know many other users e.g. Tyronis3 or 2CAE7256 beat it...

Furthermore, i have to thank you and all great mappers!

...waiting for the next map...

satchmo • Jul 18, 2011 • #49522
415 posts

I found a video of a first-time blind playthrough of Vengeance. Version 1.52 was featured in the playthrough, but most of the puzzles remain the same.

Needless to say, the video contains spoilers for the puzzles. So watch it only after you've solved it already.

MyCUsFKN-SM

Enigmaphase • Jul 19, 2011 • #49523
110 posts

Well somehow I didn't play this map at all before yesterday, though I did play through earlier versions of labyrinth and suspended. I finally downloaded it last night after noticing that you had updated it; I really enjoyed this amalgamation of three very differently styled chambers.

And then, of course, I decided I had to speedrun it...

MYb3YNfubpc

(Note: this was performed on v1.55, but this route is entirely applicable to v1.56)

satchmo • Jul 19, 2011 • #49524
415 posts

Woah! (imagine me having a Keanu Reeves expression in The Matrix)

That was some speed you've got there, Enigmaphase!

I love the part where you use the two portals to oscillate up and down to gain momentum and reach the upper level. That was brilliant.

I am not sure how much time it will save you in the last chamber, but here is an alternate way to put the turret in the funnel: https://www.sugarsync.com/pf/D6565745_7544190_704610

It may not be faster than bunny hopping, but it's just a thought.

P.S. And yes, that was version 1.55 in the speedrun, but no matter. The only thing that's different is the funnel indicator light in the last chamber. For version 1.56, I reset it to blue at the beginning of the chamber so it looks better to match the color of the funnel when it's reversed.

BlumCoLe • Jul 19, 2011 • #49525
211 posts

satchmo wrote:
I love the part where you use the two portals to oscillate up and down to gain momentum and reach the upper level. That was brilliant.

...it's not difficult to solve a map with glitches

Enigmaphase • Jul 19, 2011 • #49526
110 posts

Thanks for the kind words satchmo, I'm glad you enjoyed it. I can guess what the alternate method is to get the turret into the funnel, and I think it's pretty much the same, since I throw the turret relatively high. Also I wasted maybe a half second or so in the funnel at the very end, but for some reason my computer kept lagging hardcore at that part, so I settled for that run.

BlumCoLe wrote:
satchmo wrote:

I love the part where you use the two portals to oscillate up and down to gain momentum and reach the upper level. That was brilliant.

...it's not difficult to solve a map with glitches

Speedrunning is all about speed; I say it's boring (not to mention silly) to restrict yourself to the proper solution because you feel that glitching is "cheating".

Also, where are you going to draw the line? I see you wallstrafing in your videos to gain speed - what makes that acceptable in your mind but not reportaling? Also, bunnyhopping may be a widely accepted and used part of numerous fps games, but it is also an unintended product of the game engine, prevailing because it has been so heavily integrated into the gaming culture (and also perhaps because it would be difficult to fix without completely altering the player movement physics in such a way as to render prior maps obsolete) rather than because it was the original intent of the game developers.

My point is that it's a really fuzzy line, even trying to define a "no-glitch" speedrun is difficult and somewhat arbitrary. The physics of Portal 2 has many flaws - are you going to define a glitch as any exploitationg of any of these flaws. If that's your definition, I know several maps that would be entirely impossible sans "glitching"; and if not, I ask once again: where do you draw the line?

satchmo • Jul 21, 2011 • #49527
415 posts

Version 1.57 released with several modifications that impact gameplay.

One element was changed to reduce the probability of the player getting lost in the labyrinth section. The other change was made to prevent the player from using portal glitches to solve the puzzle.

Enjoy!

Alf666 • Jul 24, 2011 • #49528
4 posts

Very nice map.
Got stuck on the last room though. Had to watch the walkthrough link you provided (it honestly never happened before. I got tempted on one or two occasions, but persisted and found the solution).
I got rid of the first two turrets (the ones on the lower level) pretty easily. My simple problem is that I never saw that there was a "portalable" wall behind the one closest to the entry door (maybe because of the laser field or just because I'm blind). Surprisingly, I went back to it a few seconds ago, and, once you know it's there, it's absolutely visible. Better lighting ? Food for thought ?
Thanks anyways. Lots of fun.

satchmo • Jul 25, 2011 • #49529
415 posts

You are welcome.

I think I will leave the wall as is, since the majority of playtesters noticed the wall immediately.

satchmo • Aug 12, 2011 • #49530
415 posts

Version 1.58 released with enhanced lighting effect and additional eye candy.

rellikpd • Aug 13, 2011 • #49531
1,053 posts

Was a well made, and mostly fun map. A bit frustrating at times, and I found several "bugs/problems" that I will link to in a minute. I'm pretty sure I solved every puzzle in the intended solution... Except possibly the last one. I could not find a way to turn off the final fizzler except by using a Turret to block the laser? Is this the intended solution? If so, what do you do if you run out of lasers? :-/ Some people like fizzling/blowing up turrets just for fun?

Bugs, errors, etc
if you do this
http://steamcommunity.com/id/rellikpd/screenshot/595819536973482922/?
Then what? Are you screwed? I looked all over for a respawned cube... Did not find one?

if you do this
http://steamcommunity.com/id/rellikpd/screenshot/595819536973470056/?
fuck, am i trapped?

Fizzler doesn't fizzle?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973471221/?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973472603/?

This isn't really a glitch, just thought it was pretty! (but could be considered a bug/unintentional hoopla?)
http://steamcommunity.com/id/rellikpd/screenshot/595819536973473870/?

satchmo • Aug 14, 2011 • #49532
415 posts

Thank you very much for the feedback.

You did solve the puzzles with the intended solution. In order to prevent the situation where the player can run out of deactivated turrets, I provided four of them. If the player destroys all four, well then, that's where the autosave points are for. I know it's not ideal to rely on these saves, but I cannot find a way to preserve the turrets so that they do not explode after going through a laser. Trust me, I tried for weeks to find a solution around this problem, and I simply cannot.

I am aware of all the issues that you pointed out. I tried my best to address those problems, but this is the best that I can do.

I hope I made it very clear to the players that the reflective cube is very important, and one should not fizzle it for fun.

Several of the traps are intentional. If a player jumps into a toxic pool of water and dies, there really isn't much I can do about it.

The fizzler in the labyrinth section does not fizzle for a reason. It's rather easy to accidentally fizzle the cube in that tight space, and I turned off fizzling so the player would not be punished for an accidental mistake. The fizzler there is only to prevent the player from retaining portals through that area anyway. Fizzling phys objects is not important.

Yeah, I know about the pretty light bridge effect. It looks like a hall of mirrors--pretty cool.

pfalstad • Aug 24, 2011 • #49533
79 posts

Ok I give up.. How do I turn off the fizzler in the labyrinth section? I watched a bunch of walkthroughs, and they don't help.. The players in the walkthroughs are missing a piece of glass above the button that turns off the fizzler. That glass is there when I play, so I can't just jump down there like they did. Can't find a way to get up there from the bottom with the tractor beam either.

xdiesp • Aug 25, 2011 • #49534
1,078 posts

pfalstad wrote:
Ok I give up.. How do I turn off the fizzler in the labyrinth section? I watched a bunch of walkthroughs, and they don't help.. The players in the walkthroughs are missing a piece of glass above the button that turns off the fizzler. That glass is there when I play, so I can't just jump down there like they did. Can't find a way to get up there from the bottom with the tractor beam either.

Go to the funnel corridor, bringing a cube. Place the cube on the floor button, so the funnel becomes orange. Enter the way closer to the button (there's another, closer to the end of the funnel): at the steps, fire your portals first up then forward, so the orange funnel brings you to the place where the no-fizzler button is. Now connect the no-fizzler button and the orange funnel button with portals, move the cube, then leave from the way closer to the funnel's end.

pfalstad • Aug 25, 2011 • #49535
79 posts

xdiesp wrote:
at the steps, fire your portals first up then forward, so the orange funnel brings you to the place where the no-fizzler button is.

Arrrgh, that was easy, thanks. I couldn't tell that wall was portalable. I think maybe I tried every other wall but that one?

The walkthroughs had me confused into thinking I had to go back on the other side of the light bridge and drop down to the button that way. In my version, there's glass in the way, so I thought I had to break the glass by blowing up a turret like I did earlier in the level. There's that turret sitting there for no reason near the fizzler.. Tried bringing it all the way back there and blowing it up, didn't work though.

Portal2Two • Sep 18, 2011 • #49536
88 posts

5

"Thinking outside the cube", I understood dead turrets can be useful indeed. Luckily, I didn't run out of them. : )

Vengeance 1.58

wLYVWbF3hLg

KennKong • Feb 09, 2012 • #49537
942 posts

Having played and rated each of these maps before, there's nothing more to say except that putting them together makes for a nice playing time. Good work. 4/5 from me.

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