File Size: 7.41 MB
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Rating: (24 votes)
Description
Interception is a single-player map featuring a fairly challenging puzzle involving two clean-style chambers, funnel, laser, and light bridge. The puzzle is somewhat more difficult than the official Portal 2 puzzles. There should be 2-3 "AHA!" moments in the puzzle. The solution is not technically difficult to execute. If you find yourself frustrated or performing some stunt repeatedly, you should find an easier way. Remake of Interception with the Perpetual Testing Initiative http://steamcommunity.com/sharedfiles/f ... d=69323011 Major Updates: Version 1.2 fixed a potential scenario where the player can become trapped in a chamber. Version 1.5 added one more "AHA!" moment. Version 1.52 compiled with high dynamic range rendering effects. Version 1.57 added a Rattman den. Version 1.60 added a pool of toxic water. Screenshots: http://cloud.steampowered.com/ugc/55979 ... 1184F0F02/ http://cloud.steampowered.com/ugc/55979 ... 8827DB512/ Video Walkthrough: Here is a video walkthrough of version 1.63 courtesy of Portal2Two. Needless to say, it has major spoiler for the puzzle. The walkthrough also reveals the location of the Rattman den. iC6gZABVU30
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I though it was a fairly easy map, took me less then ten minutes to solve. Only thing that I noticed with the map was that the starting video panels were not working. Overall, it was a nice basic map.
I didn't see any difference between this map and the previous version. But problems I noticed in both are:
? The blue/orange indicator lights for the pressure button in the main room are inverted.
? There was a very near no-escape scenario if you went into the laser room without a reflector cube.
(I got out by portaling into the end of the funnel corridor, lowering myself as far as possible down the wall without letting the funnel drop me, and aiming at the panel just above the funnel emitter.)
? To get to the exit, I [spoiler]ran a light bridge as close as I could to the exit room, placed my cube over the ledge, then jumped and repositioned the entrance portal for the light bridge so that it would be high enough for me to exit.[/spoiler] I don't know if this was intended because the method of repositioning was rather unorthodox.
Overall, it was fun to play but something about it lacked ... zazz. Perhaps you could work on making the environment more interesting?
The indicator light was intentionally reversed, because I felt that "blue" matches the "blueness" of the light bridge when it's enabled, and the fact that yellow generally indicates an "off" state (the light bridge started out being deactivated).
I will fix the potential trapped scenario.
The way you got to the exit was exactly the intended solution.
I think the visual "zazz" that NuclearDuckie was referring to could be a change in theme, few "clean" maps ever stand out, but maps in the Chapter 8 style or decrepit/dirty theme are visually much more interesting. Maybe make your next map have many more holes in the walls revealing the foggy vastness of the labs, instead of locking the player into a claustrophobic space.
This map made me feel smart. Really smart. And that's because the puzzle [spoiler]made me feel like I'd cheated the system. In fact all the solutions where very cheaty and well hidden.[/spoiler] I only had two AHA! moments though, [spoiler]finding out how to get the cube on the button in the first room, and pressing the ceiling button. Once I had the two cubes, the rest was a breeze.[/spoiler] I attached the blind demo:
Short map in average Clean style, hosts two microchambers featuring bare-bones puzzles lenghtened by somewhat gimmicky maneuvers: [spoiler]pushing a button with a cube you hold, climbing a lightbridge by altering its input[/spoiler]. Newcomers might get confused, so I would suggest adding visual clues to introduce these concepts - otherwise not difficult, you just have to know them.
satchmo wrote:
The indicator light was intentionally reversed, because I felt that "blue" matches the "blueness" of the light bridge when it's enabled, and the fact that yellow generally indicates an "off" state (the light bridge started out being deactivated).
Think of what would happen if every carmaker used different colours to show speed, gas, mileage and AC.
Quote: Newcomers might get confused, so I would suggest adding visual clues to introduce these concepts
Thank you for the suggestion. I will do just that.I will also change the bridge indicator light to the standard color scheme.
The way to get the second cube in the laser room is interesting and creative. Usually
[spoiler]when I see a button on the ceiling, I think of using a funnel and a box to press it. But in this map, you don't need to keep pressing the button, so just lift the box and touch it can work.[/spoiler]I believe this is one of the "Aha" moments.
You can get stuck if you go into the laser room without carrying a box.
Anyway, a good map indeed. 5/5.
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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:
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(Link: http://www.youtube.com/watch?v=lQEjkUQcbgg)
Also note the video description for more feedback and my signature for additional project information.
Quote: You can get stuck if you go into the laser room without carrying a box.
I fixed that potential situation when I added a second switch in the laser chamber so the player can always drop another reflective cube into the room.Also, I noticed that you are from Hebei, smwlover. My father was from the Henan province in China.I live in California now, but I am teaching my son Chinese. I am also teaching him mapping. He's my first playtester for my maps.
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Very straight forward until... [spoiler]To enter the exit hole the wieghted cube was not big enough so it took me a while to flip the redirection cube to the rounded end to get the extra height required and it all felt very unwelcome in the puzzle but i can leave that to your own interpretion i guess[/spoiler]
bmaster2000 wrote: Very straight forward until... [spoiler]To enter the exit hole the wieghted cube was not big enough so it took me a while to flip the redirection cube to the rounded end to get the extra height required and it all felt very unwelcome in the puzzle but i can leave that to your own interpretion i guess[/spoiler]
That's because you were trying to solve the puzzle in an awkward fashion.The puzzle could be solved in a much more elegant manner. Just watch the playthrough video posted.I went out of my way to provide hints to the player so the player can understand how to hop onto the exit ledge, but I guess that's not enough sometimes.All I can say is, pay attention to the signage around the map. They can be very helpful.
Ok well now i feel like an idoit but the portal placement helpers do destract from the thought of changing where the bridge goes into the portal
I am the kind of person who likes to see the checkerboard white wall that litterally tell you where to place it lol but im still content that my redirection cube solved the puzzle without the portal placing.
bmaster2000 wrote:
Ok well now i feel like an idoit but the portal placement helpers do destract from the thought of changing where the bridge goes into the portal
I am the kind of person who likes to see the checkerboard white wall that litterally tell you where to place it lol but im still content that my redirection cube solved the puzzle without the portal placing.
Thanks for the wonderful ideas you gave me.I removed the existing ineffective signage and added the checkerboard pattern to the area below the light bridge. This offers a more subtle but effective hint to the player. I also added a placement helper to facilitate the accurate position of the portal. This should reduce the risk of frustration.Version 1.51 also improved the lighting effect and shadows, plus additional eye candy.
Nice work. I like the changes you've made since I last played this 2 or 3 versions ago.
[spoiler]The new "aha" moment is a good one, especially because the function of the new mini-button in the laser room did not seem helpful at first, in fact it seemed like sabotage for a moment. I didn't notice the new button until after I'd gotten the storage cube out of the laser room and was trying to figure out how to get the redirection cube out as well.[/spoiler]
I like the changes made to the end as well. The method for getting to the exit area feels like an intended solution now.
I am glad that you like the improvements.
Version 1.52 just released, with additional lighting enhancements. It also removed a potential exploit.
All's good with the fixes in the newer version, but the two buttons both dropping the cube seemed a capitulation: they are indeed necessary not to get stuck, but that's the kind of obstacle which usually makes the puzzle. Be able and beat the apparently impossible puzzle of the lasercube stuck in the little room, only this time it's stuck for real.
I bashed my head on alternatives for a while but on one side, elegant solutions made it simpler and on the other the complex ones required too much work. Particularly, I toyed with the idea of mutually exclusive funnel\lightbridge and the laser required at some point to be shot through a portal.
The most viable option I can pull here, would be changing the effect of the pole button in the first room. Push it and it shuts the funnel and turns the lightbridge on for some time: during which you are supposed to rush in the tunnel, pick up the lasercube and go back up (it would require grated white panels in the pit). That other floor button for the bridge would do something random like disabling a red field at the exit. It would be funny to see if the map lasted longer like this.
It's great to hear your feedback, xdiesp.
The two-button solution is the best one that I can come up with. Trust me, I racked my brain for days to come up with a different way, but there is always a way to get stuck. The only way to rescue the player is through a second button.
Originally, I was trying to have the player use the reflective cube to direct the laser to a receptacle for the exit door (using portals). But I could not come up with a viable solution without trapping the player in the laser chamber. I was thinking so hard that I felt dizzy. ![]()
It's a trap because the only escape is through the ceiling, aka you need an orange funnel to escape: but the orange funnel and the lasercube going out are mutually exclusive.
I considered having a white panel inside, which would make the "cube escape" a matter of riding out with the orange funnel just once (then backtrack for two secs). Thought it was too simple, the one with the timed run which I suggested had suited me better, but see for yourself it wouldn't replace the outer pole button. Going back in with the orange funnel on is possible: either sniping the top white panel in the tunnel while in the funnel (you'd need it at least twice as bigger for people to see it properly however) or using portals to bring an oblique laser to the target, then disabling the portals (so the funnel returns blue, but the cube's still inside - doubly useless as you can just use the portals yourself to get it!).
To me it's intriguing that you can get in the tunnel with just lightbridges, assuming the funnel shuts. But to escape from the trap you would need an oblique panel at least - and that would still be stuff possible with a funnel. How selectively force one to choose a funnel over a lightbridge? Some flashing laser forcing you to pass quickly? It's too much work, but I think the cube escape part is the one to expand.
Note that you can fling yourself to the outer pole button: a little more orderly without the funnel, but whatever (be in the funnel, fling from the floor to the highest white panel). I don't know, that could be a start to activate the funnel in the first place.
Awesome, i felt so stupid for so long. ![]()
Nice riddle, glad djinns walkthrought didn't apply to my problem ([spoiler]getting the reflective cube outside[/spoiler]) so i had to do it myself.
Nice challenging map, took me over an hour in total i guess. [spoiler](i didn't think the button in the main room can be reached that easy.)[/spoiler]
Thanks for the feedback.
I am just curious, how did you reach the [spoiler]button switch in the main chamber[/spoiler] after you came out of the laser chamber?
I've played the newer version. It's all right, but I feel now that the button to dispense the laser cube in the main room is a little too hidden out of sight, and also that the placement helper on the wall opposite the exit room was more of a hindrance than a help, causing me to fall off the bridge numerous times.
Since it seems the only use for reversing the funnel is to get back out of that room, maybe that element should be reworked or replaced with another method of returning to the main chamber (similar to how I managed to do it at first).
I worried about the dispenser switch being too high also, but the indicator light leads right up to it. It's also clearly visible if you follow the indicator lights, so I figured it's fine. Do you think adding a signage there would help?
Shifting the light bridge sideway is not a necessary maneuver to get to the ledge, but accurately placing the light bridge leading up to the exit is important. So I decided to add the placement helper there to aid the player.
I believe there is another way to use the reversed funnel.
So, do you think there's more "zazz" in the map now?
Version 1.53 released, which removed a way to fling to the dispenser switch. I also added animation to the elevator panels, plus some cosmetic improvements (texturing, brushwork details).
I also added a signage to draw the player's attention to the button switch.
Great map. Not too hard, my daughter figured out most of it by herself, including how to do the ceiling button. Tomorrow we'll find out if she can get to the exit on her own.
Congratulations on being the first to find the Rattman den, and thanks for the feedback.
My four-year-old son was playing it with me this evening. I knew I got the ambiance for the Rattman den just right when he got scared to descend the stairs to the den. The funny thing is that he spent the rest of the night talking about making his own den.
I am debating with myself whether to add a pool of toxic water in the main chamber. It does not alter the solution of the puzzle in any way.
The advantage of the water is to create visual flourish (from the reflection of the funnel and light bridge) to the map. The disadvantage is that it may accidentally fizzle the essential cubes and frustrate the player.
I would like to hear your opinion on this matter.
Imo the room's small already as it is... maybe a grid with BTS underneath would add colour the same. Like black and yellow wall with wires etc.
I realized what the acronym stands for half way to the wedding rehearsal. My son is going to be the ring bearer at my cousin's wedding tomorrow.
But behind the scene details would not fit with the rest of the map, which is post GLaDOS reboot and prior to Wheatley's take-over. The clean style of the map suggests that GLaDOS had fixed everything already...unless I add more destroyed details.
I enjoyed your map, it was fun to play. It was not extremely difficult, but that isn't a bad thing either; it flowed well and my understanding of how it worked grew as I got to different areas.
I will say though, that in my solution, to get to the exit I did not have to [spoiler]change how the lightbridge enters the portal at all. I just got up to the platform with the button (either by funnel or lightbridge), had the lightbridge go through the top of a portal and had it come out of the high up wall to the left of the funnel. I stepped on it, stepped over a litte, then put the portal opposite the exit and just walked on.[/spoiler] It felt a lot more natural than what you say is the intended solution, I don't know if you want to do anything with that, just thought I should share it.
Thanks for the feedback, Random. What you did was a very valid alternate solution. I don't plan to modify the map to prevent that solution.
I have decided to add the pool of toxic water after all, at the least as an experiment to see how it looks in the game. I imagine the reflection in the water would provide some interesting visual spice to the map.
Thanks to MrMevious for his blind playthrough of version 1.56
I am featuring his playthrough on the map profile page because it's a more recent version and it has better lighting (not full-bright).
Good work satchmo, creative puzzles, clean style short map. Here I learned something new for me: I was almost desperate in the end when I couldn't make it to the exit whatever I tried; then, lighting the bridges all around the chamber in hopes to find the lucky portal closer to the level of the exit, I accidentally fired one BELOW the first end of the light bridge and soon noticed the other end got lifted.
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Perhaps not much worthy attention there is a couple of voice bugs. First comes into sight when you're playing it full speed, when you get to the dark room with the button and the laser and you hear two voices of GLaDOS - one she hasn't finished yet and the other one she starts too early "Here, let me get it for you". She should probably say it only after you press the button, but not before.
Also, once when I threw the cube to the exit but not on the button yet, and I myself wasn't there yet either, GLaDOS said "You passed the test."
My playthrough:
Interception
-oVURHo9ClM
Thank you for the feedback and the video, Portal2Two.
Regarding the voice issues, the first issue with GLaDOS's voice overlapping is unlikely to occur under normal circumstances. I wanted GLaDOS to sound helpful when she's doing the opposite (retracting the elevated floor), so I think that's the most appropriate time for that dialogue.
The second dialogue at the exit is designed to be triggered when the cube drops onto the floor button. The setup involves a trigger just above the button with a physics object filter. Under most circumstances, GLaDOS would comment about passing the test just when the player exits the door, which is what I want.
By the way, I am going to feature your video walkthrough in the map profile because it's the most updated version of the map (1.63).
P.S. Did you find the Rattman den?
satchmo wrote:
Thank you for the feedback and the video, Portal2Two. By the way, I am going to feature your video walkthrough in the map profile because it's the most updated version of the map (1.63).
Sure, please feel free to do that.
satchmo wrote:
Ok, clear.
satchmo wrote:
Not yet, but I'm working on it.
satchmo wrote: P.S. Did you find the Rattman den?
Just did, [spoiler]you fire a portal while in the funnel stream when you travel back from the dark room.[/spoiler] Well done, the Rattman den is certainly a good addition.
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satchmo wrote: Ha! Thanks for the new recording. I've updated the map profile link as well.
Thanks for updating your profile. And I made another video, pretty much the same as my previous but a little shorter and with more precise moves. For example, this time I hit the laser receiver immmidiately as soon as I bring the redirection cube to the beam. It does as well include the Rattman den which I demonstrate fully and more vividly. Another reason to re-shot it was to use supersampling antialiasing, unlike my previous video with multisampling. So you may want to take this version instead. ::Portal 2 - Interception The Rattman DeniC6gZABVU30
Thank you for your attention to detail. I certainly appreciate it as an OCD mapper.
I am updating the map profile to feature the enhanced walkthrough video.
I guess it's just that I've been playing Jonatan, Nyskrte, Chander and grayarea maps recently, but this one seemed almost trivial. I read your dicussion of the need for the button in the laser room. An opening to the main room above floor level that has a death grille activated by the laser wouldn't break the puzzle as well as I can figure. Even though it seems simple to me, I do recognize the effort to extend the game's elements. 4/5 from me.
Good looking map. The Rat Man den was a nice touch. The puzzle was not particularly challenging, so only 4/5 from me.
Here is a remake of Interception with the Perpetual Testing Initiative:
http://steamcommunity.com/sharedfiles/f ... d=69323011
I just played the PTI version of this. I spent a lot of time trying to figure out how to get the reflectocube out of the room, as was needed in the original version. Once I realized that wasn't going to work, I solved the rest fairly easily. I think the PTI version is better than the original.
Interception (PeTI version)embedded
[spoiler]WzepEvHswNA[/spoiler]
Heyhey, didn't realise there was a hammer version of this map.
This was fun, but I think the PTI one's a bit harder ![]()
Edit: Did a little run of this one too ![]()
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Interception is a single-player map featuring a fairly challenging puzzle involving two clean-style chambers, funnel, laser, and light bridge. The puzzle is somewhat more difficult than the official Portal 2 puzzles.
There should be 2-3 "AHA!" moments in the puzzle. The solution is not technically difficult to execute. If you find yourself frustrated or performing some stunt repeatedly, you should find an easier way.
Remake of Interception with the Perpetual Testing Initiative
http://steamcommunity.com/sharedfiles/f ... d=69323011
Major Updates:
Version 1.2 fixed a potential scenario where the player can become trapped in a chamber.
Version 1.5 added one more "AHA!" moment.
Version 1.52 compiled with high dynamic range rendering effects.
Version 1.57 added a Rattman den.
Version 1.60 added a pool of toxic water.
Screenshots:
http://cloud.steampowered.com/ugc/55979 ... 1184F0F02/
http://cloud.steampowered.com/ugc/55979 ... 8827DB512/
Video Walkthrough:
Here is a video walkthrough of version 1.63 courtesy of Portal2Two. Needless to say, it has major spoiler for the puzzle. The walkthrough also reveals the location of the Rattman den.
iC6gZABVU30
File Name: sp_interception_v1.63.zip
File Size: 7.41 MiB
Click here to download Interception