Postmodern Puzzle

by Brainstone · Uploaded Jun 03, 2011

Screenshot 1

File Size: 1.12 MB

Downloads: 430

Rating: (5 votes)

Description

Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful. -------- Very first own Portal map. Comments and Critism are requested. EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.

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Brainstone • Jun 03, 2011 • #49738
401 posts

Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful.

--------
Very first own Portal map. Comments and Critism are requested.
EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.

File Name: PostmodernPuzzle.zip
File Size: 1.12 MiB
Click here to download Postmodern Puzzle

gompasta • Jun 03, 2011 • #49739
109 posts

While the concept is nice, and the level design is.. acceptable, there was a few problems. Firstly, the texturing is a bit messy, and there are many cut off tiles. Secondly, the door seemed to be sticking out, exposing nodraw. And third, the map is too bright. Fullbright maps are not good, and this is almost as bright as one, so it seemed like a fullbright map as soon as i stepped into the main chamber.

That problem with the lighting was frustrating to know what is conversion gel, and tiles. Because of that, i kind of quit in the middle of it.

Brainstone • Jun 03, 2011 • #49740
401 posts

Strangely with my graphic options none of the problems you described occured. I think I will change the light to linear or quadratic though. I have not much experience, so I don`t know why the chamber seems so bright for you and not for me. Also I think there is a problem with the doorframe, which I copied from ZooMechanics.

gompasta • Jun 03, 2011 • #49741
109 posts

Could you screenshot the room that you see? It might be my portal acting up. The menu music decided to not work recently, so it might need reinstalling/repairing.

Brainstone • Jun 03, 2011 • #49742
401 posts

Here is what I see:

shamrocktuesday • Jun 03, 2011 • #49743
10 posts

Yes it was very bright for me to so I have yet to finish it.

Brainstone • Jun 03, 2011 • #49744
401 posts

I have updated the map. The light now is a lot darker.

xdiesp • Jun 03, 2011 • #49745
1,078 posts

The devil is in the details, as in an altogether good map with meticulous skinning errors. I don't think you will have any problems fixing those, as they seem done in purpose.

Other than that, it's the same old story: white paint breaks even the best maps... I didn't even cross the moat (see demo). http://www.mediafire.com/?7culj9cqp8scqsw BTW I fully expected this map to look like a Mondrian's.

Enigmaphase • Jun 04, 2011 • #49746
110 posts

I think you should fix being able to stand on the ledge where the light bridges are while the light bridges are activated. I just rode the blue funnel up to the ledge, and then portaled under the cube to activate the button.

timefiller • Jun 04, 2011 • #49747
43 posts

Heres my first play-through video: http://www.xfire.com/video/47e888/
Looks like I did what Enigmaphase did :p

aignac • Jun 30, 2011 • #49748
9 posts
KennKong • Nov 25, 2011 • #49749
942 posts

Too little puzzle in too much room. Being able to funnel white gel around is just begging players to break the puzzle. 3/5 frome me; removed from playlist.

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