Demo: Chell Returns to Aperture Laboratories

by MasterLagger · Uploaded Dec 09, 2011

Screenshot 1

File Size: 2.95 MB

Downloads: 1410

Rating: (10 votes)

Description

This is a demo for the MapPack I'm making. Don't freak out when you start without a Portal Gun, because you'll get one later. This demo contains the first two maps of the MapPack. There are also some Easter Eggs that aren't too hard to find.

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MasterLagger • Dec 09, 2011 • #50111
1,695 posts

This is a demo for the MapPack I'm making. Don't freak out when you start without a Portal Gun, because you'll get one later. This demo contains the first two maps of the MapPack. There are also some Easter Eggs that aren't too hard to find.

File Name: MLs Chell Returns to Aperture Lab. Demo.zip
File Size: 2.95 MiB
Click here to download Demo: Chell Returns to Aperture Laboratories

Lpfreaky90 • Dec 09, 2011 • #50112
2,842 posts

I think the puzzles are a bit too easy and a bit too short.
Too easy could be ok, if it's the start of a mappack but I think having so much level transitions would be annoying, and won't allow people to be submerged in your maps.
Put them together as one and it's a great first map!

~Lp

benvent • Dec 09, 2011 • #50113
154 posts

I laughed when I saw the turret on the potty. and then even louder when I tried to grab it.
Thanks

OnePortalizedGal • Dec 09, 2011 • #50114
156 posts

I liked it alot! I liked the secret stair case. GlaDos voice was great and I liked the atmosphere. Yes the puzzles were easy but it's the beginning of the map pack so I can't
wait to see more! Nice work - keep them coming!

MasterLagger • Dec 09, 2011 • #50115
1,695 posts

Did anyone find the disc and disc player in the 2nd map? Because if people REALLY want a harder puzzle, then they best find those in the other maps in the MapPack I will release. I realize that the first map was short, but I was testing the level transition. I'm glad it works. But I will make longer levels. I'm just trying to make the beginning easier for players to get used to stuff (obviously expert players wouldn't be too impressed). But the later levels will be more difficult, especially the "extra" area.

Lpfreaky90 • Dec 09, 2011 • #50116
2,842 posts

MasterLagger wrote:
Did anyone find the disc and disc player in the 2nd map? Because if people REALLY want a harder puzzle, then they best find those in the other maps in the MapPack I will release. I realize that the first map was short, but I was testing the level transition. I'm glad it works. But I will make longer levels. I'm just trying to make the beginning easier for players to get used to stuff (obviously expert players wouldn't be too impressed). But the later levels will be more difficult, especially the "extra" area.

Yes I did! The light is on the desk in the room where you find the disk is very light though, thus making it harder to see. If you make the light a bit less bright it'd be easier to spot, and it will push people a bit more just to look around. Just my two cents .

Glad you got your level transition working Now you know how that works, merge the levels and I'm looking forward to see the rest of the mappack!

I'd be really great if you have more of those disk and dvdplayer codes then add something like a numpad next to some bts doors, which you can only unlock if you have the codes from the other levels

MasterLagger • Dec 09, 2011 • #50117
1,695 posts

lpfreaky90 wrote:
I'd be really great if you have more of those disk and dvdplayer codes then add something like a numpad next to some bts doors, which you can only unlock if you have the codes from the other levels

That's what I'm sort of going for. Of course the numpad on door models might be too small to make button brushes. But I will assure you that there will be some sort of number related code combination during some point in the campaign. It will open up some difficult and possibly bizarre test chambers. However, I must finish my main maps first.

A Player's Easter Egg Hunting Skills will not go to waste on this campaign.

Lpfreaky90 • Dec 09, 2011 • #50118
2,842 posts

MasterLagger wrote:
lpfreaky90 wrote:

I'd be really great if you have more of those disk and dvdplayer codes then add something like a numpad next to some bts doors, which you can only unlock if you have the codes from the other levels

That's what I'm sort of going for. Of course the numpad on door models might be too small to make button brushes. But I will assure you that there will be some sort of number related code combination during some point in the campaign. It will open up some difficult and possibly bizarre test chambers. However, I must finish my main maps first.

A Player's Easter Egg Hunting Skills will not go to waste on this campaign.

OK Good luck with the rest of the mapping

Djinndrache • Dec 09, 2011 • #50119
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:

OFvaM5NvVmI
(Link: http://www.youtube.com/watch?v=OFvaM5NvVmI)

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

MasterLagger • Dec 10, 2011 • #50120
1,695 posts

Nice video Djinndrache! Too bad you didn't find the disc player, but at least you found a turret on a toilet.

Djinndrache • Dec 10, 2011 • #50121
1,442 posts

MasterLagger wrote:
Nice video Djinndrache! Too bad you didn't find the disc player, but at least you found a turret on a toilet.

If I had to choose, I'd have picked the turret

KennKong • Dec 10, 2011 • #50122
942 posts

This gives a new meaning to Wheatley's "crap turrets"!
For a demo, it's enticing enough to have me looking forward to the full campaign.
Just a few notes on what you have so far:
I agree with other posters that the brightness was overwhelming in a few spots.
The sliding doors need sounds.
The function of the up and down buttons wasn't clear; a movement sound there would be nice.
The fact that the door in the observation room is enabled by the super button in the test chamber is entirely illogical. Why would an observer need the player to let him out?
You didn't need two buttons to open the door and drop a cube.
I started the second room with a portal gun, but I'm almost certain that it's my custom transition script.

Dinsy • Dec 10, 2011 • #50123
6 posts

Oh! This was good. However you serve the levels up is fine with me. Perhaps they seemed quick to some folks because there was considerably less walking to do than in most other maps. It kept my attention but left me wanting for more! By the way, will the code on the monitor give the
full recipe for the cake? OK, now stop reading and go fix up some more maps.

MasterLagger • Dec 10, 2011 • #50124
1,695 posts

@KennKong: Thanks for your feedback, but the sliding doors DO have sounds including the secret passage. The sliding doors make the sounds by themselves without me interfering with the doors. I think you need to turn up your volume. The secret area is a Maintenance area, it's something I thought was cool after accidentally coming across one at my high school years ago. Large buildings usually have maintenance areas either in the ceiling or floor. I'll try to fix the lights so they shine properly. You may want to do something about that custom transition script of yours. I'm not using any scripts for the level transition.
@Dinsy:You should look up "Black Forest Cake" online for the recipe.

sicklebrick • Dec 13, 2011 • #50125
876 posts

Little short, but I'd love to see more ... especially your keycode idea

Tailgunner • Dec 13, 2011 • #50126
39 posts

The problem with using GlaDos sounds from the multiplayer is that it breaks in other languages than english where "you" (as in "you two", plural) is another word than "you" (as in "you monster", singular).

In german for example, the singular you is "du" whereas the plural form is "ihr". That kind of breaks the experience when you ensure yourself all the time that indeed you don't suffer from schizophrenia.

Did you consider making your own voiceovers?

MasterLagger • Dec 13, 2011 • #50127
1,695 posts

This campaign is supposed to take place during the first DLC campaign which is why I used those co-op lines. I have no idea what your telling me to do.

Lpfreaky90 • Dec 14, 2011 • #50128
2,842 posts

MasterLagger wrote:
This campaign is supposed to take place during the first DLC campaign which is why I used those co-op lines. I have no idea what your telling me to do.

The point is that you're using english lines, that's fine. However, there are also people who play in different languages where you (aimed at a single person) has a different word than you (aimed at multiple persons).

So if you use a sentence that is aimed at multiple persons single player that's odd. Even though it seems good in English =(

MasterLagger • Dec 14, 2011 • #50129
1,695 posts

So the voice lines sound kind of strange to people that understand different languages? Hm... Maybe I could try experimenting with subtitles? Yeah, I guess using the Co-op lines in a SP campaign is a bit confusing, but it establishes the time of when the campaign takes place. It's like unintentional eavesdropping, since GLaDOS is such a loud mouth.

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