[SP] One in the Chamber

by KrispyTheKorn · Uploaded Jun 04, 2011

Screenshot 1

File Size: 19.86 MB

Downloads: 6628

Rating: (37 votes)

Description

One in the Chamber is a single player map built specifically for the ThinkingWithPortals.com Summer Mapping Initiative. The name "One in the Chamber" refers to the amount of cubes available to complete the chamber. The map is built with the Destroyed Aperture theme in mind, and contains two puzzle rooms, as well as an introductory corridor. The difficulty level has been kept low to medium, to allow players a challenge without wanting to pound there fist into their monitors. All mappers feel free to rifle through the .vmf for fog/lighting settings, and the likes, as well as to learn how I put the level together. filename: sp_1_inthechamber.bsp Screenshot: http://interlopers.net/titan/sp_1_inthechamber0003.jpg KrispyTheKorn aka, IZaNaGI Update: Re-uploaded with missing readme file. Update 2: Fixed an issue allowing players to complete the final room in an unintended fashion. Added "info_placement_helper" entity's to some white surfaces as per player feedback. Replaced an errant "cool" light instance with a "warm" instance. Update 3: Fixed "black" textured surfaces so that they are no longer portalable (if that's even a word ... which it isn't).

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KrispyTheKorn • Jun 04, 2011 • #50431
11 posts

One in the Chamber is a single player map built specifically for the ThinkingWithPortals.com Summer Mapping Initiative.

The name "One in the Chamber" refers to the amount of cubes available to complete the chamber. The map is built with the Destroyed Aperture theme in mind, and contains two puzzle rooms, as well as an introductory corridor. The difficulty level has been kept low to medium, to allow players a challenge without wanting to pound there fist into their monitors.

All mappers feel free to rifle through the .vmf for fog/lighting settings, and the likes, as well as to learn how I put the level together.

filename: sp_1_inthechamber.bsp
Screenshot: http://interlopers.net/titan/sp_1_inthechamber0003.jpg

KrispyTheKorn aka, IZaNaGI

Update:

Re-uploaded with missing readme file.

Update 2:

Fixed an issue allowing players to complete the final room in an unintended fashion.
Added "info_placement_helper" entity's to some white surfaces as per player feedback.
Replaced an errant "cool" light instance with a "warm" instance.

Update 3:

Fixed "black" textured surfaces so that they are no longer portalable (if that's even a word ... which it isn't).

File Name: sp_1_inthechamber050611_03.zip
File Size: 19.86 MiB
Click here to download [SP] One in the Chamber

threequid • Jun 04, 2011 • #50432
3 posts

Very good, one of the best so far.

KingOfHeart • Jun 05, 2011 • #50433
14 posts

I don't think I solved it correctly. On the last part of the chamber I was able to get some blue stuff on the platform next to the water gel. However, I could not find any way to use this, so I just bounced up with the block to beat it.

KrispyTheKorn • Jun 05, 2011 • #50434
11 posts

Well one way is as good as the other i suppose but the way the map was intended to be completed was to spray the platform with repulsion gel, and then "skim" the box over to the higher platform, through the water gel (incase you decided to cover the box in gel rather than the platform).

Apologies for not making the true solution more obvious!!

Marcem • Jun 05, 2011 • #50435
4 posts

You should really use info_target entities and placement helpers. Right now, the map is harder to solve than it should be. I took quite a bit of time trying to get back up to the platform in the end.

KrispyTheKorn • Jun 05, 2011 • #50436
11 posts

I'm not aware that there are "Placement Helpers" available in the sdk (This is my first Portal 2 map), saying that though i wasn't aware that it was particularly difficult to gain access to the highest level.

I'll look into implementing helpers if it turns out a bigger problem than I had envisioned.

Thanks for playing though, even if you found it frustrating. That was not my intention!

fermat8 • Jun 05, 2011 • #50437
14 posts

Fantastic map! Love the attention to detail. For me, I also solved the final chamber in an unintended way. It was easy to cover the platform that has the button that triggers the repulsion gel. Then I just hopped down, picked up the cube, bounced up to this platform, then bounced a couple of times to reach the top platform. One less portalable area would eliminate this, of course. All in all, very well done!

KrispyTheKorn • Jun 05, 2011 • #50438
11 posts

LOL Wow great find. I'll try to patch that before the end of the day, and thank you for the kind words!

totlmstr • Jun 05, 2011 • #50439
2 posts

I just loved the atmosphere, and the skybox was pure win.

Also, there are placement helpers, which are called "info_placement_helper".

5/5 all around.

KrispyTheKorn • Jun 05, 2011 • #50440
11 posts

Thanks bud. I've added placement helpers (as well as made some other small changes), and i'm currently uploading an updated version as per player feedback.

If any other issues arise please let me know!

Thanks everyone.

xdiesp • Jun 05, 2011 • #50441
1,078 posts

Beautiful ambience, maybe the most animated yet of the decay styled ones. Have to appreciate the care for detail: platforms, sliding walls, waterfall, volumetric and flickering lights to keep you distracted in what's otherwise just a rusty box.

Also fun: it may be anticlimatic to note this, but if you test all maps that get uploaded you will know what a drag most are. As for the difficulty, first room was flingtastic but I may have overcomplicated things; second much easier, and everyone will break it with excessive paint. If you don't like that, consider using grids as floor.

KrispyTheKorn • Jun 06, 2011 • #50442
11 posts

Thank you for the kind words! The first room does have a lot of flinging admittedly (Three separate instances), but i never really thought of it as an issue. Saying that though if the community aren't a fan (as a whole) of such tactics, i'll remember to keep it to a minimum in the future.

As for the excessive paint issue, i've already added efforts to keep the amount of paintable surfaces to a minimum by using floor grids, and water in areas that the paint can be moved to through portals. Hopefully it's not something that can be exploited.

aborttrap • Jun 06, 2011 • #50443
10 posts

I enjoyed the map; the unique art style was great! The emphasis on flinging and the creative room design in the first section was fun to explore, I liked the idea of 'revelation' and use of height.

I actually couldn't find anything that could break the bounce-gel part afterwards, I think I did it the intended way actually which was to:
- put the button on the switch
- portal up onto the angled roof and one on the floor
- go through the floor and finally drop down and bounce up back up to the high platform


Edit: very minor, but you can place a portal on the 'black area' inside the gel dropper

KrispyTheKorn • Jun 06, 2011 • #50444
11 posts

Thanks for spotting the portalable area inside the gel tubes. I'll definitely get an update released before the deadline!

KrispyTheKorn • Jun 06, 2011 • #50445
11 posts

Excuse the double post, but i've updated the map once more.

Update 3:<br /><br />Fixed &quot;black&quot; textured surfaces so that they are no longer portalable (if that's even a word ... which it isn't).

Thanks.

msleeper • Jun 08, 2011 • #50446
4,095 posts • Member

Phenomenal.

Puzzles were excellent, design and detail was absolutely stellar. Beautiful example of destroyed Aperture. Difficulty was right on the target and I thoroughly enjoyed playing through the map.

I also did not beat it the intended way
If you put a portal here on the retracting surface and blue gel where you exit out of, you have plenty of time to grab the cube from the button and bounce down, and use the gel to bounce you up to the platform.

KrispyTheKorn • Jun 08, 2011 • #50447
11 posts

Glad you enjoyed it bud. It's a bit of a shame I wasn't able to plug up that unintended solution by the end date, but i will definitely upload a fixed version once the judging process has been completed

Ratboy • Jun 13, 2011 • #50448
56 posts

Its been said before, but the ambiance was impeccable. It was also refreshing to see a different take on how to reveal new portal-able surfaces (walls sliding back). I found a glitch however, the portal surface behind the blue gel button did not fizzle the portal when the wall slid back, and I was able to portal up there without the cube, it was weird because I was able to walk right through the sliding panel that was in front of the portal. After this, it fizzled properly, so I don't know what the problem was at first. Great job!

shamrocktuesday • Jul 12, 2011 • #50449
10 posts

I got annoyed with the lack of a portal placer in the first room with the cube. Conceptually an easy map but portal placing over and over is not fun.

Asphyx1ateD • Jul 13, 2011 • #50450
11 posts

I loved the atmosphere most of all, just walking down the beginning of the map felt awesome

Interesting puzzles, didn't take too long to solve but I enjoyed completing them; congrats!

KennKong • Jul 13, 2011 • #50451
942 posts

Overall, I the map. The look is good and consistent, with adequate lighting (my pet peeve with most user maps). The puzzle is easy enough, even if the skill required to execute it is near my limitations.

I love flings, but not so much those that require firing new portals at small targets while flying. Not all of us have the reflexes of a 13-year old.

The moving walls were a nice, original (for me) touch, too.

The fan seems out of place; superfluous. Or at least, much too large for ventilation purposes. I wouldn't change it, but I never would have put something so useless there in the first place (I hate extra work!)

KingOfHeart • Jul 25, 2011 • #50452
14 posts

The elevator didn't move to even play the map.

xdiesp • Jul 26, 2011 • #50453
1,078 posts

KingOfHeart wrote:
The elevator didn't move to even play the map.

When that happens, type reload in the console. If it doesn't work after multiple attempts, reboot the game.

Eastward • Jul 30, 2011 • #50454
35 posts

The design, lighting and procession through the chamber was good. I did, however, find the dust/particle clouds a bit much after a while, almost to the point of, well, like a fly that's hanging around one's picnic. No matter where in the park you go the fly stays right there with ya. And once your food is all cooked and you're enjoying it, one of the fly's friends lands on your barbecued chicken. But, since I was determined to solve the puzzle elements, and the weather was so nice, I finished the chamber.
You do have a nack for making a good puzzle though. Keep them rolling off the press...
Eastward

Portal2Two • Sep 11, 2011 • #50455
88 posts

I liked the beginning but didn't like the ending, which should be less tedious and actually involve a puzzle. Good map otherwise.

One In The Chamber

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Djinndrache • Oct 10, 2011 • #50456
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:

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

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

Theevilpplz • Nov 29, 2011 • #50457
20 posts

I made a video walkthrough for this Portal 2 Custom Map:
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Mek • Dec 27, 2011 • #50458
459 posts

Ratboy wrote:
Its been said before, but the ambiance was impeccable. It was also refreshing to see a different take on how to reveal new portal-able surfaces (walls sliding back). I found a glitch however, the portal surface behind the blue gel button did not fizzle the portal when the wall slid back, and I was able to portal up there without the cube, it was weird because I was able to walk right through the sliding panel that was in front of the portal. After this, it fizzled properly, so I don't know what the problem was at first. Great job!

Pretty much this. Keep up the good work!

KrispyTheKorn • May 12, 2012 • #50459
11 posts

Sorry for necrofying this thread but I just wanted to point that I'll be reuploading an improved version of this map to the Workshop within the next few days.

Thanks for the video's it shows me issues I wasn't aware of as well as possible ways to make the final puzzle more obvious.

Thanks again.

quatrus • Aug 25, 2015 • #50460
1,047 posts

Nice selection for community spotlight. Very nice. Don't know how I missed this one way back in 2011....Great map....

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