Chamber 02
by Spam Nugget · Uploaded Sep 24, 2011
File Size: 2.25 MB
Downloads: 94
Rating: (1 votes)
Description
A clean-themed map featuring turrets, hard light bridges and funnels. Pretty much finished, just looking for some feedback, as this is the first completed map of my upcoming map-pack. Not the longest map, but pretty well polished and even a couple of almost easter eggs, just cause I wanted to. So yeah, enjoy! And please, feedback!
Comments
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When I ran the command "map chamber2" on the console, a really ugly map loaded up, fullbright, no turrets, no funnels and your screenshots seems all stolen. Played through it within 2 minutes. I don't have any chamber2.bsp, so I assume any of the vpks already has a map named chamber2.
Let me give you three statements:
- You totally made a crap map
- You fail-uploaded something different than the map you wanted to upload
- You shall really consider using better mapnames which don't mess up with other noob's mapnames
Can't tell you which, but one of them is a fact. Choose one.
I won't do you the favor to delete all my other vpks just to play this map.
Alrighty, you had me worried there, but it IS the correct map in there, I have checked. So i guess someone else had a map called chamber2 too. Also, ive re-uploaded with a different map name, the map is now called sp_sn_chamber2. Thinking about it, it probably was stupid to call my map something so generic, i might start adding the sp_sn_ prefix to all my maps now.
Did you rebuild the cubemaps after changing the bsp name? When I was playing, all models showed the default cubemap. (See attached screenshot.)
Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style 
And one more thing: Am I supposed to get into the area behind the glass? (Where GLaDOS plays the "you've trapped yourself so play dead" line.) Or is there another solution that doesn't require that?
Map was ok to play - textures need work - also the funnel moves pretty fast - can you slow it down a little - had a hard time getting the cube on the button. Liked the GlaDos humor. Other than that - it was fine - keep working on them!
I did not have the same problem as Djinndrache, but it is definitely a good idea to stay away from generic names so you won't have that problem in the future.
You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably if I dominoe'd the turrets (I guess I was supposed to do that) the one on the end would get propped up against the wall instead of falling, which was a bit inconvenient and caused me to get shot at a few times.
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to shoot something through the blue bridges.
EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.
HMW wrote:
Did you rebuild the cubemaps after changing the bsp name? When I was playing, all models showed the default cubemap. (See attached screenshot.)Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style
And one more thing: Am I supposed to get into the area behind the glass? (Where GLaDOS plays the "you've trapped yourself so play dead" line.) Or is there another solution that doesn't require that?
haha i didn't realise that renaming the map breaks the cubemaps, thanks for the tip. Anyways, I have updated again with working cubemaps now. And getting trapped isnt supposed to be part of the soloution, the idea is that you shouldnt be able get in there until youve got the cube on the button and therefore the funnel at your disposal, at which point getting in there shouldn't help. Also, if you get trapped more than once, GLaDOS goes through a few different lines before finally getting fed up with you
OnePortalizedGal wrote:
Map was ok to play - textures need work - also the funnel moves pretty fast - can you slow it down a little - had a hard time getting the cube on the button. Liked the GlaDos humor. Other than that - it was fine - keep working on them!
Could you tell me exactly what it is about the textures you didnt like? Too similar, too dark? Also, the speed of the funnel shouldnt impinge on the correct soloution, you are supposed to use the lightbridge to stop the cube then turn off the funnel If you didnt have to do this, then you have better reflexes than i do 
Random wrote:
I did not have the same problem as Djinndrache, but it is definitely a good idea to stay away from generic names so you won't have that problem in the future.You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably if I dominoe'd the turrets (I guess I was supposed to do that) the one on the end would get propped up against the wall instead of falling, which was a bit inconvenient and caused me to get shot at a few times.
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to shoot something through the blue bridges.EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.
Thanks for telling me about the missing inidcator lights, I hadnt noticed tthey were gone
Theyre in the latest update of the file though. and yeah, i know its not strictly necessary to shoot something through the blue bridges, but it can make it easier to get the turrets knowing that Also, i figured there's no such thing as too much GLaDOS 
So I just re-downloaded and played it (rendering atm), thank you for the renaming.
Anyone else got called cheater? It hurt my feelings 
It's all about skill!
And shooting through the bridges? How about ninja-cuddling the turrets 
Djinndrache wrote:
So I just re-downloaded and played it (rendering atm), thank you for the renaming.Anyone else got called cheater? It hurt my feelings
It's all about skill!
Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing. And while I can appreciate a good cube throw as much as the next person, it's puzzle solving skill that counts for this one 
Spam Nugget wrote:
Djinndrache wrote:So I just re-downloaded and played it (rendering atm), thank you for the renaming.
Anyone else got called cheater? It hurt my feelings
It's all about skill!Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing. And while I can appreciate a good cube throw as much as the next person, it's puzzle solving skill that counts for this one
Don't be too happy, it didn't take me much time to find a "more regular" way to solve it 
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:
Y-x5VdFBfa4
(Link: http://www.youtube.com/watch?v=Y-x5VdFBfa4)
Also note the video description for more feedback and my signature for additional project information.
Thanks for the play-through Djinndrache, I learnt a couple of things from that, i never thought to stand on the wall next to the buttons. Instructive as always.
benvent wrote:
I liked it. Kept trapping myself until there was no more GLaDOS lines.![]()
Thanks, glad to hear you liked it 
There is a very easy way to put the cube on the button. By using a light bridge to block the cube just above the button. Then just stop the funnel and the cube will fall on the button.
Thanks muchly, video playthroughs are always informative
Also, it might interest you to know that you found an exploit: rather than shoot a portal over thefizzler by standing on the wall thing like you did, the original idea was to have to stand on the cube. so thanks, ill have to update that when i get around to it.
A clean-themed map featuring turrets, hard light bridges and funnels. Pretty much finished, just looking for some feedback, as this is the first completed map of my upcoming map-pack. Not the longest map, but pretty well polished and even a couple of almost easter eggs, just cause I wanted to.
So yeah, enjoy! And please, feedback!
File Name: chamber02_v1_2.zip
File Size: 2.25 MiB
Click here to download Chamber 02