[SP] Test Map Pack 4

by Rand0mNumbers · Uploaded Apr 13, 2012

Screenshot 1

File Size: 32.96 MB

Downloads: 293

Rating: (7 votes)

Description

Here's another set of 7 chambers. These will probably play faster than my other ones. Hints are given where appropriate and the concepts should be pretty straightforward. Additionally, I had some people playtest the maps, so they should be more bugfree than my other maps. Thank you testers! Each chamber will lead to the next. All have elevators, but not all have videos (it didn't seem necessary). An interesting thought was to create small videos showing the intended solution at the end, but that would make the filesize quite a bit larger. Start the sequence with 'map testmap_31_b' This is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Maps: testmap_31_b - Vacuum Flange Corridor testmap_31 - Blown Away testmap_33_c - Touchy testmap_35 - One Way or the Other testmap_36 - Here a second ago testmap_38 - Push and Pull testmap_39 - Don't Look Back Release 1.0.1: Vacuum Flange Corridor: Added game_text instructions for the first flange Push and Pull: Added grates covering the first two portal surfaces to prevent skipping the second blob.

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Rand0mNumbers • Apr 13, 2012 • #50735
76 posts

Here's another set of 7 chambers. These will probably play faster than my other ones. Hints are given where appropriate and the concepts should be pretty straightforward. Additionally, I had some people playtest the maps, so they should be more bugfree than my other maps. Thank you testers!

Each chamber will lead to the next. All have elevators, but not all have videos (it didn't seem necessary). An interesting thought was to create small videos showing the intended solution at the end, but that would make the filesize quite a bit larger.

Start the sequence with 'map testmap_31_b'

This is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them.

Maps:
testmap_31_b - Vacuum Flange Corridor
testmap_31 - Blown Away
testmap_33_c - Touchy
testmap_35 - One Way or the Other
testmap_36 - Here a second ago
testmap_38 - Push and Pull
testmap_39 - Don't Look Back

Release 1.0.1:
Vacuum Flange Corridor:
Added game_text instructions for the first flange

Push and Pull:
Added grates covering the first two portal surfaces to prevent skipping the second blob.

File Name: Test Map Pack 4.zip
File Size: 32.96 MiB
Click here to download [SP] Test Map Pack 4

Lpfreaky90 • Apr 13, 2012 • #50736
2,842 posts

Once again an awesome map pack with new test elements in every room!
Very impressive work!

Can't wait to see the evilness when you combine all your ideas and mechanics into one map of d00m!

RubyCarbuncIe • Apr 13, 2012 • #50737
303 posts

Those were some really nice test chambers! Each chamber was something new and inventive.

The first map was kind of difficult for me to understand at first (I just sat in the tube waiting for something to happen in there.) but once you've got it down the rest of the chamber is simple, it just requires a bit of timing.

The second map was pretty straight forward, once I realized the vent pushes instead of pulls that is.

That third map is perhaps my favorite one. I liked the use of those "switches" that altered the room.

The fourth map with all the arrows on the floor literally reminded me of playing my old Pokemon games and being in one of Team Rocket's hideouts. I have no idea how you made that chamber work, but I like it!

I swear I've seen this fifth map on Youtube before but who knows. I liked the use of cubes in that one.

The sixth one is the one that I found odd, the moment I stepped into the room I was like "What the heck are those?" However, I found that I was able to skip jumping over the second Orange "Gel Ball" (since I couldn't understand how to get my self to the other side using them ) However I still doubt that was the intended solution to this test.

Here is a video that showed my solution:
http://www.youtube.com/watch?v=devRANowq1A&feature=youtu.be

The last map was simple yet complicated at the same time. The solution was the simple part, but actually pulling it off was another thing entirely.

Well that is all my info on the maps even with the unintended solution I'd still give these maps a 5/5 for pure creativity. Good luck with your future projects!

lpfreaky90 wrote:
Can't wait to see the evilness when you combine all your ideas and mechanics into one map of d00m!

Lol I can't wait to see something like that either.

Wanderer2021 • Apr 13, 2012 • #50738
90 posts

push and pull was a very frustrating map, and not in a good way. I had a lot of trouble just getting across the first gap using the jump and speed blobs, which have to be perfectly aligned to even hope to get across. I managed to do it only twice, and that was after realizing that youliterally have to let the physics do the work, but thats just on a wing and a prayer. Moving past that, the free floating platforms had a tendency to send you flying into the water, but thats the vphysics at work, and not your fault. Still angered me to no end.

Rant aside, everything was well thought out and enjoyable, minus the Push and Pull map. The first one reminded me of Donkey Kong Country, so a nice bit of nostalgia creeped in on the first map. The final map is a bit finicky at times, but you did create a new mechanic, so its understandable that its not perfect, and that the authoring tools aren't exactly smooth.

well done overall, but I'm not a fan of the push and pull map right now.

Rand0mNumbers • Apr 13, 2012 • #50739
76 posts

I've added some instructions to Corridor. Push and Pull had grates added to prevent Ruby's unintended solution.

RubyCarbuncIe wrote:
The fourth map with all the arrows on the floor literally reminded me of playing my old Pokemon games and being in one of Team Rocket's hideouts. I have no idea how you made that chamber work, but I like it!

I based it off my copy of Azure Dreams for Gameboy Color.

RubyCarbuncIe wrote:
I swear I've seen this fifth map on Youtube before but who knows. I liked the use of cubes in that one.

I put videos of all my maps on YouTube before release. However, that's the second time someone has mentioned seeing it before. I'm getting concerned...

Wanderer2021 wrote:
I had a lot of trouble just getting across the first gap using the jump and speed blobs, which have to be perfectly aligned to even hope to get across.

Only the first blob has to be aligned right on target, the second one's trigger area is almost as wide as the room. You just need to run at the right angle according to where you place it.

Wanderer2021 wrote:
the free floating platforms had a tendency to send you flying into the water, but that's the vphysics at work, and not your fault. Still angered me to no end.

My playtesters and I didn't have that issue. But yes, I agree, vphysics wasn't my friend there. How did you solve that part? Yeah...I'm...asking you to relive the experience...uhm...

Wanderer2021 wrote:
The first one reminded me of Donkey Kong Country, so a nice bit of nostalgia creeped in on the first map.

I based that map and its name off of Barrel Cannon Canyon. I missed the alliteration at the end, so I'll have to look into synonyms for "corridor" starting with "f" or "ph".

Wanderer2021 wrote:
The final map is a bit finicky at times, but you did create a new mechanic, so its understandable that its not perfect, and that the authoring tools aren't exactly smooth.

The element stutter is due to having both view targets in frame at the same time. I need to move them around a bit and lower the fov of the triggers more. I'll get it later. I'm about to fall asleep on my keyboard.

andyb • Apr 13, 2012 • #50740
257 posts

Wicked maps.Some were a bit confusing at first but didnt take long to figure out.5/5

Vid uploading.Should be ready in about 35 or so.Its a combination of first and second run


htNvVNbABYk

FourthReaper • Apr 13, 2012 • #50741
356 posts

Truly a blast!

That last map was hilarious. The exit door made it even more fun, and I thought the testchamber sign was a masterfull explanation of the concept. Shame I didn't get it right away... Nothing to make a lot of maps out of, really, but there was fun to be had.

Some other elements were great, others could've used more telltale signs or polish, but in general this is great work.

BenVlodgi • Apr 13, 2012 • #50742
633 posts

FourthReaper wrote:
The exit door made it even more fun

=D indeed I'd have to agree

Wanderer2021 • Apr 13, 2012 • #50743
90 posts

I ended up solving it similar to what andyb did in his vid, but I used the suction vent to hold down the platform so I could get on, then used the blowing vent to launch me up. As to the blobs, how it was intended, near table flipping included.

Szieve • Apr 14, 2012 • #50744
158 posts

Fantastic! 36.. proximity cubes.. very clever. 39.. my kingdom for a rear view mirror.. lol the sign was great it explained exactly how the room worked.. Great work 5/5 I remember thinking of Indiana Jones " leap of faith" in The Last Crusade..

Djinndrache • Apr 15, 2012 • #50745
1,442 posts

Yet another compilation of unique mechanics - with some of them being very odd. I especially liked 39, it's very funny. However, I think without quicksave this would really suck

map 31:
ztrAeijQIFY
(Link: http://www.youtube.com/watch?v=ztrAeijQIFY)

map 31b:
YldiTsqlpTo
(Link: http://www.youtube.com/watch?v=YldiTsqlpTo)

map 33c:
ghgfgaZ9UcY
(Link: http://www.youtube.com/watch?v=ghgfgaZ9UcY)

map 35:
pWziQWCjTlg
(Link: http://www.youtube.com/watch?v=pWziQWCjTlg)

map 36:
HaoM49qND5M
(Link: http://www.youtube.com/watch?v=HaoM49qND5M)

map 38:
I30IPqO26zE
(Link: http://www.youtube.com/watch?v=I30IPqO26zE)

map 39:
e-BcYCH8QiY
(Link: http://www.youtube.com/watch?v=e-BcYCH8QiY)

Dreey • Apr 16, 2012 • #50746
78 posts



I honestly love your maps. Of course I'm not as good as you, but I'll get there. Someday... maybe.
I didn't play every single map on this mappack but i'm halfway there. No bugs for now. 5/5

wildgoosespeeder • Apr 17, 2012 • #50747
178 posts

Great maps Rand0mNumbers! You must make Cave Johnson and GLaDOS proud.

The one issue I had was map 38. I know to position the blobs in-line with you using the Pneumatic Diversity Vents to reach the other platform but I just can't get how to without having some insane luck pressing the jump key like a maniac to successfully cross.

Djinndrache wrote:
Just to make the post shorter.
||map 36:
HaoM49qND5M
(Link: http://www.youtube.com/watch?v=HaoM49qND5M)

map 38:
I30IPqO26zE
(Link: http://www.youtube.com/watch?v=I30IPqO26zE)

map 39:
e-BcYCH8QiY
(Link: http://www.youtube.com/watch?v=e-BcYCH8QiY)||

Guess what?

Just kidding with that.

You did do those puzzles wrong, well, didn't quite grasp the concepts in those videos I quoted and you rather relied on usual ninja tactics.

Map 36:
Carrying the cube and walking around with it will reveal panels when you approach them and make them disappear when you move away from them.

Map 38:
The balance system is affected when you use the Pneumatic Diversity Vents so that way you can gain the proper height to perform the fling. I suppose the way you did it requires Rand0mNumbers to fix that.

Map 39:
You need to have your back turned on the testing elements to proceed. Bashful little test elements, aren't they?

quatrus • May 02, 2012 • #50748
1,047 posts

Odd set of mechanics.
The twitch shot which seems required in 38 was a little hard to execute - not really fun died many times...Not obvious what to do with the balls - the x wasn't really a big help in figuring it out?
39 backward was really odd and a little difficult to figure out - easy once done...
Still maps nicely executed.. Thanks for creating...interesting..

Rand0mNumbers • May 03, 2012 • #50749
76 posts

The x was supposed to indicate that you jump at that spot (it was where I kept jumping, roughly), not before and definitely not after. That one seems to have the most issues as well. I'm not sure what I can do with it. Maybe I should put a training room in.

Thanks for the feedback!

Oh, and wildgoosespeeder, Cave still hasn't sent me my check. Stupid PTI...

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