Speedy Deterioration

by Mattyd · Uploaded Jun 29, 2011

Screenshot 1

File Size: 3.02 MB

Downloads: 1506

Rating: (21 votes)

Description

This is my first attempt at a destroyed themed map, so constructive comments are particularly welcome on any theme improvements. This map consists of 4 chambers starting off really easy and slowly getting harder as they go along. However none of the chambers would be categorised as 'hard', however hopefully they are enjoyable! Please let me know any comments/bugs/cheats. Happy portaling! Version 1.1 fixes issues with several cheats, visual issues, and improves the game play in the map.

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Mattyd • Jun 29, 2011 • #51606
49 posts

This is my first attempt at a destroyed themed map, so constructive comments are particularly welcome on any theme improvements. This

map consists of 4 chambers starting off really easy and slowly getting harder as they go along. However none of the chambers would be categorised as 'hard', however hopefully they are enjoyable! Please let me know any comments/bugs/cheats.

Happy portaling!

Version 1.1 fixes issues with several cheats, visual issues, and improves the game play in the map.

File Name: sp_speedy_deterioration.zip
File Size: 4.36 MiB
Click here to download Speedy Deterioration

Endrey • Jun 29, 2011 • #51607
26 posts

how about adding a underscore or something after the"speedy" in the filename this woul?d actually allow the map to load

xdiesp • Jun 29, 2011 • #51608
1,078 posts

Good stuff and far ahead of Cube Fling. Long, with 4 test rooms in Broken style. Flowing steadfastly due to the easy puzzles: lenght is not much of a problem literally, but if you wanted to give more game to each room you'd have to not just have navigation in there (maybe a companion cube escort).

Style's an average, highs and lows depend a lot on tastes. Per se, structures look sturdy and attented. plus many moving parts. Imo it's too bright (tons of square lamps) and active: take a certainly simpler map like Heavy Metal, that's Broken walls made very oppressive. Sometimes it's more like Decay but that vegetation doesn't look exceptional, I think chambers 2 and 3 look best thanks to more uniform textures (in 1 it's evident where Clean ends and Broken starts).

But that's making up details, overall a good and playable map specialized in the underused orange paint. Shortcuts: in the 1st chamber, one can ignore the paint; in the last, you can avoid flinging yourself and just speedjump from the ramp to the open button.

Phitt • Jun 29, 2011 • #51609
35 posts

Nice map! Certainly quite easy, but nice nonetheless. I like the visuals. Like xdiesp said, you can solve the first room without the speed gel. Maybe make the button timer a bit shorter so it's needed. In the third room you can get to the exit by just using the speed gel (no cube or pressure plate or button needed). The portal surface on the floor (below the emancipation field) should be a tiny bit farther away to avoid this.

Skerik • Jun 29, 2011 • #51610
59 posts

Nice one.
In the last chamber you can cut directly to the end.
At the place i'm standing on the next screen, it's possible to jump directly on the way to the button that open the exit door

Nahor • Jun 29, 2011 • #51611
54 posts

There is a gap in the ground texture at the entrance next to the lights at the top of the stairs. Maybe the left light is just a tad to low or something.

In the last room, you should disable the faith plate if the wall is not opened so that the player doesn't get repeatedly thrown against the wall.
The big actuators are floating in the air. And to be finicky, the small ones are not doing anything.

I don't know if it's worth fixing but I tried a few times to slide the cube directly on the button, wondering if it was my fault that it didn't get enough speed to actually get on the button. Maybe add a step between the end of the ramp and floor where the button is, just to make it more obvious?

Same actuators issues for the wall opening for the cube. Plus the player can walk through the big actuator.

The ramp and white wall at the end of the jump are not required. One can just run from the ramp through a portal on the white wall used to put the gel. Maybe use sidewalls to pour the gel?
And a similar trick to Skerik's is to jump in the other diagonal, skipping the fizzler and not needing to push the timed button at all.

But despite all those little things, it's a very good map. I really liked that it focuses on one thing instead of trying to use everything. I dare say it might be a tad too much of the same thing, having a couple puzzle where the gel is combined with something else (like a blue gel for jumping, or a light bridge/funnel for landing, ...) would make that otherwise excellent map even better by adding a tiny bit of diversity.

RubyCarbuncIe • Jun 29, 2011 • #51612
303 posts

Really nice map, I love Propulsion Gel test chambers. The chambers look very well designed. For me these test chambers weren't just "Get to the end and your done" they were fun, simple yes, but fun.

Hawkeye • Jun 29, 2011 • #51613
20 posts

Very good job. The last one was good although I can see how they were able to skip most of it. In the chamber where the button is behind glass, I


just put orange on the ground facing one of the portal areas on the wall. Put a portal there and another one just under the fizzler (facing away). Was able to get speed and jump up to the fizzler area without doing anything with the other room. Not sure what the exact way to finish it was, but if you made it so the door wouldn't open up there unless you finished the other part, it could take away from that exploit.

Otherwise, good effort, always appreciate the orange gel put to good use. 5/5

wismeril • Jun 29, 2011 • #51614
29 posts

Great map. Really fun to play, a lot of pleasure to resolve the puzzles. The level design is really clever. I really loved the little slide for the cube at the last room. Nice found my friend. The gel is well used, just a bit desappointed you didn't use other color gels but...
The difficulty was good, not easy but not too hard. Keep going like that, do your other map just like this one, you have nice ideas. Some bad mappers put all their energy to create a map with siomething unique and very frustrating at the end, concentrating the player on something very enerving like the timing, and they lose the portal spirit at the end. Your map is just like portal. Brain puzzles.
Thanks dude.

PS : only little drawback : a little bug at the first door when you enter room 1 , I just went back in the corridor where the elevator is and the door closed in front of me, impossible to open anymore. Had to reload

The Irate Pirate • Jun 30, 2011 • #51615
236 posts

Very good, the detailing wasn't great but the gameplay was solid. It was easy enough to avoid being frustrating and hard to enough to make you feel smart after doing the puzzle.

quatrus • Jul 01, 2011 • #51616
1,047 posts

So nice to see more than one chamber - enjoyed them all. Nice puzzles and everything worked for me. Thanks for mapping.

club • Jul 01, 2011 • #51617
44 posts

lol how could someone say detailing wasn't great? This map went above and beyond visually IMO. Outstanding destroyed Aperture look. I have to give it 5 based on looking that good and having well thought out puzzles. Although that last one does need some attention to stop the shortcut as Skerik pointed out.

Also the faith plate by the exit has no sound. Very good map!

Mattyd • Jul 02, 2011 • #51618
49 posts

Thank you for all the positive feed back everyone, I am working on an update that will fix all the cheats and bugs mentioned in here, hopefully it will be released either tonight or tomorrow

ilikeapples • Jul 02, 2011 • #51619
7 posts

i can also confirm that you can just glide the cube to the other room with the button, you can achieve this by painting the cube and part of the rail with gel.

Nice map, keep them coming haha.

Enigmaphase • Jul 02, 2011 • #51620
110 posts

Couple of shortcuts I found:
- In the first chamber, the orange gel is completely unnecessary.
- In the second to last chamber, you can portal bump into the glass room. (I'm not sure if you want to worry about that, since it's really an inherent game glitch than a map glitch.) Also, you don't even need the cube for this chamber, you can just paint a runway and then use the portalable panel near the exit to launch yourself up there.
- In the last room, you can just jump diagonally off the ramp to the end (after painting the ramp, hitting the button, and grabbing the cube).

Also, in the second chamber, you can just run from the button and grab the cube with the gel, but painting the floors does make this easier.

Mattyd • Jul 03, 2011 • #51621
49 posts

I have released an update that should fix most of the issues raised here.

Happy portaling!

Djinndrache • Jul 24, 2011 • #51622
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:

LEX1S4ryCL8
(Link: http://www.youtube.com/watch?v=LEX1S4ryCL8)

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

arvisrend • Jul 25, 2011 • #51623
60 posts

Bug: you can get stuck if you portal into the little room with enough momentum to almost fly out of it again. I hope this makes sense with the attached savegame...

Otherwise, good work (but I haven't played it to the end yet).

arvisrend • Jul 25, 2011 • #51624
60 posts

Here is another getting-stuck scenario, this time in the last room. Or, at least, it would be one, hadn't I sprayed the ramp red.

henotalkie • Jul 26, 2011 • #51625
11 posts

In the third chamber there is a hole in the wall that opens up. I managed to jump off the ramp and portal through the hole and I got stuck in that room. You should close that hole to prevent confusion.

lifeson99 • Sep 25, 2011 • #51626
102 posts

Djinndrache - I love your "real" walkthroughs, complete with all the frustration, errors, restarts . . . and in this case it was so damn funny watching you drop into the drink over and over - JUST LIKE I DID on that part (next to the room with the button). Your walkthroughs are so much more fun than those horrible speed runs.

I don't know why that chamber was so tricky - I saw the ramp and for some reason thought of it ONLY as a sliding launch ramp and not a place to portal and fling up through to reach the button. My brain was misdirected in seeing it only as a sliding launch ramp.

KennKong • Feb 07, 2012 • #51627
942 posts

Well done both visually and in playability. The puzzles are easy, but the layout of the rooms makes you take some time to find all the pieces. Fun to play, and nice to just look around in. 4/5 from me.

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