Sp_reconstruct
by TopHATTwaffle · Uploaded Jun 06, 2011
File Size: 8.39 MB
Downloads: 884
Rating: (21 votes)
Description
Even in the mits of a light shortage GLaDOS will make sure testing can happen. In this sequenced puzzled fly through the air to solve the very puzzle the GLaDOS is fixing. Screens: http://i.imgur.com/QJM5c.jpg http://i.imgur.com/dEiic.jpg Video (Shows Solution): http://www.youtube.com/watch?v=1T3OaUGuGbQ
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Seeing this map progress from beginning to end in such a short amount of time was impressive to say the least. I really think you may have a shot at winning this thing.
Very good map. Like... the best... You need to win so that Valve hires you for your pure skill.
Vordwann wrote:
Very good map. Like... the best... You need to win so that Valve hires you for your pure skill.EL POLLO LOCO wrote:
great map. you definitely should be in the top 5 maps.
Thanks guys! I hope for that as well!
pretty impressive, I think you put a lot of effort into the look of the map being built. MY only problem was there were a lot of ways the player could get stuck, especially after turning the lightbridge the first time, or after getting to the raised button there was no way back unless you got to it last.
I liked it, 4/5
CrazyGuy wrote:
pretty impressive, I think you put a lot of effort into the look of the map being built. MY only problem was there were a lot of ways the player could get stuck, especially after turning the lightbridge the first time, or after getting to the raised button there was no way back unless you got to it last.
I liked it, 4/5
I spent a ton of time making sure you could not get suck anywhere 
Where did you get suck?
any time I made it to the raised button (the one you have to fling to from the long fall tunnel, the one with the triangle symbol) I found that unless that one was done last, the ONLY way back down was a very tricky bunnyhop to the portal surface behind and below the moon switch. I also thought that the first button by the cube was there to spawn more cubes so I skipped it at first, and found it hard to both return to it to flip the switch and get back to the flinging fall tunnel part
Still it was very nice... my favorite part was after the lights go out and in order to re-light the chamber a big ol girder with lamps on it falls down from above... I thought that was quite funny =)
Im pretty sure I missed a lot of the animations your map went through cause I was too busy solving the puzzles, will have to go through and look more
Very nice visually, but I didn't like that I couldn't figure out what was moving a lot of the time ... all the panel noises, and I couldn't see which ones were going. 
Don't get me wrong though, like I said it was very good visually overall.
Just a couple of gameplay things I came across:
-There's not a lot of direction after you place the cube on the square button - I stood there for ~5 minutes trying to figure out where I was supposed to go next...
-If you go to the platform with the circular floor button on it without bringing the cube, there is no way off except to kill yourself.
-I was confused by the fact that I couldn't go back through my portal on the platform that raised once the fizzlers around the last button were disabled.
I enjoyed this one, and the visuals were well done (if a little cluttered/"busy" IMO). Puzzle has a couple small annoyances, but overall it was pretty fun, so good work! 
Non-linear, hard chamber with plenty animations to boot while you figure out its movement-based solution. Those encompassing shakes and crumbling reminded me of Gunman Chronicles and set the audacity of the project. You even get your mini story, with secret room and Glados complaining if you don't ride the elevator).
At one point I was almost stuck, isolated high on a rock with no possible jumps or lightbridges available. I had to carefully land on a portal made on the walls of the rock itself, right on the water.
HL1 mod project turned standalone, was specialized into having absolutely everything crash and ruin around you - marvelous.
Great Puzzles and really good setting.
xdiesp wrote:
At one point I was almost stuck, isolated high on a rock with no possible jumps or lightbridges available. I had to carefully land on a portal made on the walls of the rock itself, right on the water.
Yeah me 2. That was really tricky. I stand there 5 Minutes and don't know what to do ;D
dakx wrote:
Great Puzzles and really good setting.xdiesp wrote:
At one point I was almost stuck, isolated high on a rock with no possible jumps or lightbridges available. I had to carefully land on a portal made on the walls of the rock itself, right on the water.
Yeah me 2. That was really tricky. I stand there 5 Minutes and don't know what to do ;D
We are in three.
Maybe this is the intended solution? I don't think so. I HOPE is not.
By the way, the part where the gravity change was a little confusing. I was walking with no idea about what was about to happen.
In final, as stated above, really nice work. I bet on you for the top5 
This was a very nice map, but I had alot of problems with it.
1. It lagged quite alot, no matter what direction I looked in I only got ~8 FPS max (before you freak out my normal FPS is around 20) My sugggestion would be this:
After the big panel wall section closes, remove all the panels and arm models and enable a big func_brush there. This removes alot of lag and since they are closed anyway, noone will be the wiser. You can do the same with the side that opens/closes constantly, but instead of removing them just disable them, and re-enable once it reopens.
2. Like others have said, the puzzles give almost no direction. This is a fault on nonlinear puzzles (actually I think it's the point) but even so, I had no clue what to do half the time. Adding some dot signages could really help. If you don't want to be that blunt, use lighting effects to your advantage.
However, that's not to say this map is bad. It definetly is not. The asthetics, however laggy, were incredible. I loved how the chamber slowly rebuilt itself while you were testing. The use of GLaDOS quotes was nice and refreshing, if slightly repetitive. (but this is coming from a guy who's had to listen to 5-6 GLaDOS quotes in P1 maps so I am quite sick of people reusing them...)
One other thing I didn't like, is that it's too short. One chamber is not very long, and I've noticed alot of the maps entered are indeed one chamber. This is not really at you moreso the contest mappers as a whole. I think a map should have 3 chambers minimum, but that's my preference.
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:
Dc4HIa5Gg0Q
(Link: http://www.youtube.com/watch?v=Dc4HIa5Gg0Q)
Also note the video description for more feedback and my signature for additional project information.
i just played it, it was pretty cool, but I think it needs more test chambers, and turrets. i like the dialog that you put together. very resourceful...
Great puzzles and very impressive detail. I didn't get stuck anywhere. I went to the platform with the round button with no cube, but found a portalable wall to get off. I tried to fling myself to the end prematurely and it kicked me right back.. That was cute. 
Impressive, although firing portals on the fly to light the bridge was a little hard for me. Anyway great map and my rate is excellent.
Portal 2 Reconstruct Chell View
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Portal 2 Reconstruct
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I expected a lot from a great mapper like you, Doug, and I certainly got it. The sheer number and scale of special effects was impressive. If there was a special award for most detailed map, I'd choose this. But the gameplay let me down.
I echo what others have said about getting stuck on the triangle platform. I tried the jump others have said saved them, but I went in the drink every time.
I played the map three times before I watched your solution video, and I solved parts of it differently every time, none of them the same as your solution. For one thing, I used the lightbridge only twice. This is actually a good thing, IMO; I like not being forced onto a single path.
I did find a fatal bug. I tried to carry the cube from the gel platform to the crescent platform as I jumped through the portals, and it got knocked out of my grip and just disappeared, with no respawn. You can't finish the puzzle without a cube. Then I tried to restart the map, but it wouldn't. I had to quit and restart the game. Finally, the map doesn't disconnect at the end.
Even with all that griping, I still give this 5/5, and a prominent spot on my favorites playlist.
Even in the mits of a light shortage GLaDOS will make sure testing can happen. In this sequenced puzzled fly through the air to solve the very puzzle the GLaDOS is fixing.
Screens:
http://i.imgur.com/QJM5c.jpg
http://i.imgur.com/dEiic.jpg
Video (Shows Solution):
http://www.youtube.com/watch?v=1T3OaUGuGbQ
File Name: sp_reconstruct.zip
File Size: 8.39 MiB
Click here to download Sp_reconstruct