sp_test 2.0 portal 11

by jos28 · Uploaded Sep 09, 2011

Screenshot 1

File Size: 8.34 MB

Downloads: 693

Rating: (10 votes)

Description

this is my second map. Thinking,cool fun. Thanks for playing

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jos28 • Sep 09, 2011 • #54802
3 posts

this is my second map. Thinking,cool fun.
Thanks for playing

File Name: ma_portal11.rar
File Size: 8.34 MiB
Click here to download sp_test 2.0 portal 11

oofnine • Sep 09, 2011 • #54803
4 posts

Looks promising, but

In the second area where the cube get flung across the room, portalling to the other side near the cube dropper resulted in me getting stuck in the ground and had to noclip out.

When I tried to use the ramp to get to the beam i missed it and died. Fair enough. But there was a savepoint in mid air, so everytime I died I started in mid air again only to die.

I gave up at that point.

GODFATHER • Sep 09, 2011 • #54804
26 posts

I hit the same problem.

Jane_Doe • Sep 09, 2011 • #54805
37 posts

I managed to wrestle a way around that autosave using self-saves - it's going to need looking at for sure.

I didn't use the two timed buttons in the first area at all, since it's possible to get up to the office-space and get the ball/redirect the laser without them once you sneak a portal onto the ceiling behind the lower kill-grid.

Also you'll need a way for the reflective cube in that second area to be replaced if dropped in the goo, plus I managed to be trapped right by the exit door (on the last ledge with the debris) too, having not brought a cube along with me.
I do wonder what the turrets are for over by the cube dropper in the second area as well, I never went near them.


Finally, experimenting around the excursion funnel frequently leads to being trapped, pinned against the button and with nowhere to go but in the goo - maybe you could devise an escape route to save folk being forced to suicide.

The design is good in its Destroyed looks, even if some textures are mis-aligned here and there - I do wonder if peering through holes in the walls ought to show you that more Wheatley-like space though, in my mind the Destroyed areas are more open-air (near the surface).

I can wrestle you out a walkthrough if these remarks are unclear, though it'll be peppered with fails on that speed-fling with the quick re-placing in the second area, I found that very fiddly.

Some good ideas going on, but still some tweaks to be made, I think.

Szieve • Sep 09, 2011 • #54806
158 posts

Area 1 pretty good.. no major problems..
Area 2...
Seriously? Got cube sort of in position in 2nd area...Laser is pointing at the hole in the ceiling I dropped thru to get into the area.... Had same issue with autosave, but luckily I saved the session before trying such a maneuver, so my progress was saved... Still working on solution.. will try again.. nedd to cut back on the detail level as well.. gettin some lag

Ok 10 separate tries to place the redirection cube.. 10 different results..none of them aimed correctly after cube hit the button.. before button straight line right on target.. I quit.. 2/5

Oh, I was using the light bridge to place the cube and not trying to ramp it.

benvent • Sep 10, 2011 • #54807
154 posts

I ran into the same issues as the other players. Second room very frustrating. I usually save before doing a move that might kill me just in case but still your autosaves need work. I found myself trapped several times and had to reload because there was no way out. I too found the speed fling very inconsistant. First room good but the second room needs work.

andyb • Sep 10, 2011 • #54808
257 posts

I had no problem gettin the cube into the laser. I just used the light bridge however the part after has me stumped

Never mind.Didnt see that one panel lol

lifeson99 • Sep 11, 2011 • #54809
102 posts

I really liked the first level a lot. Took me a while before I realized that human beings cannot fly through the large panel behind the sliding door. It's a "cube only" portable surface which I have not seen very often.

In the 2nd chamber - I never could get the speed fling to work because the cube stopped sliding on the ramp every time. I would run up fast, release it, and it seems as if it hit a wall halfway up the ramp. And it was completely slicked with gel - oh well - so I threw the laser cube into the funnel from the ceiling. But then I had a problem with the laser hitting the sensor briefly and then it ALWAYS moves down at approx a 30-degree angle. That part is buggy as heck. I NoClipped to place the cube EXACTLY and it still moved the Laser downward at a 30-degree angle for the first 7 tries, than finally I got it to hold steady somehow.

That opened the final area with the exit - but it seems to have no way to reach the other side. On that final part I gave up since I could not find a method to bridge the gap.

andyb • Sep 12, 2011 • #54810
257 posts

lifeson- look a little closer at the yellow steel beam in front of the door

satchmo • Sep 12, 2011 • #54811
415 posts

Is the mapper reading feedbacks?

xdiesp • Sep 13, 2011 • #54812
1,078 posts

Apparent pairing of a tight, detailed chamber with an older and shoddy one: I believe the picture speaks for itself...



Level of mapping aside, it's the refinement of the gameplay in the latter half which shows inconsistencies: buggy, loose threads as gel not being required or the final consisting of a couple snipes. Not to mention the haphazard nature of lasering from a funneled cube (reach for your five-leafs clover). If you left the second part out, it would have been a much more convincing work imho and leaps beyond your previous Portal 10.

Bugs: the island with the turrets is quite glitchy, you can portal behind panel\turrents and you bunnyhop through hollow ground if you stay in front of the panel; in the first chamber, you can shoot the white panel behind the fizzler which deactivates, skipping the fling entirely; the 2nd lasercube needs a dispenser.

quatrus • Sep 13, 2011 • #54813
1,047 posts

The puzzle concepts were good but the execution could have been better.
Same issues as the previous comments. Back area with turrets in 2 seemingly had no function - why not put something back there - even a rat hole...?
In addition, in the first chamber I got stuck - mistake - when I couldn't get over the shelf and put both portals on the wall near the excursion funnel. Got stuck on the lower shelf.
In chamber 2,placed the cube in the excursion funnel by running out and turning around, releasing the cube oriented correctly and then ran back to over the portalable island.. Found by accident that the light bridge was turned back on when cube removed. Hard to see there is something critical behind the Yellow Beam - saw it when no clip scouting.
Still it was challenging and took some thinking to get through. Thanks for mapping....

Djinndrache • Sep 22, 2011 • #54814
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:

0irjv2MZybI
(Link: http://www.youtube.com/watch?v=0irjv2MZybI)

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

KennKong • Mar 13, 2012 • #54815
942 posts

I wasted so much time in the second chamber, I can hardly remember the first. They are complete opposites in gameplay. The first is easily beaten, bypassing half the puzzle. The second is almost unbeatable without quick saves, and the autosaves are in terrible, often deadly places. Getting the laser cube in position was a royal pain, and the fling to the far left side was a multi-failure exercise, even when I did hit the portals.

I just can't believe you playtested this with objective players. 2/5.

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