Where the Humans Have Failed...

by macihun93 · Uploaded Aug 10, 2011

Screenshot 1

File Size: 20.00 MB

Downloads: 3590

Rating: (15 votes)

Description

Hey, everyone! This is my very first map for Portal 2. Also the first time I've ever used hammer, but I think I had made all efforts to create the best quality level I could. !Attention! The map contains some non-portal like scenes, like being forced to wait dialoges to end, or artificial difficulites. Download accordingly. The map itself is rather big, and even with the areaportals included, people with "slower" computers may experience difficulties playing it. As I too am just a human, I'm sure there have been mapping mistakes made, that I would really appreciate if you warned me about, so I could fix them. Updates: v1.1 - Fixed the logic_relay in the last chamber, as it was fired two times at once v1.2 - Fixed the double trigger in the last chamber once again, as the last time I accidentaly uploaded the wrong file - Hided some visible NoDraw textures at wall pushouts v1.3 - Fixed cubes falling under the floor in the lobby - Stretched the paint cleansers so that now the pit decorations cannot be painted - Added fizzlers to the pits in the faith plate (first on left) and tractor beam (second on right) rooms, so cubes falling down would be dissolved - Added test sign appearing to the spawn room - Removed the button from the tractor beam room (second on right), as it was a source of a possible exploit - Added a trigger_hurt to the last chamber to reduce CPU usage when playing with the repulsion gel ScreenShot #1 ScreenShot #2 ScreenShot #3 ScreenShot #4 I wish you enjoy playing this and have a greate time!

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macihun93 • Aug 10, 2011 • #54889
15 posts

Hey, everyone!
This is my very first map for Portal 2. Also the first time I've ever used hammer,
but I think I had made all efforts to create the best quality level I could.

!Attention!
The map contains some non-portal like scenes, like being forced to wait dialoges to end, or artificial difficulites. Download accordingly.


The map itself is rather big, and even with the areaportals included, people with "slower"
computers may experience difficulties playing it.

As I too am just a human, I'm sure there have been mapping mistakes made, that I would
really appreciate if you warned me about, so I could fix them.

Updates:

v1.1
- Fixed the logic_relay in the last chamber, as it was fired two times at once
v1.2
- Fixed the double trigger in the last chamber once again, as the last time I accidentaly
uploaded the wrong file
- Hided some visible NoDraw textures at wall pushouts
v1.3
- Fixed cubes falling under the floor in the lobby
- Stretched the paint cleansers so that now the pit decorations cannot be painted
- Added fizzlers to the pits in the faith plate (first on left) and tractor beam (second on right)
rooms, so cubes falling down would be dissolved
- Added test sign appearing to the spawn room
- Removed the button from the tractor beam room (second on right), as it was a source of a possible exploit
- Added a trigger_hurt to the last chamber to reduce CPU usage when playing with the repulsion gel


[url=http://img9.imageshack.us/img9/2607/2011083000002.jpg]ScreenShot #1[/url]
[url=http://img683.imageshack.us/img683/9655/2011083000003.jpg]ScreenShot #2[/url]
[url=http://img714.imageshack.us/img714/9143/2011083000004.jpg]ScreenShot #3[/url]
[url=http://img545.imageshack.us/img545/9936/2011083000005o.jpg]ScreenShot #4[/url]

I wish you enjoy playing this and have a greate time!

File Name: mp_coop_wherethehumans.v1.3.rar
File Size: 20 MiB
Click here to download Where the Humans Have Failed...

macihun93 • Aug 10, 2011 • #54890
15 posts

From now on, I will only make updates if the issues you may find are either exploits, or such serious issues that cause crash.

Lostprophetpunk • Aug 10, 2011 • #54891
409 posts

Why are you posting a new topic everytime you update? Go to the download page and click 'edit' to upload a new file.

macihun93 • Aug 10, 2011 • #54892
15 posts

I always do that, then get the "Informations Updated" message. After that the access to the file is denied, and I can upload it again from zero... Anyways I've reported the old topics already I think they will be deleted soon.

Anyways here are the old posts from the last topics:

Passenger88 wrote:
Very hard map lol, I like the idea but me and my mate could only do 2 rooms. We gonna try the other rooms tomorrw, because we were stuck a long time. We have ideas how to do it but it isn't working.

It's definatley a challenge to get this done.

edoroom wrote:
Epic map
Took about 2 hours to figure out the collapsed room (with the bridge)
and then after we thought it ends a new chamber came
But my friend game crashed so we will use cheats to get back and continue
I am waiting for new maps from you! +5!!

ddta wrote:
Anyone would like to give a tip how to play the part of the collapsed room (with the bridge)? How to retrieve the cube between the "electric blue walls" when you catch it? :S

macihun93 wrote:
Thank you all for the feedback, I think you have just made my day. ^^

ddta's hint
Players standing on the "hanging walkway" are able to shoot portals upwards to the source of the light bridge.

Hawkeye wrote:
It's a solid map, but we too crashed. 4 rooms, 4 cubes, correct?

The blue panels just in front of the lasers in the main room - you can drop the cubes in that. You can also pick them back up, but it's kind of frustrating trying to figure out where the heck they went.

||We got all 4 cubes (finally!) and then used the lasers in the first room on the right to get to the next room. Correct?

Also, did you want us to take a cube into the 2nd room on the right? We did, and that room was by far the easiest. But then again, it was a nice break after playing the REALLY long one with the light bridges (not long, per-say, but difficult to figure out).||

We also crashed after entering the next room (after disabling the lasers). Is there much more? We would need to noclip through the rest of the map to get to that part again.

Really liked it. I think you did a very nice job and look forward to more of your maps. 5/5

Thanks Hawkeye I will fix that issue if somebody finds some bug enough to make me reupload the whole thing again.

By the way no you weren't intended to bring a cube inside the second chamber on the right, I don't even know what for would you do that. Hopefully the reason why you crashed in the last room has been fixed now.

macihun93 • Aug 10, 2011 • #54893
15 posts

I'm leaving for my holidays tomorrow and will not be able to map for a week or two. During that time feel free to post your opinions and discovered bugs, once I'm back I'll try to fix them. Also once I'm back I'll add some screenshots, and maybe record a walkthrough video too. Have fun everyone.

By the way could somebody tell me whether I MUST tick the "Approve" thingy at the editing download page, or is it nothing important? It says something like "this download will be hidden from users", that's why I removed the tick always. Maybe it caused download page to become unavailable.

OnePortalizedGal • Aug 10, 2011 • #54894
156 posts

We too played the map - very good - challenging - especially the bridge puzzle - but we did finally beat it. Great mapping - loved the ideas. Keep them coming.

xdiesp • Aug 11, 2011 • #54895
1,078 posts

It's a big map, with a little bit of everything thrown in: 4 medium chambers, custom voiceovers, Wheatley behind the scenes. Broad difficulty and varied mechanics leave a positive impression, but the execution is often clumsy: the paella effect lingers on and not everything is so sweet individually.

So the custom cutscenes are overlong and mandatory, meaning that the door won't open until they're finished; among the 4 chambers, quality too is uneven; invisible walls or get-stuck geometries become a crucial problem later on. In particular, the catapult chamber can be maddening (it was until we found the micro ledge) and the outer areas are ridden with barriers you can't see and sticky structures. Imagine our faces when we saw the floor panels eating our cubes.

Imho, it's not completely ready. A map this complex, is a product for a specific public... the least you can do is to polish it, so they won't have to suffer both your difficulty and your glitches.

macihun93 • Aug 12, 2011 • #54896
15 posts

Indeed I see that the "cutscenes" get a bit annoying after having to watch them a few times when playing for the second / third etc. time, yet I will not delete any of them as they all stand for a reason, just as the "invisible walls" that force players to wait for these scenes to end.

1. Introduction: Allowing players to use all 8 taunt moves in the wheel.
2. In the light-bridge chamber: Making players unable to die by the crusher.
3. After passing through the laser field: Making players unable to go back to older tests, bringing puzzle elements of those to the last test.


Also I agree with the quality being uneven, as it was the first time I used hammer, I was (still am) learning how to do this and that along with creating the chambers.

I'm going to create an update once I get back home from my vacation, in which I'm going to fix the "cubes in the floor" bug too. Yet I do not see what else you exactly meant by polishing things aside the cube bug.

Thanks for the broad evaluation it was very informative, next time (if there will be) I will try to make things more even.

macihun93 • Aug 13, 2011 • #54898
15 posts

Could you please stop mentioning the "cube in the floor" issue now, every second comment is about that, and I said already that I would fix it as soon as I get back to my own PC. I admit that I had never thought about a cube could possible fall down there, but I will watch out for possible cube-eating-structures from now on.

@BlumCoLe
I can hardly believe that this makes the whole thing impossible to finish, as many others have managed to get to the end by now. I know it's annoying, but until it'd be fixed, you can use the ent_create_portal_reflector_cube command (or something like this, it will pop up anyways), so you won't have to restart the whole thing from the beginning.

heimbad • Aug 13, 2011 • #54899
1 posts

Great map, very challenging, very complete!
Actually, I'm still trying to finish the first left room... Finished the 3 others, but that one I just can't find how to do it. Even with the hint that shows up, which tells me I shouldn't try to do exactly what I'm trying to do!! Drives me crazy! =D

My teammate gave up, and I must say I'm pretty much out of ideas myself... after banging our heads on the walls for over an hour, maybe two...

Great fun Thanks!

xdiesp • Aug 16, 2011 • #54900
1,078 posts

macihun93 wrote:
yet I will not delete any of them as they all stand for a reason, just as the "invisible walls" that force players to wait for these scenes to end.

The problem with invisible walls is that they are invisible, not that they prevent exploits like say a normal fizzler. As for you not fixing any, I guess it's for the best - for other mappers at least.

macihun93 • Aug 16, 2011 • #54901
15 posts

They were actually part of a "plan B", as I could not find a way to make players unable to move for a certain time. I couldn't figure out how to do that. (Tryed some entity (point_playermoveconstraint maybe or something like that), but I couldn't get it working, also tryed to put the invisible brush right onto the players but it caused them to fling above the ground.)

I needed to force them to stay where they are, because of the already mentioned reasons.
I wanted to make (most) sure that the high-five at the beginning is performable,
the wall-break in the light bridge room wouldn't escape the players' attention (as if you could go even more back in the entry-tunnel, you wouldn't be able to see the crush, or if you could get closer to it, it might kill you),
and you couldn't go back to the first four rooms, as the new (5th) respawn points activate when you're standing next to the exit door, and the lasers reactivate the same time.


I'm open for all ideas with which the above listed things remain available.

KumoriMyou • Aug 21, 2011 • #54902
1 posts

boxes don't respawn and u can get stuck behind the two person activated doors

LeBreak • Aug 22, 2011 • #54903
11 posts

Hi,

Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?

we tried putting some blue gel in the 2 tops corridors to bounce until the button, but the last jump is too short...

macihun93 • Aug 22, 2011 • #54904
15 posts

KumoriMyou wrote:
boxes don't respawn and u can get stuck behind the two person activated doors

There are four rooms from which you can collect boxes from, and in 3 of those, they are dropped by cube droppers, that have buttons that you can use to respawn the cubes. The cube from the laser-relay test has a forcerespawn input on dissolved so I don't really see what you mean. Did you throw the cube from the laser room into a pit at the beams or the catapult?

The airlocks indeed mess up sometimes, when triggered several times too fast. But then you can just ask your playmate to walk by the door for a second, and it will open for you.

LeBreak wrote:
Hi,

Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?

we tried putting some blue gel in the 2 tops corridors to bounce until the button, but the last jump is too short...

I'm not completely sure you're doing the right thing there.
Standing on both buttons at once is not really an essencial part of solving the test. The projector is for the second player to be able to cross the water, as it's required to have one player on both sides of the chamber while preparing the solution. There are three portable surfaces above the fizzlers, to which you need to bring the bounce gel, not just two, maybe you have missed one.

If that's what you've tryed, and it's still bugged I'll fix it as soon as I get back to my own PC. If not then good luck trying his way. ^^

LeBreak • Aug 22, 2011 • #54905
11 posts

Yes, we tried this way: we brought the blue gel on the 3 portable surfaces above the fizzlers, but when we run with the orange gel, we only bounce 2 twice, and the third bounce is unreachable.

macihun93 • Aug 23, 2011 • #54906
15 posts

Hell.. :S Thanks for posting. I will check it out as soon as I'm home. Which is unfortunately at least one week. :S Sorry for that I might have disabled something last time accidentally.

macihun93 • Aug 30, 2011 • #54907
15 posts

Back from vacation, and going to upload the update in a few hours. I can only hope it would not disable the whole entry once again. Stay tuned ^^'

Edit:
Woho success ^^ (Damn the approve button, didn't untick it this time.)
I'm sorry LeBreak but I didn't find what you were talking about, when I tested the map, it worked fairly well for me. :/

Actually that room works as it recognises when the surfaces get painted, by indicators getting flung with the repulsion gel in the tractor beam. There may be a very small chance that when you painted the surface above the fizzlers, no indicators have got up to the trigger. However I'm not sure because I've tested it quite a few times and it always worked perfectly for me.

sora91 • Dec 01, 2011 • #54908
2 posts

Is the last room really able to do? We have put 3 blue gel opposite the 3 white surface to make us bounce to the button.But, we still unable to bounce it for 2nd blue gel.... ||||

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