Fun With Funnels
by Patches34 · Uploaded Jan 20, 2012
File Size: 5.07 MB
Downloads: 984
Rating: (8 votes)
Description
Every puzzle in this level revolves around the tractor beam. This map will force the player to think outside the box on how to use a tractor beam. A helpful hint is to figure out what makes these tractor beams different from any other tractor beam. This is the third level in a series of 5. Fun With Gravity Fun With Paint EDIT: Version 1.1 - Added README file
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I start out in a boxed in room with no portal gun. Can you help? I want to play
the map. Thanks!
Make sure you u place the scripts in right location. The readme file tells you where to put them. You start out like that because the patches34_sp_transition_list file is not in the right location.
Nice use of funnels. However, couldn't get the second cube in the last chamber - I think I know how to use the funnel, but just couldn't get to the platform and got frustrated and noclipped....sorry.
Thanks for mapping.
This is what I call fun with funnels! Nice idea 
kWwrTb9Erx4
(Link: http://www.youtube.com/watch?v=kWwrTb9Erx4)
This is really a good map, i have lots of fun playing.
How much is the linear force of that thing?
I'm really glad you guys found this map fun.
Djinndrache thank you so much for the video I hope you don't mind if I use it on my portfolio. I really enjoyed when you figured out how to get to the second cube.
Sejievan The force of the first beam is 1000 and the second one is at 1300.
Patches34 wrote:
Djinndrache thank you so much for the video I hope you don't mind if I use it on my portfolio. I really enjoyed when you figured out how to get to the second cube.
Feel free to. Glad you like it 
The high-speed funnel is a first. This could be use for a TON of other maps in many unusual ways including timed sequences, monster jumps, etc.
Great !!
Two things, though I'm excited to try this map.
1) I'm not seeing a readme.txt in here, which is unfortunate. Are you sure you uploaded the right 1.1?
~~ 2) In the future when you release an archive of something that requires putting multiple things in folders, would you consider being careful about how you package it? It'd be best if all it took to install was just unzipping the file into the Portal 2/portal2/ directory, instead of having to either individually extract files, or move files around after unzipping. ~~
EDIT:I'm an idiot who forgot how to use winrar, ignore me.
That said, fantastic idea and I can't wait.
EDIT: Played the map, it was great. There is huge potential for using these in co-op, so if you ever want to try making a co-op map, please work this mechanic in!
Latooni wrote:
Two things, though I'm excited to try this map.1) I'm not seeing a readme.txt in here, which is unfortunate. Are you sure you uploaded the right 1.1?
~~ 2) In the future when you release an archive of something that requires putting multiple things in folders, would you consider being careful about how you package it? It'd be best if all it took to install was just unzipping the file into the Portal 2/portal2/ directory, instead of having to either individually extract files, or move files around after unzipping. ~~
EDIT:I'm an idiot who forgot how to use winrar, ignore me.
That said, fantastic idea and I can't wait.
EDIT: Played the map, it was great. There is huge potential for using these in co-op, so if you ever want to try making a co-op map, please work this mechanic in!
1) I can't believe I did that again.
2) I modified the version of the zip to have a better file layout that makes it easier to play the map.
As far as making coop maps I could agree more that this idea would be awesome, but the problem I have it testing. Having someone drop everything and help me test a map at any time is hard to find.
Still no readme file in the zip, not a problem for me but maybe for some players it will?
Very fun map to play, not hard at all but what a cool concept !
I don't quite understand how to get the second cube. I mean, I can obtain it, but how exactly does this work? Anyone familiar with the Portal 2 physics engine that can elaborate?
Specifically, the funnel is providing upward acceleration, and walking out of the funnel should provide a very slight force vector toward the box. So it would seem that you would not obtain any real momentum towards the box even though you have a large mostly-upward momentum while accelerating downward (immediately after exiting the funnel). So where does the horizontal momentum come from? Furthermore, the tractor beams have a centripetal force (that force that pulls you laterally toward the center of the beam)
Is the answer that the Portal 2 physics engine enacts an anticentripital force on objects exiting a funnel laterally, and that force is directly proportional to the linear force of the beam?
Speedy thing goes in, speedy thing comes out 
You always have the funnel-speed right when you leave it. I often had to feel that when I was trying to do a decent "jump" out of a slow funnel but I just dropped down because the funnel was so slow and didn't give me much velocity.
But you are right about the vertical vector - it indeed feels a little weird. I guess that's just from walking forwards in mid-air while you leave the funnel. I'm not sure if this would be very lifelike.
Interesting use of this mechanic. My problem wasn't getting to the second cube, it was overshooting it by a mile. But just 3/5 from me because it is just the mechanic, and nothing more.
For those of you who haven't experimented with this, the sideways velocity at which you "pop out" of a funnel depends on the angle relative to the z-axis of the funnel. The minimum velocity occurs coming out of the top or bottom of the funnel. Medium velocity occurs coming out of the sides. Maximum velocity occurs when you come out the corners. All of the above only applies when free-floating. Against a surface, I can't find any difference. Also note that the z-axis of the funnel is determined by how the mapper places it, not it's position relative to gravity, plus the relative angle of any portals it passes through.
Note to the mapper: there are threads in the mapping help & discussion forum about how to use bspzip.exe when compiling your map to include custom content. It's a really good practice to do this, especially with game files you don't want overwritten, like sp_lightboard_icons.txt. Or pack them into a .vpk file, although that requires playing the map in a mod (see my signature for help with that).
So I saw that you had to replace the transitions files but accidentally overwrote sp_lightboard_icons.txt. Will this be a problem since I didn't save a copy of the original file?
Hi,
Thanks for this map !
Here is the video of my first run of the map :
XbsyCmZQST4
(http://www.youtube.com/watch?v=XbsyCmZQST4)
Every puzzle in this level revolves around the tractor beam. This map will force the player to think outside the box on how to use a tractor beam. A helpful hint is to figure out what makes these tractor beams different from any other tractor beam.
This is the third level in a series of 5.
[url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1316]Fun With Gravity[/url]
[url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1337]Fun With Paint[/url]
EDIT:
Version 1.1
- Added README file
File Name: sp_pm_float.zip
File Size: 5.1 MiB
Click here to download Fun With Funnels