[SP] Heavens Gate

by marKiu · Uploaded Mar 15, 2012

Screenshot 1

File Size: 12.08 MB

Downloads: 2856

Rating: (21 votes)

Description

This is a big map including three chambers. Its my second mapping attempt and i wanted to try something diffrent. So dont expect a typical Portal2 map. The difficulty should be medium - hard and the intended solution is controller friendly. I dont want to spoil anything more. Hope you like it and your feedback is welcome. v1.1 now you start without a portalgun and some graphic bugs are fixed. v1.2 fixed a display bug for the numbers of room2 v1.3 fixed an unintended solution v1.4 fixed multiple issues

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marKiu • Mar 15, 2012 • #58993
238 posts

This is a big map including three chambers. Its my second mapping attempt and i wanted to try something diffrent. So dont expect a typical Portal2 map.
The difficulty should be medium - hard and the intended solution is controller friendly.
I dont want to spoil anything more. Hope you like it and your feedback is welcome.

v1.1 now you start without a portalgun and some graphic bugs are fixed.
v1.2 fixed a display bug for the numbers of room2
v1.3 fixed an unintended solution
v1.4 fixed multiple issues







File Name: sp_heavens_gate_v1.4.rar
File Size: 12.08?MiB
[SP] Heavens Gate

josepezdj • Mar 15, 2012 • #58994
2,386 posts

WOW marKiu! This looks simply awesome! It also looks terribly difficult!

A good challenge for this evenning!

Downloaded... Let's try it later...

Szieve • Mar 15, 2012 • #58995
158 posts

Very nice... So far solved room 1... in room 2. Know what I'm supposed to do, just need to wrap my brain around the puzzle a bit more.. clever stuff. Looks great so far. one little bug I noticed.. 3rd part of room 2 the glass seems to disappear between part 2 & 3. still there just turns completely invisible.

Ruien • Mar 15, 2012 • #58996
157 posts

Hmm, for some reason on my machine I start with the portal gun. I then solved the first room, and I found a portal gun - so I assume that I shouldn't be starting with one. Is this correct?

The map itself looks really great, and there's some very interesting puzzle design here!

marKiu • Mar 15, 2012 • #58997
238 posts

@josepezdj: thanks man hope u will enjoy it.

@szieve: nice thanks... glad that u like it. ill check that bug with the glass window later because this map take forever to compile.

@ruien: ahhh i deleted the elevator because i couldnt get it to work that u start without a portalgun... now u spawn just with the info_player_start entity. i guess the error must be on your side. IF ANYONE ENCOUTERS THIS BUG TOO PLEASE LET ME KNOW! anyways you should have some ugly errors because multiple visible worldportals dont work with normal portals. maybe you try to solve it again without the portalgun. im happy that u like the design.
thanks for your feedback guys.

Fluppy • Mar 15, 2012 • #58998
94 posts

marKiu wrote:
i deleted the elevator because i couldnt get it to work that u start without a portalgun...

You can use trigger_weapon_strip

I will try this map later.

andyb • Mar 15, 2012 • #58999
257 posts

My head hurts

Ruien • Mar 15, 2012 • #59000
157 posts

andyb wrote:
My head hurts

Are you working on door 3 too? I've tried every combination of the 1 and 2 patterns I can think of. Seems it has to be 4 or 5 buttons and that rules out a lot of combinations (like list concatenation).

zivi7 • Mar 15, 2012 • #59001
649 posts

I haven't solved anything yet, I'm just posting to say that I also had the bug with the portal gun.

andyb • Mar 15, 2012 • #59002
257 posts

Ruien wrote:
andyb wrote:

My head hurts

Are you working on door 3 too? I've tried every combination of the 1 and 2 patterns I can think of. Seems it has to be 4 or 5 buttons and that rules out a lot of combinations (like list concatenation).

No I'm on 2 lol.I got dizzy from 1 lol so I'm taking a break and playing something easy.Portal pro

Senf • Mar 15, 2012 • #59003
38 posts

Well, room 1 is weird. Solved it somehow, but don't ask me how. That may be, because I don't like funnels at all.
Room 2 is just awesome. Kept me thinking for over 30 minutes; and I solved it.
Room 3, well, I study math, but it seems like I'm too stupid to solve 1+2.

Edit: Waah, wasn't too stupid to solve 1+2. I was simply too stupid to do it right. Room 3 looks fun, but my head needs some rest first.

Jacu • Mar 15, 2012 • #59004
81 posts

I also started with portal gun

Anyway,map looks great, can't wait to try it

EDIT
Room 1: did it somehow too, don't know how
Room 2 was really easy for me, did it at first try
Room 3 looks interesting, but not so hard, gotta try it later

zivi7 • Mar 15, 2012 • #59005
649 posts

Uh, still stuck in room 1. Anyone who didn't solve it "by accident" and could give me a small hint?

silic • Mar 15, 2012 • #59006
93 posts

So far mindblown...

Few pointers (from me at least)

i also started with a portal gun, but i have chosen not to use it so far as i read its a glitch, so its perfectly possible so far to complete this up to being given a portal gun, without it.

By the way, its the "sp_" part of your map name which is spawning the portal gun. Its not written into the portal2 code to add the portal gun on every "sp_mapname" map. Like has already been said, add a weapon strip onto the map, or just remove the sp from infront of the name, and have it just "heavens_gate" for instance.

One issue i have had so far:

DO NOT LOOK AT THIS IF YOU DONT WANT TO KNOW STUFF
Right to start with i fairly quickly noticed the michael jackson style thing you have going (i like the concept btw) However, on the wall i read the number (which i guessed would open the door) to be 1, 5, 4. i spent the next hour thinking that it was a sequential thing, and placing each cube on 1, then 5, then 4. and whenever i saw the wrong light light up, i would restart the map.. wasnt until i thought, maybe it means 10 (1+5+4) or there was meant to be a gap i realised to open the first door was to use 15 and 4.... yea, dont give me 3 cubes and only expect me to use 2 on the first puzzle! Damn you lol

But yea, thats my only hate of this map so far (i am stuck in the first of the puzzle rooms now) Making the way to get into the room a little clearer than it is already (just that 154 can mean anything, spaces would have been nice lol)


Apart from that, brilliant map so far.. think its going to take me a while to figure out this one enjoying it tho!

Jacu • Mar 15, 2012 • #59007
81 posts

Just solved it. I enjoyed this map, but speaking truly I expected something harder ( 2 and 3 was too easy for me). Password for each chamber was great idea, I also like how you designed this map
There are some bugs, glass in 2nd room sometimes becomes invisible, also you can shoot portal like that:

4/5

Btw I found another way to cheat a little in Chronologic ^^

zivi7 • Mar 15, 2012 • #59008
649 posts

Still at the first puzzle.

I have both cubes in the horizontal orange funnel in the starting room, so both fly into the end room together. Now I'm struggling to get myself in there.

The only way I see is:
- reverse the funnels via the button in the room with the two blue funnels and hop into the horizontal funnel
- in the next room (with the second cube dispenser) quickly jump into the next funnel going upwards into the end room
- have it timed right so that the laser grid gets turned off to let me through but leave the funnel quickly enough before it turns blue again

I almost get into the end room this way, I just can't leave the funnel quickly enough before it turns blue.


Is this even anywhere near the correct way?

msleeper • Mar 15, 2012 • #59009
4,095 posts • Member

Screenshots look rad. Gonna have to play this one.

andyb • Mar 15, 2012 • #59010
257 posts

zivi7 wrote:
Still at the first puzzle.

||I have both cubes in the horizontal orange funnel in the starting room, so both fly into the end room together. Now I'm struggling to get myself in there.

The only way I see is:
- reverse the funnels via the button in the room with the two blue funnels and hop into the horizontal funnel
- in the next room (with the second cube dispenser) quickly jump into the next funnel going upwards into the end room
- have it timed right so that the laser grid gets turned off to let me through but leave the funnel quickly enough before it turns blue again

I almost get into the end room this way, I just can't leave the funnel quickly enough before it turns blue.||.
Is this even anywhere near the correct way?

From the first room in chamber 1 get the cube and put into orange funnel.Go up blue funnel and through the fizzlers.Next room reverse the funnel with the button and jump into it.In that room shoot a portal through the laser grid and take the second cube with you.Rest should be easy.This isnt correct way as your not supposed to have portal gun yet,But will let you advance.I havent tried correct way yet as I didnt know you were not supposed to have the gun.I know the password but it requires 4 cubes and there is only 4 but you need one on the button so you need 5 really and I'm still thinking about that lol

RogerL • Mar 15, 2012 • #59011
490 posts

I also started with a portal gun. I also started with numbers by door 2, but after finishing room 1, the numbers are gone and I don't remember them. Is that right? I also had terrible visual glitches in room 1 when I had placed two portals, so taking away the gun would be a good idea.

andyb • Mar 15, 2012 • #59012
257 posts

The glitches appeared to me also in room 1 where everything went white and also the numbers were gone but moving around without looking at them let them come back.Possibly just overloading the engine maybe?

marKiu • Mar 15, 2012 • #59013
238 posts

first of all thank u guys for feedback.
ive changed all known bugs so far and im umploading version 1.1 soon.
it should remove the portalgun and fix the graphic bug in room 2.


Btw:
i worked alot on room1. there are multiple ways to solve this. this was very hard to design because of the 8 worldportals. if u can imagine in hammer these rooms are not linked that made it even harder to get the puzzle working. this was really a pain for me so its only fair if i share some headache with u

in the mainhall you should pay attention to your enviroment. how u enter the number 154 should be a big hint how to enter the other numbers.

for those you found this too easy: as i said the difficulty is medium to hard and this depens on how familiar ure with portal2. i had a 4th room almost done but i decided to not put it into this map because it was too hard. i pay alot of attention to the map as a whole theme and room 4 would have totally messed it up. so i will release it soon as a single map.

RogerL • Mar 16, 2012 • #59014
490 posts

World portals and anything dynamic, like funnels and lasers, don't play well together. That's been shown in several recent custom maps. Any map that tries to combine them needs to be ruthlessly tested. Your headache should not be my headache.

marKiu • Mar 16, 2012 • #59015
238 posts

@rogerL
i know this had me stuggle in the beginning... so i decided to make room1 without a portalgun because if there are more than 4 visible portals the enginge collapses. somehow i never started with a portalgun even if i rename the bsp to sp_test... i tested this one alot and everything seems to work fine... just that damn thing with the portalgun. i feel really sorry for that

the problem that gave me headache was creating this kinda labyrinth because i wasnt able to fly around in hammer because the worldportals are not connected. theres just a small line between them. then inserting a puzzle into this labyrinth with all the lasers and fizzlers turning on and off was really a pain. i had to compile a lot and test everything. BUT worldportals are rarely seen in custommaps so i decided to hold on to my idea. maybe this is the point why most mappers dont use them because they are too confusing and unhandily to use in hammer itself. but i think they open great possibilities for new puzzles. maybe u try v1.1 again. thx for feedback

RogerL • Mar 16, 2012 • #59016
490 posts

The puzzles are really good. I just think your map could have been tested more before it was released. Tested by someone other than yourself. I will download and play v 1.1.

Szieve • Mar 16, 2012 • #59017
158 posts

Fantastic! All in all probably about 2hrs to solve the entire map. Room 3 with the rotating laser columns was clever. ending was a nice touch considering it didn't start with an elevator.

great mapping! I did notice a few other things along the same lines as the disappearing glass wall... the numbers for room 2 seem to clip out at certain distances and angles. Example: when I'm on the dance floor, I can only see the full number by standing on square 1. if I get closer and turn a bit, part of the number disappears as I rotate.

Fun to play, nice use of different elements, and didn't have me too much.. lol 5/5

marKiu • Mar 16, 2012 • #59018
238 posts

@szieve
thanks man...happy that u liked playing it.
Have u played v1.1 or v1.0? is the glasswall still disappearing in v1.1?

i tested alittle bit more with the numbers and i see ur point there. im currently fixing it and upload v1.2 soon. thanks for feedback.

Abdoo2 • Mar 16, 2012 • #59019
14 posts

great map actually I played v1.1 and had a little struggle to see the pass on the wall for room 2 and saw it finally, but I stuck in the third room passI figured out the code but it seems that there is a missing cube because all of the cubes with you makes the pass so when you move to enter the room the door closes, and you need a cube to turn the light bridge on!!!

any way there is a solution and I AM thinking so I think I will solve it

oh! there is something else:in the second, room do you have to use the cube throwing technique?? also I didn't use these holes with portable surfaces in the 2nd room, the throwing is enough

Any way, Excellent test I will give it 6/5!!!!


Figured it out I was using an extra cube !!! it was useless in it's position !!!!

Done !!! finished the map and I hope that the ending In the funnel to be like the start but of course it wont affect the game play

In the laser room I was just moving from a button to another not knowing what I am doing, I got crazy till dropped the cube and I found a technique: it's easy to turn only one column by turning the one from the other side ahead in the other direction that you turned the first column,it will make the two other columns stay the same!! another hint: use your portal gun in the cube dropping process
Again 6/5

marKiu • Mar 16, 2012 • #59020
238 posts

@abdoo2
thanks for your feedback..
i changed the pass for room2 in v1.2... now its even harder to see it...maybe i should give a little hint how to get the numbers...

well its seem that your password for room3 isnt correct. u should try little bit more and u will find the solution

wow i never thought of throwing the cube in room2 and this is NOT the intended way... that kills the whole puzzle
i guess i have to change this in the next version. thanks man

Abdoo2 • Mar 16, 2012 • #59021
14 posts

marKiu wrote:
@abdoo2
thanks for your feedback..
i changed the pass for room2 in v1.2... now its even harder to see it...maybe i should give a little hint how to get the numbers...

well its seem that your password for room3 isnt correct. u should try little bit more and u will find the solution

wow i never thought of throwing the cube in room2 and this is NOT the intended way... that kills the whole puzzle
i guess i have to change this in the next version. thanks man

I actually didn't find another way to pass the 2nd room !!!
the cube throwing helped me much
thanks for the map
Again I will give this map 6/5

quatrus • Mar 16, 2012 • #59022
1,047 posts

Too many versions and the comments on old versions don't help. I got to the funnel room(s) and keep going around in circles - will wait for a walkthrough I guess.

vitalnova • Mar 16, 2012 • #59023
4 posts

Awesome Map!

All three roms with absolutely perfect puzzles!

First I thought that room 3 will be the hardest one as I saw it. But with a bit thinking and some luck it was the fastest room of all 3 for me.

I had no bugs in the map. Everything worked for me!

At least 5/5!
Well done!

My solution for Room 1.
EzIwGAj1wLs

Kaleido • Mar 17, 2012 • #59024
272 posts

vitalnova wrote:
My solution for Room 1.
EzIwGAj1wLs

wow wtf... that timing with the last funnel... T_T i can't do it lol

josepezdj • Mar 17, 2012 • #59025
2,386 posts

WOW marKiu.... just WOW!

This set of puzzles is simply impressive. How fresh and creative design my friend. Chronologic was a real masterpiece in my humble opinion, and with this one, you are beginning to be recognized as one of the best puzzle creators. Congratulations! In my personal ranking, you have gotten up sooo high (near Chander).

To be frank I simply can't imagine how the fuc** can you figure out this stuff in your mind, how can you draw this twisted but clean puzzles and make them so tight (solution wise)... but mate, I think you are damn good doing this!.

And also the main hub with the number-passwords thing to enter each door is brilliant, so creative. Door 1 is easy, as you only have 2 cubes for the numbers, you soon discover it's "15" and "4". About the second door, well, is it intended that the number only appear 0.5 seconds when you cross through the portals which are precisely placed below the arrow and no the floor of the first corridor?? you're badddd!!. And the more difficult calculation was the 3rd door I finally took my calculator to make 154 + 2681113 = 2681267.. and it's open

OK, so here you have my video solutions to map 1 and 2 (I hope that you like them!):

sDUt44Yep_k

Puzzle 1:
Well, sooooo dizzy! I spent like 4 hours to come to the conclusion that I had to catch the 2nd cube in the middle of the final room before it went down by the funnel; the rest was many many tries going repeatedly in circles to gain some time and enter through a door to success.... arghhhhh, seriously, my head hurts simply remembering!. I think is very complex to design such this puzzle, I admire your capability. It's so twisted to make a puzzle envolving 8 world_portals! The result is awesome, very clever.

Puzzle2:
OK, this is by far my favourite! THIS IS A PURE PUZZLE, no lasers with impossible angles, no extreme ability maneuvers, no more repeated heavy stuff... just the player, the logic, and the portals! BRILLIANT. Like a good mathematics problem. In fact somehow it reminded me to the Hanoi Tower problem (it has some similarities...) It took me several hours (I think 3-4 hours aprox.) but I enjoyed SOOO much, God only knows how many different approaches I've tried; I went from the begining to the end like a thousand times... And I swear this puzzle is my current personal number one!

Puzzle 3:
Well, I've been playing like half an hour to this puzzle, and man, maybe I'll try tomorrow, I'm really tired (surely because the other 2 left me exhausted)... it's 5 a.m. here in Spain! I will go to sleep now.

Thank you so much for mapping!

PS: I liked how you corrected those little bugs from earlier versions... I wouldn't like to talk about some of them I found in order to not stain this post that I want it to be encouraging! 6/5 for you marKiu! I'll send a pm maybe with pics, k?

Abdoo2 • Mar 17, 2012 • #59026
14 posts

here is my walkthrough for the 2nd room by cube throwing technique

I'm sorry for the 'long' video because I am a beginner at throwing so I hope you forgive me
sorry for the video quality I have a slow GPU and a slow internet connection
Didn't upload it on you tube but on my account on 4shared


http://www.4shared.com/video/l7WGHMKv/Portal2_Heaven_Gate_2nd_room_c.html

Raph67 • Mar 17, 2012 • #59027
7 posts

I start in making maps on Portal 2. How do you make maps difficult? This map is very difficult. Do you test several maps before validate to the solution?

Ruien • Mar 17, 2012 • #59028
157 posts

I just wanted to say that this map was incredible, mainly because of puzzle 2. However, the design behind puzzle 1 was really amazing when you understand exactly what's going on and how you had to design the timing perfectly in order for the detour and double-button-press to work out perfectly. And all that with world portals.

Puzzle 2 though is really where this map shines. It wasn't even extremely difficult, but it makes you think with portals and uses some very elementary puzzle elements in a great way. The "aha" moment for me was when I finally thought of running through the fizzler without a cube and delaying the cube 3 reset until the very last moment. I could go on for a long time about how this section in many different ways is the essence of a map done right.

Puzzle 3 took me about five minutes on my first run though but the room design was still quite cool and very much unlike other portal maps I've seen.

This is probably my favorite map to date, and it's clear you put a lot of work into this balancing the elements and trying to make it challenging, entertaining, and elegant.

Edit: PS - I just watched the solution by josepezdj and I had solved the two puzzles in exactly the same way. I didn't realize the solutions were so well-constrained (good work).

Szieve • Mar 17, 2012 • #59029
158 posts

marKiu wrote:
@szieve
thanks man...happy that u liked playing it.
Have u played v1.1 or v1.0? is the glasswall still disappearing in v1.1?

i tested alittle bit more with the numbers and i see ur point there. im currently fixing it and upload v1.2 soon. thanks for feedback.

Have not played 1.1 will go back and see..

marKiu • Mar 17, 2012 • #59030
238 posts

again thanks guys!
makes me really happy that u like my work and give me that incredible feedback!

@vitalnova
thanks mate. as i said before there are three known solutions for room1 and u had one of them. well done and thanks for the video.

@josepezdj & ruien
thanks guys. i almost feel a little bit ashamed here because of all the positive feedback very happy that u like it.
u guys used the second solution for puzzle1. actually the intended third one is a combination of 1 and 2 but i cant block them so i decided to let everything as it is right now. they are pretty much the same either.
the solution for room2 is completely the intended one, well done.
for puzzle3 i must say i got inspired by an old tomb raider game. i dont know which part it was but u had to move 4 statues but only 3 were moving when u turn one of them. actually the whole tomb raider and myst series have a big influence on me. this is why i designed the map like a big treasure room with the three diffrent puzzles. i could have put one room after another but i like the fact that the player is always making progress and have a lot of "aha" effects. it looks complicated at first sight but once you get familiar with the mechanics everything is quite easy and fitting together.
if u liked this map and have not played Laser Encounters by Wanderer2021 u should definitely try this one. still one of my favorite maps and a perfect example for a theme or story map. its not just passing three rooms and step back in the elevator.

btw josepezdj you found another glitch how to see the password for room2... ill upload another version soon where i try to fix that. im not that cruel and show you the password only for 0.1 sec

@abdoo2
thanks for your video. u made me laugh when u said that ure a beginner at cube throwing i think cube throwing on a target should not be used as a puzzle element because of the randomness in execution. i tried this like 20 times and was only able to hit the button once so i guess u did a pretty good job there. congratulations! level up...ur now average at cube throwing
let me see if i can block your solution without putting an ugly wall or a glassbox infront of the buttons.

@Raph67
well this is hard to explain. i have played almost every singleplayer map posted in this forum and this helps a lot with "thinking with portals". (what a great name for a forum btw...someone should definitly create one) im familiar with all the puzzle elemets and this may sound a little nerdy but i wrote them all down. for example a fizzler can be passed but it destroys objects and kills your portals. water is an obstacle that kills you and objecs if you touch it. you can walk on a lightbridge but u can also use it to block something and use it as an obstacle like i did in room2. the cool thing is now you notice that a lightbridge is the only thing that can block objects and the player but allows to shoot portals. and a lightbrige is rarely used in this way. i did this for every puzzle element in kind of a chart. then u start to think of a little sequence or let me call it a chaincombo. for example we have water and a lightbridge over it. we have a button that deactivates the bridge and a cube. now we place the cube on the bridge and if we stand on the button the bridge deactivates and the cube drops into the water.It gets fizzled and we get a new cube. Now what is the benefit of doing that? u could have just threw it into the water and we had the same effect.well its the position of yourself. u are able to be not even near the water and still kill the cube. so lets add more stuff... we look at the chart and see that a cubedropper can be used to fling a cube by placing a portal under it. so lets try this. we put the bridge button into another room. when we press it the cube drops, gets fizzled, respawns, and falls into our portal and gets flinged into a location we havent decided yet. but we need the cube to activate or deactivate something. so we look back at the chart and see that cubes can activate buttons or deactivate lasers. so we could let him fling out of the ground and deactivate a laser while reaching his peak. or the cube could land on another bridge that we activate right under him when hes in the highest position. i could probably talk forever now but u should get the idea what we are doing here. we have quite a nice little combo just by combining the abilities that are given by the puzzleelements in portal2. the basic rule here is the more stuff i add to my combo the more complicated it gets. more variables = higher difficulty. the problem is if i add more variables ill get many unintended solutions. and i want only my chaincombo to open the final door or deactivate a fizzler or something like that. and this is really the hard part in making difficult puzzles. denying all the other solutions. for example in our little combo we could have just threw the cube in the water and let it fling. to prevent that we need to devide our two rooms with a fizzler. but then we cant portal in the other room. so we could use the bridge button to deactivate the fizzler. so when we stand on it the cube drops into the water and respawns. we have a small lapse of time to shoot the portal through the fizzler under the cube dropper while standing on the button and let the cube fling.
after u finally managed to create your chaincombo and fix the unintended solution u need to hide it.
this is really important. use the design of your map to hide the solution. for example use our lightbridge for something completely obvious so that the player get distracted to use it in the way we did. let em think the bridge is only there to pass the water.
well this is my method of creating a puzzle like room2 or chronologic for example. and we made this little combo in just a few minutes by looking at the chart and combining random stuff. now imagine doing this for a couple of weeks. i could probably recreate heavens gate in a few days but it took me more than a month to do it. so most of the time im just thinking or testing instead of actually "working" in hammer. and this requires a lot of effort. and i really mean a lot. but i should probably stop now before the scrollbar gets to small to click on it

RogerL • Mar 18, 2012 • #59031
490 posts

I really have mixed feelings about this map. It is obvious that a lot of work and love and attention to detail went into making this map. For example, I like the way the squares light up on the password island and I like the beveled edges on the "windows" in room 1 that make getting onto them easy. I thought the whole password system in the main room was very clever. And the puzzle in room 2 was very nice.

But I don't understand why you hid the password to room 2 -- that just seemed silly. And I didn't understand why you used reflector cubes for parts of your map that had no lasers. And even though I've completed room 1 three times (admittedly, through no fault of my own, I did it once with the assistance of a portal gun), I still don't think I could describe how I did it (even the vids of the playthroughs show how confused the players were). And room 3 was just boring (press a button, walk to another column, press another button, walk to another column, press another button, maybe press it twice just for the sake of variety). It took some time to figure out which column to walk to and which button to press, but it was not very Portal-like.

Like you, I like something different, and, like you, one of my favorite maps is Laser Encounters. But, honestly, I would give this map a 3/5, not because it needs more work, but because it is too inconsistent. But what do I know, I couldn't even finish your Chronologic map.

marKiu • Mar 18, 2012 • #59032
238 posts

@rogerL
again thanks for your feedback. im happy that u noticed the little details i added.
ive uploaded a new version where the password for room2 should finally work properly. i have to admit that this was very silly by me and like you said before i should definitely test more before releasing the map. ( u can just noclip, grab the portalgun and see what i did there)
the puzzle1 was indeed very confusing but that was exactly what i wanted it to be. i enjoyed watching the videos and still see them beeing confused performing their solution.
the criticism for puzzle3 is very similar to the others.its too fast, random and boring. this was rather a challenge for me getting the mechanics to work instead of playing and solving it. as i said i wanted to create something diffrent and theres always a risk that people wont like it. i try to make it better next time.

RogerL wrote:
But what do I know, I couldn't even finish your Chronologic map.

u know a lot! u know if u like or u dont like it. the best thing you can do is telling me that so i can evolve myself as a mapper and hopefully create a map that u enjoy. so your opinion is very important for me. i would be happy if u give feedback on my future maps aswell.

Raph67 • Mar 18, 2012 • #59033
7 posts

@ marKiu
Thank you for your answers. I have some ideas for new maps

gum • Mar 18, 2012 • #59034
4 posts

hi guys (sorry for my english )
haven't played portal quite a while and now starting again with some custom maps
finding this one and it blew my mind, very nice

the reason i registered at twp is that i want to show my "wrong" solution for room 2
i figured this out before the "real" solution
maybe you should prevent people from doing this .. or is this even a legit solution?

QFeSzYLGHbI

marKiu • Mar 18, 2012 • #59035
238 posts

@gum
thanks for the video dude.. nice skills there.
i moved the button in the last update to prevent any kind of cube throwing and
i tried to imitate your solution but i wasnt able to hit the button once..
as i said before cube throwing should never be a legit solution ill fix that soon.
thanks for your feedback.

Szieve • Mar 18, 2012 • #59036
158 posts

RogerL wrote:
And I didn't understand why you used reflector cubes for parts of your map that had no lasers.

Probably for the textures so you could tell which cube was from what area to avoid confusion? My guess...

josepezdj • Mar 20, 2012 • #59037
2,386 posts

Szieve wrote:
Probably for the textures so you could tell which cube was from what area to avoid confusion? My guess...

Yeah! That's my guess too. I remember the cleanest one was the first cube in the first room of map2. Anyway, the 2nd and 3rd were similar...

MarKiu, I guess you could have used more cube types, maybe avoiding the companion as it has special meaning (usually have to carry it with until the end of a level), as the regular cube: clean and dirty.

gum • Mar 20, 2012 • #59038
4 posts

i'm glad i could help

marKiu wrote:
as i said before cube throwing should never be a legit solution

don't you have to throw the cubes in room 1 ?

marKiu • Mar 20, 2012 • #59039
238 posts

@gum

marKiu wrote:
i think cube throwing on a target should not be used as a puzzle element because of the randomness in execution.

maybe you missunderstood my words... in my opinion throwing a cube at maximum range on a tiny target is kind of random. and randomness should never be used in any kind of puzzles. (of course you can say that aiming on tiny targets requires skill and every good egoshooter player will share your opinion. but if i wanted that id play angry birds or counter strike and not portal2.)
in puzzle1 you had to throw a cube to let it pass a laserfield. i would say this was more like an enhanced drop

@josepezdj & Szieve
yes youre right! avoiding confusion were my thoughts here. im currently uploading a new version with three diffrent cubes in puzzle2.
i think rogerL was confused about the reflectorcubes in the mainhall. the unfinished version of heavens gate had three lasers in the mainhall to open the doors. but i deleted them because i liked the solution with the passwords. i simply forgot to change the droppers afterwards. i havent changed it in the new version because i think reflectocubes look better if u place them on the lighted squares.

soad667 • Mar 20, 2012 • #59040
86 posts

Sick stuff. You almost made me hate world portals with a passion on that first puzzle , but everything was just so awesome to give up. The other two puzzles were less frustrating for sure. Impressive design, as your first map. Thanks and cakes for making this!

RogerL • Mar 20, 2012 • #59041
490 posts

Szieve wrote:
RogerL wrote:

And I didn't understand why you used reflector cubes for parts of your map that had no lasers.

Probably for the textures so you could tell which cube was from what area to avoid confusion? My guess...

This wasn't really meant as a criticism of the map but just an odd thing that I noticed. I understand that a mapmaker could choose a cube-type on the basis of aesthetic reasons alone. I'm no mapmaker, but I believe the standard weighted cube also comes in a "clean" and a "dirty" version. That's why I thought it was odd. Sometimes these oddities add up to give you the feeling that the mapmaker doesn't know what he or she is doing. I never thought that about marKiu, but I thought it was worth pointing out.

zivi7 • Mar 20, 2012 • #59042
649 posts

Probably it might be even better if one of the reflector cubes was replaced by a normal cube. Then you'd have a normal cube, a clean reflector cube and a dirty reflector cube and could easier remember which cube spawned in which area.

KennKong • Mar 20, 2012 • #59043
942 posts

This map (I played v1.4) is an easy 5/5, but I dispute your "controller friendly" statement in room 1. Any action that requires quick and accurate turning isn't controller friendly. You can have one or the other, but not both.

I did not find any need for cube tossing (which isn't controller friendly, either) in room 1. I got both cubes in the funnels over their respective buttons easily. It is the maneuver to get to the exit room that cooked my goose. I came up with exactly the same method that vitalnova did, but just couldn't get through in time. Obviously, he did it in 9 seconds, when you gave 10. My best efforts in countless tries got me far enough to see the cube receptacles, but not to get out of the funnel. I finally noclipped to push past the fizzlers without getting zorched. So I'm throwing the tight timing flag on this one.

BTW, I got a chuckle out of josepezdj's solution, because he threw in that completely unnecessary trip through the rooms when he could have just waited like vitalnova and me, and still made it.

Now that I'm done bitching, let me say that the design of the puzzle in room 1 is brilliant. How you got that to work at all is beyond me. I'm not sure if I did something wrong, but I ended up in the room with the second cube dropper with sideways gravity, and I was still able to continue. So I'm picking up the tight timing flag.

The hidden password for room 2 had me stumped. I had to resort to reading this forum to get a clue.

Room 2 is one of the best implementations of the Towers of Hanoi I've seen in any game, Portal or otherwise.

The rotating lasers in Room 3 have been done before, and better differently, but I've played so many maps I really can't recall which one. But I love math and logic, so I loved it, too. If you want to crank up the difficulty a bit, it's modulo 4 (i.e. -1 = +3), so you only need 4 buttons. Leave three clockwise and one anticlockwise and sit back and listen to the sound of hair being pulled out.

redunzl • Mar 21, 2012 • #59044
58 posts

I had to throw up my hands in defeat on this one. I'm just too old/slow/clumsy, I guess. I never got past room 1. I spent about two hours on two different attempts running around trying to figure out what I was supposed to do. I eventually got the general idea for getting into the "sideways gravity" room with the 2nd cube, but it was only through pure luck. I found myself particularly annoyed by the whole "push a button here to make something happen where you can't see it" concept, but I suppose that's merely a personal peccadillo.

After watching someone else's playthrough (up to the end of room 1, but not beyond), I figure my chance of executing that is pretty slim because the timing is so tight. I may take another stab at it someday.

Since the younger, faster, "ninja" players seemed to really enjoy this map, I'm not going to rate it (officially) unless and until I can finish it. The map looks good and based on the comments others have posted, the puzzles are really good so I don't want to "down-rate" it just because of my own lack of skill.

marKiu • Mar 21, 2012 • #59045
238 posts

@soad667
Thanks for your feedback! I'm happy you liked it. Greetings to Greece

@zivi7
Exactly did that in the last update. Thanks for helping me improving the map.

@kennkong
Nice to hear from you again! For me you're representing the controller frontline and because I don't have a gamepad to test my maps your feedback is really important for me.
Let me see if I can tweak the timings a little bit. I want the solution to be easy to execute once you know what's going on there.
About the password for room2. Have you got any idea (and this goes for everyone) how to make it clearer what needs to be done. It seems that the two arrows are not that helpfull as I thought and I don't want the player to spent much time on this little "trick".
Anyways thanks for the helpfull feedback.

@redunzl
As said above, I'll definitely see what I can do about the timings. I don't want the execution to be frustrating. Hope you will enjoy the other two puzzles. Thanks for feedback.

josepezdj • Mar 21, 2012 • #59046
2,386 posts

KennKong wrote:
BTW, I got a chuckle out of josepezdj's solution, because he threw in that completely unnecessary trip through the rooms when he could have just waited like vitalnova and me, and still made it.

YEAH! Man, about puzzle1 I swear I tried 1 round only to no avail! I discovered, after several hours in there, that making those 2 rounds quickly gave me more time before the laser fields re-appear again, and that's the reason of my playthrough.

Anyway, it was funny to see how good this puzzle works having those 8 worldportals; and very interesting puzzle concept as well!

KennKong • Mar 21, 2012 • #59047
942 posts

Good luck tweaking those timings. I thought about just slowing down the funnel, since I was losing most of my time getting into and out of the funnels, but that will probably add more time riding in the funnels. The only viable option I can see is to deepen the rooms opposite the world portals.

About the password. Having the portals side-by-side is counter-intuitive. If there were a wall just in front that you put portals on opposite sides of to see through the wall, it might dawn on people sooner. If it were my map, I'd find it hard to give up such a clever device, but I would unless I could figure out a way to train the user first.

Sesquiplicate • Apr 03, 2012 • #59048
12 posts

Hey, Markiu, congrats on a piece of art. My evening was well spent (5-6 hours on the whole). I really enjoyed that.

marKiu • Apr 03, 2012 • #59049
238 posts

Thanks for feedback I'm happy you enjoyed it.

yahaboho • Apr 07, 2012 • #59050
4 posts

Very nice map! I started for a quick play and spent almost 6 hours on it.

Room #1 was definitely the most difficult, I had to take a hint for the very last part (didn't think of going backwards to get the last cube in final zone).

mordekaiser • Apr 10, 2012 • #59051
2 posts

Top quality map, even though I'm still stuck on room 2. The password for room 2 was quite annoying though. I can produce a glitch in room 2 where the first cube does not fall from dispenser. Just put a portal under the dispenser and a portal in the second hall and push the button.

zakrzew87 • Apr 18, 2012 • #59052
3 posts

DONE!!!!!!!! Oh my God Im exhausted... I've finished it in 5 hours...and I have to tell you marKiu...that was Brilliant but also pain in my ass map From me 5/5 - no doubt! But here some my observations:

ROOM 1. For me...the most difficult. I needed perfect timing but after (more or less) 50 attempts I've finished it... that was really annoying...

PASSWORD TO ROOM 2 - It's funny but had no freaky idea how to get to 2 ROOM. I luckly found the key during frustrated jumping and shooting portals everywere I got some grey hair because of that

ROOM 2 I totally agree with josepezdj...it was PURE PUZZLE nothing to add. Difficult but wiht no timing, ninja jumps etc. just thinking...and I loved that great job!

ROOM 3. Here I have to say...that at first I wanted to solve that in my head...but I was so tired after other two rooms that I was pushing buttons and hoping I have luck today... and Indeed I have

Conclusion strong 5/5 map. One of the best what I've played. Personally you placed for me somewhere between Chander and Jonatan. W8ing for your new maps !

mordekaiser • Apr 29, 2012 • #59053
2 posts

Now that I've solved it, if you wanted to be devilish about it, room 3 could use some work. As has been shown, room 3 is solvable just by guessing because you don't need to use portals for it. If you change the handedness of one of the pillars you can make random button mashing impossible yet still allow for solutions. Accommodating that would require that you remove one of the receivers for the first part of the room or by changing the function of the first part.

BlackBox • Apr 30, 2012 • #59054
1 posts

Just finished the map. Probably spent around 4 hours on the whole thing.

I've only done maybe 3-4 other player made maps, so I don't have much to compare it to. However, I really really enjoyed this one. I don't know if it was actually hard, or if it just seemed difficult compared to the easy puzzles the game serves up.

The only thing I really disliked was the way the second room's password was hidden.That was the only thing that I had to watch someone else's playthrough to get passed.

I definitely agree with a lot of the other people here saying that the third room was the weakest. I liked the idea, but there were just too many lasers for me to rap my head around. I basically just ran around pushing buttons until the lasers happened to end up close to what I was trying to do, and from there I would figure out a way to get them into the appropriate position.

I only just got portal 2 about a weeks ago, and I'm really looking forward to learning to create puzzles in Hammer. I really liked this map, and it gives me something to aspire to.

magickyd • Jul 07, 2012 • #59055
3 posts

First of all ,this is an AMAZING map !!!
bu I have to say ,this is too much for me.You're an abosolutely genius ,man! You know how to torture a man's brain ! because this map drove me crazy ! It's been four days ,four BLOODY days !! In day one ,it took me one hour to figure out how to enter chamber 1,and then I stuck in there ...those funnels and cubes made me dizzy ,totally beat me up ,why dont I just kill myself...

Anyway, I just want to ask, is there a video or a walkthrough something ? Please ,I need to know.....

Thanks !

virus2009 • Jul 09, 2012 • #59056
3 posts

Hi
I have a problem
When i want to go to room number 1 the door won't open
Same issue for other rooms
any suggestion .... ????

tnx

marKiu • Jul 09, 2012 • #59057
238 posts

Thanks for the feedback guys! Much appreciated.

@magickyd There are some solution videos on page 3 & 4. If you need any guidance you should check them out.

@virus2009 The doors wont open on their own. You've to enter a password via the platform in the center. Place the cubes on the squares that represent numbers. Pay attention to the enviroment and I'm sure you'll make progress.

nasc • Sep 06, 2012 • #59058
2 posts

I played version 1.2 (downloaded some time ago, but only now had time to play).
After I get the final code in 3-rd chamber and place cubes - all cubes disappear but excursion funnel at top does not work. Did I miss something or this is some glitch which was fixed later ?

marKiu • Sep 06, 2012 • #59059
238 posts

It should work :O
None else reported this error... but it's the ending anyways, the map will end at half of the funnel. So you don't miss anything. Thanks for reporting the error.

PortalGeek • Jan 31, 2013 • #59060
7 posts

Chamber II is awesome!
I just downloaded this map and realized that chamber 1 is beyond my meager portal abilities, so I no-clipped it (yes, I'm a cheater, hehe)
The second chamber drew my attention and I decided to solve it no matter what. After about 2 hours of unsuccessful attempts I decided to skim through the comments to pick up a clue and after reading the words "Tower of Hannoi" (which were not blacked out by the way, but they were "spoilers" for me!) a sudden realization hit me! Because I vaguely remember about that age-old puzzle and how rings were supposed to be moved from one pole to the other. And I immediately came up with the solution!
Terrific chamber, no fancy ninja jumping or precise timing or cube flinging (all of which I hate) required.

I think chamber 2 is one of the best test chambers I've ever played, well done!

Now onto chamber 3 (tomorrow).

PortalGeek • Feb 01, 2013 • #59061
7 posts

So I got home from work and got to solving the last room with the lasers.
twenty minutes into the puzzle got really frustrated and decided to write a program that would solve this for me, hehe. (it took my computer a split second to solve it)
I came up with 4|| moves in the first part (to get the cube) and with ||4 additional moves in the second part (to disable the laser grid).
If anybody can do it faster than that, I'd like to hear it, hehe. I'm a real cheater, hehe. I guess you can up the ante by installing five or more pillars with lasers.
.
Anyway, I would have never thunk it, that I would write a program to solve a portal puzzle. Wow.
.
Also I really enjoyed solving these side puzzles with numbers, I don't know why for some they were a major stumbling block. For me they presented no problem. On the contrary it was the first puzzle with excursion funnels that really got me stumped. And the third one was just too much to crack too, without help from my computer.

marKiu • Feb 01, 2013 • #59062
238 posts

Thanks man! Nice to see that someone is still playing my old stuff
I'm glad you enjoyed it and thanks again for the detailed feedback!

quaternary • Feb 26, 2015 • #59063
171 posts

Tried for about an hour on puzzle one, exited the map. Looks nice, it's a shame the puzzle is all "lol worldportals". I did exactly as shown in the first puzzle 1 solution posted here and still didn't have enough time to come up all the way in the funnel. Nice job letting the player get stuck between the lasers too.

joric • May 26, 2018 • #59064
43 posts

Could not avoid noclip because of bugs, 4/5 map, sorry. A bunch of spoilers for future testers:

Codes / passwords:

1. 154 or 15-4 (look up for a hint)
2. 2681113 or 2-6-8-11-1-3 (empty plate is readable through portals)
3. 1+2, i.e. 154+2681113=2681267 or 2-6-8-12-6-7 (skip second 6, use cube to open a bridge)
4. 46710111316 (on the wall, room 3 exit) 4-6-7-10-11-13-16, only 6 cubes so 4-6-7-10-11-13 then step into 16

Hints / bugs:

1. BUG: unpassable, I tried many times as on youtube. Timing seems a bit off after engine update (?)
2. swap cubes 1,3 and respawn cube 3 in the end
3. try rotating diagonal columns in opposite directions
4. BUG: funnel in the end does not start, fly up with noclip to stop the map (heavens gate, presumably)

Room 2 is not my favorite chamber of all times as for josepezdj but yeah, it was good, a rare bird indeed.

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