[SP] Withdrawal Symptoms

by silic · Uploaded Jan 03, 2012

Screenshot 1

File Size: 3.94 MB

Downloads: 1998

Rating: (22 votes)

Description

Current Version: V2.0.3 ENSURE YOU HAVE THIS VERSION DOWNLOADED AND INSTALLED CORRECTLY ----------------------------------------------------------------------------------------------- This is my first ever maps I?ve released and what a delight I have installed for you. Instead of getting just 1 map released, I?ve decided to produce 6. Below, you can see the rating of difficulty I believe the map to be, from easy, to medium, to hard, to extreme! (note: i do not currently have extreme levels) Ws_tutorial.bsp (2 chambers) Ws_003.bsp (1 chamber) Ws_004.bsp (1 chamber) Ws_005.bsp (1 chamber) Ws_006.bsp (1 chamber) These are primarily laser orientated maps (due to the fact i was planning to do 5 levels of lasers, followed by 5 levels of other mechanics). I have however, included some good additions which make the lasers puzzles not as obvious. ------------------------------------------- Please Read the README file included. Tutorial Videos Below is the tutorial videos on how to complete the map in the intended route. ws_tutorial // ws_003 // ws_004 - http://www.youtube.com/watch?v=c28jm_0MqwU ws_005 - http://www.youtube.com/watch?v=sZlt3__0-3g ws_006 - http://www.youtube.com/watch?v=a6K5R0hBRhA

Advertisement
Registered users don’t see ads! Register now!
Comments

Sign in to comment.

silic • Jan 03, 2012 • #59541
93 posts

Current Version: V2.0.3
ENSURE YOU HAVE THIS VERSION DOWNLOADED AND INSTALLED CORRECTLY

-----------------------------------------------------------------------------------------------

This is my first ever maps I've released and what a delight I have installed for you. Instead of getting just 1 map released, I've decided to produce 6. Below, you can see the rating of difficulty I believe the map to be, from easy, to medium, to hard, to extreme! (note: i do not currently have extreme levels)

Ws_tutorial.bsp (2 chambers)
Ws_003.bsp (1 chamber)
Ws_004.bsp (1 chamber)
Ws_005.bsp (1 chamber)
Ws_006.bsp (1 chamber)

These are primarily laser orientated maps (due to the fact i was planning to do 5 levels of lasers, followed by 5 levels of other mechanics). I have however, included some good additions which make the lasers puzzles not as obvious.

-------------------------------------------
Please Read the README file included.

Tutorial Videos
Below is the tutorial videos on how to complete the map in the intended route.

ws_tutorial // ws_003 // ws_004 - http://www.youtube.com/watch?v=c28jm_0MqwU
ws_005 - <a class="postlink" href="http://www.youtube.com/watch?v=sZlt30-3g">http://www.youtube.com/watch?v=sZlt30-3g
ws_006 - http://www.youtube.com/watch?v=a6K5R0hBRhA

File Name: Withdrawal Symptoms v2.0.3.rar
File Size: 3.94 MiB
Click here to download Withdrawal Symptoms

silic • Jan 03, 2012 • #59542
93 posts

Updates:
Current Released maps:
v2.0.3
- Changed lighting in ws_005 as pointed out by a youtube poster
- Made the first jump a little more obvious to complete
- extended the safety net on the harder jump to make it a little more safer for the casual players

v2.0.2
- ws_005 added a invisible wall to prevent cube from missing button. (impossible to complete map in this case)
- ws_006 updated the sign to make it more obvious (hopefully) that you need all 9 laser catchers activated to open the door. Also made the tick, actually tick when the door opens...
- Posted tutorial on how to do all levels (see original post)
- Redone ws_004.bsp to corrispond to test subjects tastes.
- Removed Forced stillness of player in ws_003.bsp while you waited for text explaining a redo of level to complete its 11 second function.

v2.0
- Improved spawning of gun to ensure no ability to miss the gun while its being spawned for you
- Improved lighting in interchamber locks as red light was hard to see
- Added feature Incorrect installation of next map in series to every map. this ensures the player knows that they are either at the end of the current map pack, or there is a installation issue.
- Added improvements to fizzlers and doors. (Due to copy and pastes and origonal maps being layed over another, door names etc was forgotten and silly mistakes occoured. this is for my own benifit in mapping)
- 1.02 update. Somehow broke level 003 and stopped boxes spawning.. just noticed. so just updated. Sorry to the 3 people who downloaded that shameful mistake!

v1.3
- Found interesting bug on level 003 of puzzles.. since latest release (i havent changed anything on that level) i found if you run into the button, the "breaking" of the field screws up puzzle, as it makes that field void if you glance the button quickly and not touch it again. Makes puzzle very easy to complete. note to self: Will not worry about this too much and cover up this with spoiler.. nosy people will see what this bug is, and abuse it. true players will not.
- Found a interesting mechanic, or puzzle to include into my design (7 gates style). Should be a laugh to include this one.
- Putting final test touches to ws_005.bsp
- Released ws_006.bsp
- Fixed ANOTHER bug with maps not being loaded correctly. hopefully v2.0 will be settled nicely.


Work In Progress:
- Begining a new project which will hopefully run off the end of this series of chambers. Going to be including hopefully a story line with voices which should explain whats going on easier than using the HUD texts.

KennKong • Jan 03, 2012 • #59543
942 posts

I see from your comments that you have tried to fix the problems with spawning the gun, but I had to reload each map at the start to get the gun.
As far as the puzzles go, they're not my cup of tea. I don't like stacking laser cubes, because they fall over too easily. I really hate jumping through portals with lasers, especially when the destination is close to death. However, the wrinkles added the second time through the one puzzle are a good idea (see Jonatan's Seven Gates for a superb use of this idea.)

As it stands, I only give this 3/5. Smooth out the transitions, and continue to raise the level of puzzles with later chambers, and this could be higher.

silic • Jan 03, 2012 • #59544
93 posts

KennKong wrote:
I see from your comments that you have tried to fix the problems with spawning the gun, but I had to reload each map at the start to get the gun.

Tried.. ive sucessfully managed to solve that issue (just havent uploaded it, or added it to old levels yet).. i was rather annoyed actually when i tried it out for the millionth time (if thats even a word) to see that i had missed a simple thing like that gun spawn times...

Quote:
the wrinkles added the second time through the one puzzle are a good idea (see Jonatan's Seven Gates for a superb use of this idea.)

you see, i was also going to do this.. like withdrawal symptoms of the last chamber being too easy, and basically redoing every chamber twice?... but with increased thought and planning in difficulty. but looking up at the top left corner of the page, i feel like i am copying a idea already done but at a far worse level...

Cheers for feedback tho, ive noted the danger lazer in my things to improve upon, and im tempted to overhaul both levels to look into stacking cubes, might prove to be interesting, and make the levels harder.. who knows?. might actually look into these prior moving onto the newer levels as id rather sort out the first 4 before producing more.

andyb • Jan 03, 2012 • #59545
257 posts

If your plan is to stack the cubes then recess the wall at that point so there is room to manouvere.As for the portal gun it was all fine for me.Good work on doing the same puzzle over.Took me a bit to figure out

Stormburn • Jan 03, 2012 • #59546
17 posts

andyb wrote:
If your plan is to stack the cubes then recess the wall at that point so there is room to manouvere.As for the portal gun it was all fine for me.Good work on doing the same puzzle over.Took me a bit to figure out

You can get more room by setting it up from the other side of the portal.

Also, I really liked how you took the second level, and then made it harder. I wish more mappers did that.

I GOT THE COMPANION CUBE THROUGH THE DOOR WITHOUT FIZZLING!!! YOU TOOK MY COMPANION CUBE AWAY FROM ME!!! I WANT MY BACK!!! Ok, I'm good now.
Anyways, great map, I'll be looking for the update.

cerrita • Jan 03, 2012 • #59547
26 posts

A very nice map. Just enough to make me think but not get frustrated. I'll admit that I'm not the biggest fan of cube stacking, especially laser cubes, as they rotate to a default position. Managed to get around that, though, and solve it. Not sure if it was the intended solution, but it worked out. I didn't have any issues or glitches, the gun worked fine, and everything looked smooth and professional. Overall, 5/5. Best map I've played in a while.

Biggest headache: timed light bridge. Grrr... I just don't move that fast. I'm more the paced, methodical test subject; speed is not my forte.

Djinndrache • Jan 04, 2012 • #59548
1,442 posts

I guess I found a new mapper with mad mapping skills and good ideas. That's the way to go!

RO0NqaVKtss
(Link: http://www.youtube.com/watch?v=RO0NqaVKtss)

dinnesch • Jan 04, 2012 • #59549
105 posts

Entertaining map, I particularly enjoyed the second/third puzzle(the one you play through twice) because it was a clever logical puzzle where the lasers didn't become too frustrating. The fourth map left me with quite a bad aftertaste though:
may spoil puzzle
-The original laser pushes you right into the water when you're on the wrong side. Please move it a bit from the wall
-Shooting the bridge when jumping (on the dry side of the wall) felt a bit like an exploit, so did standing on the cube to crouch through the hole in the wall
-The part of the level where you have to redirect the laser to EXACTLY the right spot when sharing a small panel with 2 cubes and a laser coming from 3 directions frustrated me to no end. Cubes or me falling into the toxic all the time because I was pushed back and forth by the laser.
-The laser goes into the catcher when aligned like this, is this an exploit? If yes, you should know what to do. If no, aligning the son of a bitch is a very annoying thing to do.


5/5 anyway for the good preceding puzzles.

silic • Jan 04, 2012 • #59550
93 posts

thanks for the praises, and also your video link. in addition to the problem solving of level 4. i think i will just scrap that level and replace it with a fresh one. Its a very buggy map, and as previous testing showed (this is how much i didnt trust this map) i should have not released it.

community-releases/cleanup-level-003-t5315.html

thats the previous public tests on level 4.

Thinking outloud, but kind of wanting a answer really. With the next levels, would you (as the public) want the "try anything twice" approach? or simply harder single levels?

Be interesting to see what people like / want. and ill happily attempt to correspond maps to this.

Ill keep you guys updated as i progress, and i should (hopefully) have either level 4 redone by the weekend at least if not more. i plan to release a patch as such to fix the issues i have personally found in the previous levels.. which annoys me more than it would annoy you, as i believed the maps to be perfect else i would not have "released" them...

Cheers again!

silic • Jan 04, 2012 • #59551
93 posts

dinnesch wrote:
The fourth map left me with quite a bad aftertaste though

You are correct in assuming that what you did was a glitch (however, it was kinda the correct method about it) my intentions on that map was a bit extreme and repeated from the previous map (with less room) However, my overall thoughts on that map was disapointement.. so like i said from above, reading peoples reactions on level 4, i am going to remove it from the map pack, and renew it with a better level.

post62157.html#p62157

post your thoughts on the questions above in there. as im just gathering information. would like to create a cool map for you all to play.

Tyronis3 • Jan 04, 2012 • #59552
96 posts
quatrus • Jan 04, 2012 • #59553
1,047 posts

Seems buggy....I started off stuck in the entry room, no text messages (as in Djinndrache video)? Had to noclip to get moving. No portalgun in chamber 2, had to give weapon_...
After that everything worked OK. I did the same solution to the final chamber 4 exit as Djin.. seemed an odd solution - a quick side slip into exit? Would be nice to see the intended solution sometime... Thanks for creating.

cerrita • Jan 04, 2012 • #59554
26 posts

silic wrote:
thanks for the praises, and also your video link. in addition to the problem solving of level 4. i think i will just scrap that level and replace it with a fresh one. Its a very buggy map, and as previous testing showed (this is how much i didnt trust this map) i should have not released it.

Maybe I'm in the majority on this, but I quite liked level 4. Challanging, with some red herrings that made me rethink my approach. And no bugs that I encountered. I would be sad to see it go. Would you consider making it a stand-alone, if you do remove it from the set?

Quote:
With the next levels, would you (as the public) want the "try anything twice" approach? or simply harder single levels?

Both please! Alternating between them with each level would be ideal.

cerrita • Jan 04, 2012 • #59555
26 posts

I was reading through the responses and feedback, and I realized that no one seemed to be describing the same solution I used for chamber 4. I don't have video software, but I've included a photo-walkthrough in the link below of my solution.

http://s103.photobucket.com/albums/m149 ... amber%204/

silic • Jan 05, 2012 • #59556
93 posts

Tyronis3 wrote:
ws_004 speedrun: 30 seconds
http://www.youtube.com/watch?v=a871pBrq ... tube_gdata

i hate you sometimes... lol. did this to my last version of that map too! slowed you down by 5 seconds tho on the last time :p

and cerrita, your solution is pretty much the intended version. instead of this cube slide people are doing. Very clever, but also not intended.. and im thinking on how to solve this...

basically my intended way of solving this is as follows:

http://i26.photobucket.com/albums/c106/h4lflife/answer.png
With the laser going off into the catcher. This is easily achieved by doing the methods of cerrita. but instead of pointing the redirection cube up, you proceed to do what is shown in the picture instead.

However I have seen other ways people have done this, doing the same sort of principle (glitches) and really i stand by my point in that its a very easy exploitable map, which is not my sort of style. I like to allow variants in solving abilities.. but this, being able to cheat it in 2 different ways, without being anything like the intended route is just wrong in my view.

Cheers for the feedback and comments, keep them coming

Tailgunner • Jan 05, 2012 • #59557
39 posts

Nice pack. Clever ideas.

Two nitpicks:

a) I didn't like not being able to move for quite a few seconds as the map starts.
b) There's no "end". You just end up in the last room and wonder if you're missing something.

silic • Jan 06, 2012 • #59558
93 posts

im a bit confused at why people arnt seeing the text hints that ive put in... and i stopped the play from moving about cause i wanted them to read the explainations.. i may just put voices in instead...

Im working on fixing a few bugs with the origonals and ill be releasing the updates later tonight. As for map 004, i have plans for that.. which you will see.. ive realised removing it from the game is too simple, might as well fix it! and then put another map after it :p

silic • Jan 06, 2012 • #59559
93 posts

v1.01 Released. Major updates to maps. see update list

silic • Jan 06, 2012 • #59560
93 posts

v1.02 Released. i somehow managed to upload a broken version of ws_003.bsp

i re-released this, now standing on 1.02. To people with 1 or 1.01 delete these and redownload newer versions.

and in addition, i think now the download has broken.. as it was downloading, but its swapped back to uploading again and i have to wait 5 mins.. hmm.. ah well.. pm me if you still cant download it tomorrow lol ill take a proper look at it then

BlumCoLe • Jan 06, 2012 • #59561
211 posts

Hey dude,

I love Portal and want to collect some gameplays (first blind runs; always aren't the fastest and intended solutions, because I take any time to look at the map and its possibilities), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.

Here are yours!

Gameplay:
BMAEkJC12GU
If you like it and/or it helps: THUMBS UP

opinion & comments:

Level 1 just a clone, but the rest is really great!
I'm looking forward to the other maps...

THX for mapping...

Keep it up!

silic • Jan 06, 2012 • #59562
93 posts

Hey. cheers for posting your blind run on it. Interesting to see what you think or play with the updated ws_004.bsp map

Because its barely the same map as you played originally.

also to your comment of level 1, yes your right. i ripped that straight out of portal 2. Its a cleaner version of the original first level you drop down into. However, i added a laser twist, to get you (the player) to familiarise yourself to the laser being a common tool for the future maps. (i plan to have 5 maps to include lasers, then go onto something different from there)

im glad you liked it. and keep the comments / fault finding coming in guys! It will only improve my future maps.

Tyronis3 • Jan 06, 2012 • #59563
96 posts
silic • Jan 06, 2012 • #59564
93 posts

Tyronis3 wrote:
Please don't hate me...
http://www.youtube.com/watch?v=vh6MY9tY ... tube_gdata

CURSE YOU! :p lol... you do know that map is going to be modified and modified until i finally catch you out so you cant do what you do!

btw, what you do isnt bug, or glitches... its just very clever use of mechanics and timing, and i will be the first to say.. im always impressed (and annoyed :p) that you come back with a way to beat me.. You know i modified that level 5 times before i let it go, not to mention put in that fizzler to stop you from doing the whole, hold the cube shuffle and exit approach.

Saying this tho, when i put in the origonal textures, where you managed to grab the cube quickly etc, i didnt have portable walls there.. but it didnt look right aesthetically, so i added them in.. Regretting it now...

But any portal map, i suppose you will find ways around. this will always be the bane of my portal map making career.. and btw, im tempted to hault all production on other maps just to make that map pretty much impossible for you to do what you do :p Be impressed with that!... im almost being made to say, challenge accepted...

quatrus • Jan 06, 2012 • #59565
1,047 posts

Tyronis3- wow that was quick. I tried the same several times and couldn't shoot that fast...
My solution: A little slower - put a portal behind the platform and direct the laser into it and another portal on the far right wall - over the deck; move the cube to hit the catcher. Then jump off the platform to the lower deck in front run up and finish with a portal in the exit room.
Map is much better but the final laser solution seems hard...
Thanks for reworking this map - looking for 5

silic • Jan 06, 2012 • #59566
93 posts

quatrus wrote:
Map is much better but the final laser solution seems hard...
Thanks for reworking this map - looking for 5

well, my compromise between keeping original map and reworking it was to make it equally as challenging as the previous level. Even though it was still easy to complete with fast shooting skills its still a little more challenging to get a correct finish to the map.

in addition. Ive re-re-re worked it until 1am my time (UK) and basically im just about to release it onto the WIP Part of the site. its a hell of a lot more tricky now. and its hopefully going to make you take more than 30 seconds this time tyronis :p Ill post a link here in a min once ive uploaded it

ws_004_tyronis_v0

Take a look tyronis btw, would like to see what you think of that one :p

BlumCoLe • Jan 07, 2012 • #59567
211 posts

...updated map, updated gameplay!

_D_Oca3TJvg

Thepast42 • Jan 07, 2012 • #59568
9 posts

Fantastic maps! I enjoyed all of them.

I found a couple of questionable jumps you may want to take a look at. I'm pretty sure jump #1 wasn't intended, but I'm not sure about #2. Here's the video:
http://www.youtube.com/watch?v=dlMtKM2Atqw&list=UUNXH-wIlrDwck_KuWaWz2Kw&index=1&feature=plcp

Even if there are a few of these jumps, I still enjoyed this pack. Can't wait until you continue with this map pack!

silic • Jan 07, 2012 • #59569
93 posts

Thepast42 wrote:
Fantastic maps! I enjoyed all of them.

I found a couple of questionable jumps you may want to take a look at

1 Not intentional but no major loss. Doesnt affect the fact you still need to do all 3 things to get the door to open.

2 Intended.. however in the "harder" version of the map ive made for tyronis that whole jump isnt included.

Cheers for the great words btw :3

John11 • Jan 09, 2012 • #59570
72 posts

I hope you continue these. I had a fun time going through the existing maps.

Here's a least portal run of the 3rd stage. One major exploit, one minor exploit and a crazy hard exploit to pull off:
p6368L9MFbQ

PCdoc • Jan 09, 2012 • #59571
245 posts

I was able to finish v1.02 (sort of) which is different than the walkthrough posted.
You only get one cube and there is no room up the stair that gives you a 2nd cube.

But at the end - even though I got through and placed the cube on the final button . . . the door opened and I went through to the Intro to Room 05 (which there is no Room 05). Then it gives me a warning beep and I am stuck in that final small room that says "05" on the wall. Maybe it is just ending in a weird way. Still there should be a final Exit - not a trap in a small room that makes you believe there actually is a 5th room.

Screenshot-9.jpg

silic • Jan 09, 2012 • #59572
93 posts

PCdoc wrote:
I was able to finish v1.02 (sort of) which is different than the walkthrough posted.
You only get one cube and there is no room up the stair that gives you a 2nd cube.

That is because the walkthrough was done on a previous version (1.0 or 1.1) So the map you played was a completely different and overhauled version.

PCdoc wrote:
But at the end - even though I got through and placed the cube on the final button . . . the door opened and I went through to the Intro to Room 05 (which there is no Room 05). Then it gives me a warning beep and I am stuck in that final small room that says "05" on the wall. Maybe it is just ending in a weird way. Still there should be a final Exit - not a trap in a small room that makes you believe there actually is a 5th room.

there is usually a instructor hint which pops up explaining that the next map is unavailable. However, i think from reading this you are right and I will change the ending on levels a bit. thinking on trying to add a hub in. that would be pretty cool, if I acquire the knowledge from somewhere...

Think i will remake again the level transitions to basically send a warning beep, then disconnect from current map. so it ends it so there is no presumption there is more maps.

silic • Jan 10, 2012 • #59573
93 posts

As i havent posted on this in a few days Just wanted to say that im still about just a little busy with life since im back at work now from the holidays lol Oh And thanks for over 400 downloads now! didnt realise that my maps would be this popular.

unless of course, its just random people downloading the map for the trolls on me.. either way. Thank you!

quick update on the map pack Im in the process of still creating ws_006 (this one hopefully will top all the maps ive done previously in just plain awesomeness)

in addition to this, with 006 release Ive decided the map which tyronis and others tested for me will be a continuation on the 004 -> 005 (being a repeat but a touch harder) will be included as map 005 in the chain, just because i think its a nice addition and agree with comments (link if you wanted to try it now if you dont want to wait)

006 will be a laser map again, yes i know.. but im adding other stuff too which hopefully will lead into better things. Im just Testing stuff out around in it to hopefully allow me to make better puzzles in the later levels without laser involvement... the concept of the map ive already put out in WIP. even tho the map looks completely different to the taster i released, the basic concept will remain (ignoring the invisible platform...) (Link if your interested anyways)

For the latest map Ive taken some inspiration from jonatan in fizzler control. See these screenies and see if you like the look

http://i26.photobucket.com/albums/c106/ ... aster1.png

Im hoping to have these two maps added into the chain by the end of the weekend. really really want to get this out, but im kinda into perfecting things and ensuring that they are possible without bugs (one thing i appreciate while getting annoyed at tyronis for is that he finds the bugs i try to iron out )

One final thing to update on... did i mention, im looking to move onto paint in the map 007 onward not to mention funnels, and aerial faith plates

belden • Jan 13, 2012 • #59574
4 posts

As of today when I unzip this file it creates a folder labeled as version 1.01 and ws_004.bsp seems to be unsolvable and doesn't match any of the walkthroughs I've seen. Did something go wrong when you were zipping up your version 1.02?

silic • Jan 13, 2012 • #59575
93 posts

erm, im not actually sure. Let me take a look into this. (mainly because im going to release my uptodate map tonight. which includes 005 and 006.)

confirmed the issue btw. to anyone who is currently downloading or have downloaded since.. im sorry if this issue has affected you, i was sure that the map was up-to-date and no issues where included... suggest leaving it for a bit until i figure out whats going on with this.

Sorry again, await update!

silic • Jan 14, 2012 • #59576
93 posts

Right

Sorry for all this issue, would have fixed it sooner if i knew there was a issue at all with the downloads.. Id hate to think many people have had the issues raised...

Ive now updated this map pack to include 2 new levels

ws_005 and ws_006

Hope you enjoy them. been working on ws_006 for a while now, and hope it proves challenging to you guys.

in addition, i have fixed some minor bugs in the starter levels which annoyed me. (havent solves the speed run issues however, due to the fact i feel it would destroy the game play to those who arnt as quick at doing things)

Hope you enjoy these additions / changes.. with that, i am starting work on a new project of mine which hopefully will prove to be as sucessful as these maps where.

Keep rating, and keep downloading. and most of all.. Keep testing

silic • Jan 14, 2012 • #59577
93 posts

only issue i can see at the moment with the pack is that at the end of level 6, it closes the game rather than disconnects you from current map..

Anyone have any clue how to correct this? e.g i use the command disconnect in the console. Is there a different command which closes the current map. not the game itself?

benvent • Jan 15, 2012 • #59578
154 posts

Enjoyed the new maps and updates to the others. The laser puzzle took some thinking but not super hard. Very different from your WIP teaser.Good job. Looking forward to more.5/5

macko68 • Jan 21, 2012 • #59579
65 posts

My first encounter (ver. 1.1) was irritating. First three maps were easy and moreover I didnt have cubes at dispensers. I gave up and decided to wait for fixes and new chambers. <br />It was a right decision and after finishing ver.2 Ive changed my mind about rating this map pack. Levels 4,5,6 are really good. The puzzles are tricky and I felt a real joy playing them. It must be said that a lot of work was put into it and this should be appreciated. The only gripe I have is the exit to desktop after the finish. All in all a great work - 5/5 from me. Thanks !

silic • Jan 21, 2012 • #59580
93 posts

macko68 wrote:
The only gripe I have is the exit to desktop after the finish.

Hi there Thank you for your kind words its really appreciated to get this sort of response from my work.

To your point as i quoted (i have looked into this.. and im not sure how to correct it.

What i use at the end of the playtest is a server command being disconnect. not sure if thats correct or not, but i am not sure other than that on how to end the map via console. I may change it to basically do the black screen, saying end of playtest... and tbh i think i will update it now to do so.

Apart from that, im not sure of any bugs people have encountered (if any anymore) and im pleased people are still downloading and enjoying / rating it highly!

Thank you all.

edit: Just updated it, apparently using a server command is incorrect, i use a client command now. Which correctly disconnects you to the main screen instead of desktop :p my bad!

Also, in addition ive now included a fade to black, and END OF PLAYTEST appears on screen to indicate that is the final map currently in playertest.

andyb • Jan 21, 2012 • #59581
257 posts

Very cool.I like #6 and I havent beat it yet lol.Takin a break to rethink my placements

Djinndrache • Jan 26, 2012 • #59582
1,442 posts

There have been some updates since I posted my blindrun, so I played all the mappack again (including some new maps). I'm impressed by the last map!

fApQ9Y6RGNM
(Link: http://www.youtube.com/watch?v=fApQ9Y6RGNM)

silic • Jan 26, 2012 • #59583
93 posts

i see from your blindrun that all the hints have failed in the first map...

Just for anyone who downloads these map packs the script is roughly as follows:

Welcome to withdrawl symptoms map pack
you are currently in a interchamber lock
On the wall you will see the test number
Below that is which porals you will be able to place or manipulate
To start the level, stand in the highlighted circle
Once inside it will turn green, and the level will begin.
Thats enough talking, Go have fun!

Thank you for the blind run again on the new level. I wasnt as happy with this level as i was with the rest, however i have decided to keep it as it stands.

Andyb: Thank you for your comments appreciated the kind feedback!


This however, is the last in the mappack i feel. i may continue this, however i have currently a new project underway, which hopefully will blow these maps out of the water. This mappack has been a experience, and what a ride! First maps ive released, and such great feedback. makes me proud to be on these forums providing maps for you all.

i hope not to disapoint on my latest project which may be out within a month.

Silic

andyb • Jan 26, 2012 • #59584
257 posts

I did finish through 6 thou.Came back after a few and looked at it again then banged my head off the desk asking why I'm so dumb lol.

Cant wait for the next one

Edit:Hints worked fine for me by the way

PCdoc • Jan 31, 2012 • #59585
245 posts

Here is my solution the the laser room from Hell in Map 6.
Crazy, dude . . . I loved it.

In fact, maps 5 and 6 were a blast - the only thing I was unsure of was the number that corresponded to the side-by-side fizzlers. There are 4 of them but there are only 3 numbers listed.

Also I did not know for sure what opened the door since - unlike the Hallway of fizzlers - it had no numbers. I guess the one X was OK - I know now that is represented ALL of the spinners.
Made sense. Still it would be cool if it had numbers above it.


Solution-1.jpg

silic • Jan 31, 2012 • #59586
93 posts

lol,

the hallway of fizzlers runs in chronological order left to right, front to back.

so 1 3 5 (i think the numbers are) 1 will be the first fizzler, 3 the next, and so on. The last fizzler has a indicator going to it from the catcher.

i see your point tho, and i might correct this.

as to your solution (and others it seems) there are a few available. Easiest by far would be the intended solution in my eyes. just because there is far less moving of cubes you have to do...

Cheers for the small feedback. Appreciated!


clicky link as its larger than 800 bits wide lol.. --- http://i26.photobucket.com/albums/c106/ ... riplol.png

Small bit of information. That was the origonal concept screenshot before i finished the map, at that point there was no extra room to get 2 cubes and there was no way to actually complete the map in that you couldnt get the cubes over to the other side without cheating. This was rectified in the end obviously (Look at the wall behind the laser... i just chucked it in to see if the idea would work)

McMaster • Feb 03, 2012 • #59587
1 posts

Hey silic!

Here is my solution for chamber 6
Needed the cube on the far left to jump in the orange portal to the exit.
http://i.imgur.com/JA6NY.jpg


Thanks for the map pack!

Instantiation • Feb 04, 2012 • #59588
66 posts

Neat. I especially liked the sixth map. I didn't finish all in one sitting, which was probably a huge help.

I wasn't sure what I was supposed to do to activate the second laser sensor. Was this what you had in mind? http://i.imgur.com/cl8Ac.jpg

And, just for comparison, my solution for the final laser setup.

006 Details
After a while, I stopped trying to activate 1,3, and 5 at the same time (before getting the two cubes) and just triggered the first two, placed the portal as far forward as possible, turned off the third grid, walked through & moved the portal, then unblocked the laser and collected the cubes (which I had already moved down to ground-level.

Then, when I had each cube, I figured out pretty quickly that I needed every single switch tripped to open the last door.


Also, the look of the maps is great.

The tutorial notes worked fine, but I they were a little slower than I'd like.

silic • Feb 05, 2012 • #59589
93 posts

Instantiation wrote:
I wasn't sure what I was supposed to do to activate the second laser sensor. Was this what you had in mind? http://i.imgur.com/cl8Ac.jpg

Correct, that is how I intended the solution to look like.

Bokkie • Feb 05, 2012 • #59590
21 posts

Now this is a mappack !!
Enjoyed it a huge deal

Just some questions/remarks :
Is the walktrough video for room 4 (on page 3 of this topic) the intended solution?
To drop the redirecting cube above the laser and then quickly shoot a portal

Room 5 made me look again to the same walktrough video because I had no clue were to start.
Shooting the portal above the fizzling screen.
Once that was clear it was nothing but fun

Room 6 took me a while to figure out the right placing..
Once they're all setup, the "blue X" on the door doesn't change into a "yellow V" although the door opens..

silic • Feb 05, 2012 • #59591
93 posts

cheers for the pointer on the cube SOMETIMES not falling correctly on ws_005, and the texture not working as intended on ws_006

Just updated to fix this issue, and hopefully will be the final update on these series unless something major gets pointed out that needs a fixing..

Updated v2.0.2

Note: ive just found my recording software, and uploaded a few intended solution videos up. Im a touch slow at playing, however get there in the end :p plus, on some cases ive slowed my playing down a little to show what im doing. And yes, some cases i nearly screw up and die myself, and some cases i may do something and think that was completely wrong and go back on myself. If i do.. ignore me lol

Below are the links:

ws_tutorial // ws_003 // ws_004 - http://www.youtube.com/watch?v=c28jm_0MqwU
ws_005 - <a class="postlink" href="http://www.youtube.com/watch?v=sZlt30-3g">http://www.youtube.com/watch?v=sZlt30-3g
ws_006 - http://www.youtube.com/watch?v=a6K5R0hBRhA

silic • Feb 11, 2012 • #59592
93 posts

Minor updates to correct issues raised on youtube

Quote:
I'm not a fan of this level. It's precise? jumping (which not many people can do) and the portal you shoot at 0:09 is impossible to figure out unless you guess to shoot there. At least put a light there to show that it's portal-able.
NitroxDragon 1 day ago

Release : V2.0.3

andrewmyles • Mar 30, 2013 • #59593
5 posts

Hi! I've just finished this map and I must say, it was pretty good fun.
All but the last map relied on doing some actions fast, which I'm not a very big fan of, but the rest of the levels were designed well. Two middle levels, 004 and 005 were too similar, and once you got how to catch the cube in the first one, the second went smoothly. In fact, I'd say the last (006) level was easier that the fourth (004).

That bug was annoying: http://youtu.be/fApQ9Y6RGNM?t=11m53s
Also, I wasn't able to shoot a portal to the floor there, from the alcove with the switch. I'm not sure if that was deliberate, or not.

Overall, it was a very enjoyable experience. I'm looking forward to playing more maps made by you.

Advertisement
Registered users don’t see ads! Register now!