[SP] Introbackfling

by Sprowl · Uploaded Dec 31, 2011

Screenshot 1

File Size: 6.39 MB

Downloads: 188

Rating: 5.0 (4 votes)

Description

Hello everyone! This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am. This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work. The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later. That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]). Greetz, Sprowl

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Sprowl's avatar
Sprowl • Dec 31, 2011 • #59729
97 posts

Hello everyone!
This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am.

This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work.
The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later.
That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]).

Greetz, Sprowl

Changelog
Version 0.0.0
-First Release

Version 0.0.1
-added readme file

Version 0.1.0
---room 1 and before:
-fixed the cubedropper to drop cubes only when the panel has moved out
-made the first portable surface and catapult-trigger bigger
---room 2:
-added a new section to train the player for the 3rd room
-made the glas darker
-prevent the camera-flipping
---room 3:
-made the glas darker
-made the walls higher
-added more hints for the automatic portal-placing
-added a cubedropper
-fixed a bug where the exit gate was opened without the groundbutton was still pressed
-changed some overall soundeffects
---general:
-added basic hints 'n' skips
-added cubemaps, hopefully this will avoid the white metal surfaces
-added colorcorrection
-added some more detail


File Name: sp_introbackfling_0.1.0.7z
File Size: 6.39?MiB
[SP] Introbackfling

OnePortalizedGal's avatar
OnePortalizedGal • Dec 31, 2011 • #59730
156 posts

Can you please tell me how to download this- I put the bsp in my maps folder
and it's not working properly - thanks!

Sprowl's avatar
Sprowl • Dec 31, 2011 • #59731
97 posts

There are other folders inside the archive too - materials and models.
You have to put them also in your portal2-folder.

I tested that method with my laptop and it worked.

Djinndrache's avatar
Djinndrache • Jan 02, 2012 • #59732
1,442 posts

I don't like flinging in small rooms :sad:

U65obJtO6AI
(Link: http://www.youtube.com/watch?v=U65obJtO6AI)

Sprowl's avatar
Sprowl • Jan 02, 2012 • #59733
97 posts

The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks :smile: .

Szieve's avatar
Szieve • Jan 02, 2012 • #59734
158 posts

Wow, that was definitely not the intended solution..lol very creative tho.:smile: I didn't seem to have much trouble with the 3rd room. once I figured out what/how the button triggered it was easy from there. :smile: Nice mapping. I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.

dinnesch's avatar
dinnesch • Jan 02, 2012 • #59735
105 posts

I liked the original style(or 'variation' to the indoor underground style), although the white metal support things looked a bit ugly in contrast. Nice map, but it could have been more enjoyable for a couple of reasons:

- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.
- Like Djinndrache said the rooms are too small for flinging
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.
- The floor button in the '4 subrooms' room is exploitable: If you get off it before the door opening animation finishes the door will stay open
- I think the concept of Atlas shooting a portal for your should be introduced in a slightly more visible way, the timer added to the confusion when I just saw it for the first time.
- It'd be nice to have a bit more clarity on what you can and what you can't shoot through in the '4 subrooms' room because the overlapping grates/glass make it all look a bit messy.
4/5, if the map would be a bit more user-friendly you'd get 5/5 :smile:

Djinndrache's avatar
Djinndrache • Jan 02, 2012 • #59736
1,442 posts

Sprowl wrote:
The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks :smile: .

Sometimes (very often!) simple intended solutions don't come into a ninja's mind :sad:

eladiozro's avatar
eladiozro • Jan 02, 2012 • #59737
45 posts

can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!

Djinndrache's avatar
Djinndrache • Jan 02, 2012 • #59738
1,442 posts

eladiozro wrote:
can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!

Seek and ye shall find: Underground Timer

Can't tell you if this guy really used this instance, but it's looking alike.

Sprowl's avatar
Sprowl • Jan 05, 2012 • #59739
97 posts

A new Version is out, the chanelog can be found on my first post.

dinnesch wrote:
[...]although the white metal support things looked a bit ugly in contrast.

They are actually brown / black. It was a problem with the non-existing cubemaps, which I added in the new Version. I hope they work now.

dinnesch wrote:
- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.

I know what you mean, but that problem was caused by the panels which were hanging on the wall. They looked a little bit to the top.
Now they look down and the camera doesn't flip around anymore.

dinnesch wrote:
- Like Djinndrache said the rooms are too small for flinging

Could you (two) tell me exactly what is wrong with the size? I don't see a problem...

dinnesch wrote:
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.

If you want to grab the / a cube while flying you are doing it wrong. There's never a problem with the catapults, like, as you said, smashing to the ground.

Szieve wrote:
I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.

I know about that second solution and I don't think there's a problem with it. The glascube is only there to get some speed in a more complex looking way.

Djinndrache wrote:
Can't tell you if this guy really used this instance, but it's looking alike

Nah I decompiled one of the official underground maps and copied the timer out of there. But yes, in the end it's same.

Sprowl's avatar
Sprowl • Jan 08, 2012 • #59740
97 posts

bump

I really need some Feedback about the new version from you guys.

dinnesch's avatar
dinnesch • Jan 08, 2012 • #59741
105 posts

Just played the new version to see if I could point out any more issues with the map. Nice little improvements, liked seeing the classy theme without the white support things.

some thoughts:
- The second room could probably use a marker for where the player would approximately land when jumping into it. This removes some trial&error for misaligning the cube.
- You can break the third room's puzzle by placing the cube where you can't get it back. Placing some invisible walls(tools/clip) should prevent assholes like me from doing this.
- jumping on the cube in the second room allows you to do this
- should speak for itself

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