[SP] Deja vu
by SLOOGOVS · Uploaded Jan 10, 2012
File Size: 8.95 MB
Downloads: 1381
Rating: (27 votes)
Description
These test chambers were designed to understand whether testsubjects became confused if they had to solve the same chamber over and over again. The test results were highly informative; they did not. This is my first map, so feel free to post some constructive comments. ==Changelog== V2: -Removed unintended tricky jumps (9x) -Updated math_counter -> logic_branch -Minor changes
Comments
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very impressive first map!
I did think the second playthrough was very similar to the first, but the third one made up for that.
The final door had a wordlportal, but it leaked or something, it was very blurry 
Other than that great map: 5/5 excellent
We need more high-quality maps like this! I loved it; there's not a single thing I'd change.
arrrrrrggghhh!!!! LMAO Ran around the 3rd permutation fro about 5 min trying to figure out what to do until I saw the 3rd dropper.. umm duh.. lol Great mapping!
Hey,
Just played this map. I end up over thinkings the solutions sometimes.. map 3 was decent. I jumped around the corner to get to the first cube drop (reflection not simple) on map 3. I don't think that is the correct method, so may need to look into that.
I also, (ignoring the massive black spoiler on how I completed a bit of it) experienced a massive fps raping going on in the 3rd level, dont know if that was just my pc being spazzy or something else.
I enjoyed seeing the self fling method i like that one in map 3, its something ive been working on including in my maps.
Overall i actually enjoyed seeing the level progress harder and harder, thoroughly enjoying these chambers. Cheers for posting and using more than 2 textures :p!!
5/5
Thanks everybody for the posts/feedback! I didn't think my map would be so well received.
Maybe I have too high standards for my own maps...
Actually silic, around which corner did you jumped? I tried to do it myself, but I couldn't find it.
I hope it won't break the puzzle if the jump is too easy.
See screenshot. Taking lessons of tyronis on doing unnormal things to maps.. i couldnt figure out how to just get onto that platform without doing that jump... lol so i just jumped it 
screenshot link!
http://i26.photobucket.com/albums/c106/h4lflife/jumptroll.png
By the way, the jump is fairly hard.. and took me a few tries to do it each time.
Quote:
See screenshot. Taking lessons of tyronis on doing unnormal things to maps.. i couldnt figure out how to just get onto that platform without doing that jump... lol so i just jumped it
I did it a different way, probably much easier. After flinging to the far platform and getting the companion cube, I used the cube to activate the hard light bridge. One portal at the end of the bridge and the second on the angled tile with the bulls eye pattern. I walked up the angled bridge and dropped/scooted onto the platform below to get the light cube.
Speedran it. Uploading now.
Edit: http://www.youtube.com/watch?v=z1SUrWAR ... tube_gdata
Well, now I will definitely update my map.
Thanks Tyronis3, for playing my map (and breaking it).
@doud_ftc: the broken panel should block the hardlight bridge in LVL 3. Not sure what happened.
Does somebody know how to solve the door bug, that Tyronis3 uses? I'm stumped.
Quote:
@doud_ftc: the broken panel should block the hardlight bridge in LVL 3. Not sure what happened.
By tweaking the placement of the portal at the end of the light bridge I could get the hard light bridge to just clear that broken panel. It didn't matter where I tried to place the portal on the angled panel, only on the panel at the end of the light bridge. I didn't realize this wasn't the intended solution! I guess I still don't know.
nice map - I love the idea of the map gettin harder each time.
Design was nice and puzzles were enjoyable. 
Thanks for sharing that map.
Would love to see more maps like this from you. 
that is crappy programming on logic branch listeners.
Onallfalse make sure it closes
OnMixed make sure it closes
OnAllTrue Mark sure it opens.
Tweeking the lasers wont help, as what you have done there is wrong programming. the door stays open once both is set in place.
Correction.. i will come back to this.
>>>Update<<<
Just taken a look at your map, you use a counter logic to count when the laser is toggled.... its far far far better to use logic_branch_listeners and logic_branches due to i find that the counter even tho a realistic way to do the And/or logic functions it also sometimes leads to random errors due to the game not keeping up with the speed of toggle.
changing this to the logic items is a way you can avoid counting up by mistake or not counting back down again, which is what the error shown by your map being broken is 
Download my map pack (lol advertise), and take a look at level ws_003.vmf on learning how to do logic branches etc. I use them for my door locks at the end of the map. i have the vmfs in the pack download.
Very nice map. You might consider removing the signs which tell the player where to place portals for redirecting the hard light bridge. I don't think they're necessary (I ignored them) and the final sign in the last chamber gives away the solution. The end result is that the final laser redirection challenge is easier than the one before it. But that's a minor point; it was a very clever and entertaining map.
You could use math counters for the door problem. Just "on reach max, open door", "on change from max, close door".
This map is great! That's the style I like!
rbT2qXjo0xA
(Link: http://www.youtube.com/watch?v=rbT2qXjo0xA)
Great map. Keep them coming ! I especially liked the second puzzle of second part and first one in last run. Thanks !
This is the style of map that I really love, one that takes a bit of thinking. It's not as epic as some others (e.g. Jonatan, Chander) but absolutely the same high quality. 5/5 from me, add to favorites.
I really enjoyed this - it was a great concept and highly entertaining. I loved the atmosphere as well with the erie sounds epecially in 3. Thanks for making! Keep up the great work!
Liked the puzzles, the environment and the concept! Only thing I missed was some fancier lighting. But I really enjoyed playing this! Keep it coming! 
Awesome, just awesome. One of those maps that has me spending ages trying to something really difficult before realising there's actually a really simple solution. Twice, actually, both on part 3:
I spent ages trying to shoot a portal onto the lightbridge surface while coming out of the fling surface in order to bring the bridge over the other side, until I realised I could simply jump through where the bridge is. Then on the very last part I was trying to get one of the redirection cubes bouncing up and down in the floor portals to periodically hit the laser, but it kept losing height before I could get to the door. Then I remembered the goddamn lightbridge....
I had a weird warp zone thing going on when going through the doors which was a little odd and some random bits of lag, but nothing particularly annoying. An easily awarded 5 stars from me.
Still can't figure out how to manage the third part. Saw the "walktrough" but the map is updated with a glass wall, so that's not the solution 
Giving it a rest now, I'll try again later.
Very nice map. I like it how everytime it's more and more destroyed !
- EDIT -
Letting it rest was a good idea, started the last part again and in an instant I saw the solution, making me feeling dumb to oversee it first..
Enjoyed it. Thanks for the map. I almost gave up on the third room, couldn't figure out how to get to the "closer" button. But I finally got it.
BTW, there is a little ledge on the "right" side of the third room over the water that you can get stuck on if you put a portal on that high wall and carefully step through.
These test chambers were designed to understand whether testsubjects became confused if they had to solve the same chamber over and over again.
The test results were highly informative; they did not.
This is my first map, so feel free to post some constructive comments.
==Changelog==
V2:
-Removed unintended tricky jumps (9x)
-Updated math_counter -> logic_branch
-Minor changes
File Name: sp_dejavuv2.zip
File Size: 8.95 MiB
Click here to download [SP] Deja vu