[JFTC] Speed Jump Danger

by RectorRocks · Uploaded Jul 28, 2012

Screenshot 1

File Size: 2.01 MB

Downloads: 415

Rating: (6 votes)

Description

Hey guys! I'm back with another underground map! Now its waaay harder than the first one! This one contains Propulsion and Repulsion Gel! But be careful! One wrong move and you'll fall into the deadly Goo! Difficulty: Medium Size: Medium Date: 1975 Location: Enrichment Sphere 2 Testing elements involved: -Propulsion Gel -Water -Repulsion Gel -Basic elements (button, switch, dropper) -Hard Light Bridge Changelog: -v1.0-v1.1: Added trigger to disconnect player at the departure elevator -v1.1-v1.2: -Added more lights -Added a grate beside the Repulsion Gel platform -Fixed the disconnect trigger -Added a env_instructor_hint -Added autosaves WARNING! SOLUTION VIDEO! ONLY FOR STUCK USERS or users that completed the puzzle! [spoiler]N2LdJZiBCYU[/spoiler] Hopefully you'll enjoy this map better than my first underground map! Remember to rate and comment! Give feedback to what I can improve in my next map! Blindruns and walkthrough/solution videos are very much appreciated! Enjoy the map and have fun!

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Comments

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RectorRocks • Jul 28, 2012 • #59981
522 posts

Hey guys! I'm back with another underground map! Now its waaay harder than the first one! This one contains Propulsion and Repulsion Gel! But be careful! One wrong move and you'll fall into the deadly Goo!

Difficulty: Medium
Size: Medium
Date: 1975
Location: Enrichment Sphere 2

Testing elements involved:
-Propulsion Gel
-Water
-Repulsion Gel
-Basic elements (button, switch, dropper)
-Hard Light Bridge

Changelog:

-v1.0-v1.1: Added trigger to disconnect player at the departure elevator

-v1.1-v1.2:
-Added more lights
-Added a grate beside the Repulsion Gel platform
-Fixed the disconnect trigger
-Added a env_instructor_hint
-Added autosaves

WARNING! SOLUTION VIDEO! ONLY FOR STUCK USERS or users that completed the puzzle!
N2LdJZiBCYU

Hopefully you'll enjoy this map better than my first underground map! Remember to rate and comment! Give feedback to what I can improve in my next map! Blindruns and walkthrough/solution videos are very much appreciated! Enjoy the map and have fun!

File Name: sp_u_speed_jump_danger_v1.2.rar
File Size: 2.01 MiB
Click here to download [JFTC] Speed Jump Danger

ChickenMobile • Jul 28, 2012 • #59982
2,460 posts

Nifty little underground puzzle you have here. The visuals were nice and the puzzle objective was not obscure or impossible however a bit difficult in manoeuvring.
I give it a solid 3.5/5

Note1: I do not know the point in that lightbridge in the second part of the chamber. Was it meant to block the gel? Also lightbridges are a modern puzzle element. Using it in underground looks takky.
Note2: It is wise to keep all elements visible. The button you had to fling to had indicators, but I had no idea what it was doing to for a little while.
Note3: It was very annoying to take the cube with me through the bounce gel platform. I had to place the cube temporarily on the gel, place a portal and then catch it after it bounced. Perhaps a grate platform that cannot be painted next to it would have helped?

Improvements: move the trigger that disconnects the player from the map further down. I hit the top of the sphere and was stuck.

Shakky • Jul 28, 2012 • #59983
228 posts

Major improvement over your earlier work in my opinion. Puzzle was pretty good but I wouldn't say it was hard. I'd say it's more of a medium difficulty.

Visuals were good but I would have liked little bit more surroundings in the dome. It's felt little empty.

Puzzle was overall enjoyable and well planned. I did find a way to solve it without using the room at all but that can be easily fixed. I also had the same problem with the disconnect trigger.

You are improving alot. Keep these coming!

Here is my blindrun and my other route:
xDgLEs0a3C0

RectorRocks • Jul 28, 2012 • #59984
522 posts

ChickenMobile wrote:
Nifty little underground puzzle you have here. The visuals were nice and the puzzle objective was not obscure or impossible however a bit difficult in manoeuvring.
I give it a solid 3.5/5

Note1: I do not know the point in that lightbridge in the second part of the chamber. Was it meant to block the gel? Also lightbridges are a modern puzzle element. Using it in underground looks takky.
Note2: It is wise to keep all elements visible. The button you had to fling to had indicators, but I had no idea what it was doing to for a little while.
Note3: It was very annoying to take the cube with me through the bounce gel platform. I had to place the cube temporarily on the gel, place a portal and then catch it after it bounced. Perhaps a grate platform that cannot be painted next to it would have helped?

Improvements: move the trigger that disconnects the player from the map further down. I hit the top of the sphere and was stuck.

Thanks!

Note1: Yes, the light bridge is meant to block the gel.
Note3: You actually don't have to take the cube with you through the bounce gel platform. Its hard to explain with words...see my solution video. Anyway, I added the grate you wanted beside the bounce gel platform in v1.2 ^^
Solution video
N2LdJZiBCYU
Improvements: Fixed it.

Thanks for testing and rating!

RectorRocks • Jul 28, 2012 • #59985
522 posts

Shakky wrote:
Major improvement over your earlier work in my opinion. Puzzle was pretty good but I wouldn't say it was hard. I'd say it's more of a medium difficulty.

Visuals were good but I would have liked little bit more surroundings in the dome. It's felt little empty.

Puzzle was overall enjoyable and well planned. I did find a way to solve it without using the room at all but that can be easily fixed. I also had the same problem with the disconnect trigger.

You are improving alot. Keep these coming!

Here is my blindrun and my other route:
xDgLEs0a3C0

Thanks! Nice unintended solution you have there! The disconnect trigger is fixed in v1.2. ^^
Thanks for your blindrun and unintended solution!

RogerL • Jul 28, 2012 • #59986
490 posts

This map still needs some improvements. I finished it without using the pedestal button in the first room, without the cube, and without the repulsion gel. And I am no ninja. I would suggest taking some length off of the catwalk to the exit elevator. Also, all of those peek-a-boo shots might not go over well with average players, but that is obviously your choice.

quatrus • Jul 29, 2012 • #59987
1,047 posts

I rather liked this one, then again I am a fan of underground and destroyed environments. I agree about the cube drop - hard to figure out where it was without going up there and observing - more interesting than a normal cube drop somewhere.
Already mentioned was the light bridge - struck me as out of place...probably could have been achieved another way - maybe a cube drop door left down?
Still I enjoyed it - 5/5....keep it up. Thanks for creating.

RectorRocks • Jul 30, 2012 • #59988
522 posts

quatrus wrote:
I rather liked this one, then again I am a fan of underground and destroyed environments. I agree about the cube drop - hard to figure out where it was without going up there and observing - more interesting than a normal cube drop somewhere.
Already mentioned was the light bridge - struck me as out of place...probably could have been achieved another way - maybe a cube drop door left down?
Still I enjoyed it - 5/5....keep it up. Thanks for creating.

Thanks! Glad you enjoyed it! Thank you for your feedback, I'll try to improve in my next map. Thanks for testing and rating!

PCdoc • Jul 30, 2012 • #59989
245 posts

Kinda' cramped in places, but that may be what gives the map its own character.
I think if you stretched everything out longer and larger it would have a better feel - but who am I.

Overall a nice puzzle with a tricky beginning because it took me a few tries to get up high enough to shoot a portal in the ledge next to the button. I finally figured out that I had to jump just before running over the portal in the floor or else it slowed me upward ascent to about two-thirds the height needed.

Went I went up there I felt cramped. Then when I went up onto the blue gel pedestal I felt even more cramped - until I stepped sideways onto the grating.
I feel as if this is an impressive beginning to what could have been (i.e. a more complex map that is a real journey to complete). It really has tons of promise - because you have shown the inklings of a master map-maker ! ! ! It shows that you are capable of creating a kick-ass adventure, epic map if you take the time to do it. Congrats !!

sicklebrick • Jul 30, 2012 • #59990
876 posts

Cheers, that was fun
I ended up getting the cube without the blue gel - not sure if that was intended, but played out pretty smooth from there on.

RectorRocks • Jul 31, 2012 • #59991
522 posts

PCdoc wrote:
Kinda' cramped in places, but that may be what gives the map its own character.
I think if you stretched everything out longer and larger it would have a better feel - but who am I.

Overall a nice puzzle with a tricky beginning because it took me a few tries to get up high enough to shoot a portal in the ledge next to the button. I finally figured out that I had to jump just before running over the portal in the floor or else it slowed me upward ascent to about two-thirds the height needed.

Went I went up there I felt cramped. Then when I went up onto the blue gel pedestal I felt even more cramped - until I stepped sideways onto the grating.
I feel as if this is an impressive beginning to what could have been (i.e. a more complex map that is a real journey to complete). It really has tons of promise - because you have shown the inklings of a master map-maker ! ! ! It shows that you are capable of creating a kick-ass adventure, epic map if you take the time to do it. Congrats !!

Thanks! I'll try not to make it so cramp next time. ^^ I really appreciate your feedback, especially the last 4-5 lines. Thanks for testing!

RectorRocks • Jul 31, 2012 • #59992
522 posts

sicklebrick wrote:
Cheers, that was fun
I ended up getting the cube without the blue gel - not sure if that was intended, but played out pretty smooth from there on.

Haha, thanks! Glad you enjoyed it and had fun. Yes, it was intended. ^^ Thanks for testing! Cheers!

RectorRocks • Jul 31, 2012 • #59993
522 posts

RogerL wrote:
This map still needs some improvements. I finished it without using the pedestal button in the first room, without the cube, and without the repulsion gel. And I am no ninja. I would suggest taking some length off of the catwalk to the exit elevator. Also, all of those peek-a-boo shots might not go over well with average players, but that is obviously your choice.

Okay, noted. Thanks for the feedback! Thanks for testing!

Bobby6328 • Feb 22, 2013 • #59994
2 posts

This chamber is underground. I think this is very hard for me to solve it. (Because I am new player of Portal 2...) I like to play in Modern Chamber so I hope you make the "Underground Chamber With Modern Lift" chamber. (I like your chamber Sign!)

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