All In One

by Thornscrup · Uploaded Apr 17, 2012

Screenshot 1

File Size: 3.09 MB

Downloads: 938

Rating: (13 votes)

Description

This is a part of a larger project. A cool project with a story, voices, robot character and stuff. Alas, I'm a too bad mapper right now to finish my project. So here's a little bit of it. I hope it's cool. The goal: press a button. And press it again. And again. The difficulty: from super-easy to super-hard. V1.1: fixing some major issues -you shall not stand on the button -more autosave -unintended solution in final puzzle

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Thornscrup • Apr 17, 2012 • #61366
45 posts

This is a part of a larger project. A cool project with a story, voices, robot character and stuff.
Alas, I'm a too bad mapper right now to finish my project. So here's a little bit of it. I hope it's cool.

The goal: press a button. And press it again. And again.
The difficulty: from super-easy to super-hard.

[img]http://i.imgur.com/Kilfo.jpg[/img]

V1.1: fixing some major issues
-you shall not stand on the button
-more autosave
-unintended solution in final puzzle

File Name: sp_All_In_One_1.1.rar
File Size: 3.09 MiB
Click here to download All In One

zivi7 • Apr 17, 2012 • #61367
649 posts

The idea itself was pretty good. The puzzles were nice, too - until the laser relay puzzle. I found a set up that seems to work, but only when I'm holding one of the cubes.

sicklebrick • Apr 17, 2012 • #61368
876 posts

Haha, I absolutely loved that map! Normally these sorts of things are just 2-3 variations on a theme but this one's special ^^

Few bugs here and there... holes in the floor, portalling into stuff while the walls are moving, standing on the button, no auto-saves, altering the direction of the funnel on test 9 overrides it being turned off (need a logic gate in there) and the worst being the ledge that hinders jumping between the top and bottom portal in test 10, but I enjoyed every minute, and I'm looking forward to seeing the pack!

Here's my blind run. Sortof. I well & truly ran out of HD space so removed a 4-5 min chunk of test 9, and re-started test 10 >.<
Cheers!

F8Ovp62XGT0

Thornscrup • Apr 17, 2012 • #61369
45 posts

Thanks for the comments!
sicklebrick, you're absolutely right, there's bugs everywhere. I hope I'll find a way to deliver a proper "pack" someday, but I'm affraid it'll take some time! I'm so fed up with mapping right now...

PS: Damn, when you're standing on the button...I really didn't think about that!

Djinndrache • Apr 17, 2012 • #61370
1,442 posts

After a few puzzles I funneled myself on the button and just pushed it over and over again until the map was finished.
Anyways, nice idea. It got quite some bugs and exploits though, test more next time
I'll upload my blindrun on this tomorrow.

Shakky • Apr 17, 2012 • #61371
228 posts

Thanks alot for the map. I really enjoyed it. There are some rough edges at times but with time you could make this even better. I would have hoped for little harder puzzles at the end but I think the difficulty curve was pretty good.

I really enjoyed how you animated all the changes and I loved the basic idea.

I recorded a solution video showing my solution with the unintended solution for the last puzzle.
pl9IOsZFJ6k

Easily 4/5 from me but I'm afraid I can't give it 5/5 before it is flawless. Great job and I can't wait for more!

PS:Could you please send me the vmf for this? I do not intend to copy anything but I would like to see how it looks like in hammer

taco • Apr 17, 2012 • #61372
504 posts

The map is fun but could definitely use some more visual and puzzle polish.

I could be mistaken, but there didn't seem to be any cubemaps which made the chamber feel unfinished visually.

As far as the puzzles, there are certainly unintended solutions for at least a couple of the puzzles (which is more than fine) but there is one glaring issue that needs to be fixed: At the very start of the map, you can portal onto the button and just mash the use key. I was able to "complete" the map in 1 min and 2 seconds using this method.

Lpfreaky90 • Apr 17, 2012 • #61373
2,842 posts

Interesting map; as said by others there are a couple of issues where you could skip of a puzzle but I liked how you re-used the same room quite a few times. Can't wait to see more

a2912871 • Apr 17, 2012 • #61374
32 posts

Well done once again Thornscrup, very nice puzzles but still needs some work to iron out some bugs.
Here's my even easier way to solve the last puzzle:

eg2Ni9yqcps

RogerL • Apr 17, 2012 • #61375
490 posts

This was a compact map of many dimensions! And some pretty nice puzzles, too. How you managed to fit all that in there, I don't know. Since there are already several exploits for the last puzzle, it seems foolish to describe one more, so I won't, because it doesn't save nearly as much time. Good job, I enjoyed it and I will recommend it to others.

wildgoosespeeder • Apr 17, 2012 • #61376
178 posts

Very tight and challenging. Although I was able to exploit one thing (unless this was intended):

Puzzle 9
1. Puzzle 9:
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770106451?tab=public
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770142103?tab=public
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770278744?tab=public


Good map otherwise! This is what Valve should have had Aperture Science do with their panels...

KennKong • Apr 17, 2012 • #61377
942 posts

I trecorded my blind playthrough for you. The part before the laser puzzle is the second playthrough, after the game crashed. I really need to learn to use those quick saves! You really need to add some autosaves.

The full playing time for this was 1:47:48, but I edited it down to 34:15 by eliminating the wasted time in the laser puzzle and the repeated failures in rooms 9 and 10. I haven't watched any other playthroughs yet, so I have no idea if my solutions were intended. Nothing I did felt like an exploit to me, so any deviations are probably me doing it a harder way.

I like the way the puzzles ramp up in difficulty. The funnel puzzle is easily one of the best remote cube wrangling designs I've ever played. I would have left out the laser puzzle, since almost everything else is moving and it just doesn't fit with the rest of the puzzles. Oh, and I hate laser puzzles.

I would move the cube dropper in the final room farther away from the rising platform, or make the platform a little narrower. I deleted many failed fling attempts from my video due to bumping into that sucker or landing on the light on its side.

There a gaps all over the place, especially in the walls but also the floor. I'm not surprised, given all the moving parts, but it looks bad. I am surprised at the lack of lag, given that the engine has to draw the room around the room, too.

On the strength of the puzzles, this is an easy 4, but the looks and the cube dropper problem are definitely a 3. Given my distaste for laser puzzles, I end up giving this 3/5.

All in One blind playthroughembedded
A3bQEDu5T9g

Szieve • Apr 17, 2012 • #61378
158 posts

autosave points.. fail..

OnePortalizedGal • Apr 17, 2012 • #61379
156 posts

I loved the fact of being able to solve all these puzzles and never having to leave the same room. Very interesting concept and well done. Yes there are some issues - but we learn by doing - it's the idea behind it. Nicely done - thanks for making!

Djinndrache • Apr 18, 2012 • #61380
1,442 posts

Djinndrache wrote:
I'll upload my blindrun on this tomorrow.

There it is:

hGYFqNtK0uU
(Link: http://www.youtube.com/watch?v=hGYFqNtK0uU)

Thornscrup • Apr 18, 2012 • #61381
45 posts

KennKong wrote:
I trecorded my blind playthrough for you.

Thank you for this very complete review!
First, sorry for the autosave problem. I was stupid enough to think that, as long there's no way you can die, you don't need autosaves. Yeah pretty stupid.
Second, apart the "standing on the button problem", your solution is indeed the one I had in mind, EXEPT in the last puzzle. I must admit your solution is quite smart and challenging, but there IS another way! It's about as hard as yours, but a little more "elegant" (don't take it wrong, your solution is just epic).

I'll fix the main problems and repost. I won't have the courage to fill all the gaps, but I'll try to cover them a little later, in a final version. If I ever finish the whole pack...

Again, thanks! And when I have uploaded it, if you please, try again the new version of the last puzzle. It's a real big challenge. I think.

Thornscrup • Apr 18, 2012 • #61382
45 posts

Version 1.1 is out!

Well done everybody, you've made me want to get to work again! After I made this map, tried to add voices and failed , I really felt discouraged...Thank you very much.

I really hope you will try test 9 again. The intended solution is really something I'm proud of. A nasty piece of flinging challenge, believe me!

And, yeah, no more standing on the button. I still don't understand how I missed that.

And also, I've got a problem with cubemaps, I'll try to find out why.

taco • Apr 18, 2012 • #61383
504 posts

You can stand on the object under the button, look up and spam the button to complete the map. Since you are using that object as a light source, you may just want to add a small, steep Player Clip brush on top if it so the player can't stand there.

More feedback as I do a real play through.

KennKong • Apr 18, 2012 • #61384
942 posts

@Djinndrache: The master of the unintended solution strikes again at 13:10!

@Thornscrup: I hope you fixed the standing on the button pedestal exploit, that's a real map breaker. I guess I'll see soon enouugh in v1.1.

EDIT: Having watched others' playthroughs, I realized I've never seen that little laser in the corner. I've played through it three times, and never seen that. How?

For a "dead" project, this thing still has some legs on it! I'm glad you dusted it off, even though it needs some more polishing.

taco • Apr 18, 2012 • #61385
504 posts

Any chance you can post a video of your intended solutions to the last two puzzles? I can complete them but I'm pretty sure that my solutions are not intended (puzzle 8 I am solving by having the cubes pass through a grate).

Other than that, everything seems to be working well enough. There are a number of lighting and brush issues throughout the map that could be fixed (player can stand on parts of the wall, missing brush faces, some brushes not properly lit, etc.)

Also, I find the map to be quite dark in general. I have to turn up the game brightness so that my eyes don't have to strain while paying this map. But that might just be me.

Thornscrup • Apr 18, 2012 • #61386
45 posts

taco wrote:
You can stand on the object under the button, look up and spam the button to complete the map. Since you are using that object as a light source, you may just want to add a small, steep Player Clip brush on top if it so the player can't stand there.

Nice catch! The worst thing is, I don't think it's the light source you're actually stepping on, it's supposed to be collision-free...I believe it's a little imperfection in the cube dropper or something like that. Good point anyway, I'm fixing it soon.

KennKong • Apr 18, 2012 • #61387
942 posts

I guess the lesson to be learned is be careful what you ask for. You fixed the problem with the cube dropper all right; you made the fling even harder in v1.1.

Here's how I did the fling to the top platform in room 9.
First fling for room 9Embedded
Df7hcMoof40 I think it's intended, but to solve the puzle, I think I need to bring the cube with me. I've tried a technique I learned in Jonatan's Beamchain, but I can't make it work here.what i tried
Start the yoyo as in the video. While rising out of orange, fire blue under the cube first, then into the slanted panel. Grab it as you fall through orange.I can grab the cube, but I've never had enough momentum to make it to the top platform. Should I keep attempting this, or am I flinging up the wrong tree?

EDIT: Fling 2I made it!
I was able to fling from the top platform back to the top platform with the cube by jumping off the button pedestal.gC2aZpZk6eM

taco • Apr 18, 2012 • #61388
504 posts

Here is my solution to Puzzle 9:
EMBEDDED VIDEO
rQD3S5bbXHg
I'm pretty sure it's not the intended method but at least it doesn't exploit a bug like my solution to Puzzle 8.

KennKong • Apr 18, 2012 • #61389
942 posts

taco wrote:
Here is my solution to Puzzle 9:

That's what I was talking about in my prior post. I did what you did 25 times, and never made it to the top platform. I still don't understand how it is that other players can get more momentum than I do. For example, I can't make it to the first level just by jumping from the raised platform, not even if I crouch at the end. (I did notice that you jumped much farther to the left, so maybe you're not being funneled into the portal, but are hitting it at an upward angle.)
I also can't get to the button just by jumping from the top platform, I had to jump from the pedestal. My Chell must be fat and won't fit through the portals!

Thornscrup • Apr 18, 2012 • #61390
45 posts

Yep KennKong you got it!

In the first video, it's quite exactly what I intended. In the second one, it's very, very close. First, I didn't think about jumping from the button, because that's not what buttons are for. I mean, what's wrong with you? Stop standing on those buttons. Those are made for being pressed. You holligan.

Anyway, that's not important at all. What bothers me just a little is the way you got the cube. My solution is really exactly the same, but... in a different style. Here it is:

http://youtu.be/bCEwXuDULFs

Yeah, I don't think it's important. And I don't see how I could impose my move anyway. What do you think?

Again, bravo.


PS: I can't find a way to show the youtube player. I suck.

Thornscrup • Apr 18, 2012 • #61391
45 posts

taco wrote:
Here is my solution to Puzzle 9:

Nice solution. But..not intended, because you didn't use all the buttons. You're killing me!

taco • Apr 18, 2012 • #61392
504 posts

Also, you can get stuck in the laser-puzzle room if you jump down right when you press the button to finish it run for the opening before it closes.

The bug on Puzzle 8 works like this: once you get the cubes down to the first pair of buttons, head into the upper room and stand on the button to lower the wall. Place a portal on that wall and the wall beside the floor buttons. You want to get the cubes to be pushed towards the wall closest to you. Then place a portal under them (and then re-portal on the lowered wall since you had to get off the button to place that portal) and the cubes will be lifted up. Then when they are at the top, place a portal behind the grate in the upper room so that when the cubes fall, they will try go through that portal. The cubes will be travelling fast enough that the grate won't stop them and they will pop into the room.

RogerL • Apr 18, 2012 • #61393
490 posts

taco wrote:
The cubes will be travelling fast enough that the grate won't stop them and they will pop into the room.

I tried that many times, and they never went through. Something else must be going on. Maybe a bad save or something. Can you reproduce it?

taco • Apr 18, 2012 • #61394
504 posts

This is a solution to Puzzle 8 involving the glitch where the cubes pass through a grate:
EMBEDDED VIDEO
EklG-OpWoq0
I have been able to reproduce it multiple times on different play throughs.

Thornscrup • Apr 19, 2012 • #61395
45 posts

Thanks for the reports taco!
I'll add clips to avoid being stuck in one room while the walls are moving, and maybe thiken the grid a little.

If you want to see the intended solution for test 8, watch Shakky's video on the first page! It's exactly what I had in mind for this puzzle.

fumblus • Apr 19, 2012 • #61396
3 posts

Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

taco • Apr 19, 2012 • #61397
504 posts

fumblus wrote:
Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

I wouldn't go so far as to say that it ruined the map for me, but if the intended solution is (in v1.1) to complete the fling the same way it was commonly completed in v1 then it might be worth providing the player with more portable-floor for that test only (since I know you changed the floor to prevent issues with other tests).

Personally, I just place a portal on the raised platform and then one under the box dropper... and jump through it from the button-pedestal. Haha.

RogerL • Apr 19, 2012 • #61398
490 posts

taco wrote:
This is a solution to Puzzle 8 involving the glitch where the cubes pass through a grate:

That's odd. I went back and tried it again, but it still doesn't happen. I wonder if this was a bug that got silently fixed. Perhaps you're playing with an older version of the game??? I don't know; very odd.

taco • Apr 19, 2012 • #61399
504 posts

RogerL wrote:
That's odd. I went back and tried it again, but it still doesn't happen. I wonder if this was a bug that got silently fixed. Perhaps you're playing with an older version of the game??? I don't know; very odd.

Very odd indeed. That video was recorded on v1.1 so I'm not sure why you wouldn't be able to reproduce it. You are letting the cube get all the way to the ceiling?

Thornscrup • Apr 19, 2012 • #61400
45 posts

taco wrote:
fumblus wrote:

Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

I wouldn't go so far as to say that it ruined the map for me, but if the intended solution is (in v1.1) to complete the fling the same way it was commonly completed in v1 then it might be worth providing the player with more portable-floor for that test only (since I know you changed the floor to prevent issues with other tests).

Personally, I just place a portal on the raised platform and then one under the box dropper... and jump through it from the button-pedestal. Haha.

Haha you're so obsessed with fling! There's an even easier solution! You can stand on the cube to reach the button.Muhaha. AND STOP STANDING ON THOSE BUTTONS!

KennKong • Apr 21, 2012 • #61401
942 posts

Thornscrup wrote:
My solution is really exactly the same, but... in a different style. What do you think?

I think that's much more elegant, because it's all done in one move. My way takes a whole bunch of fiddling around to get the cube on the edge of the portal.

Thornscrup wrote:
PS: I can't find a way to show the youtube player. I suck.

When you use the youtube tags, only put the video's coded name in there. Leave out any _http://youtube.com/watch?v= stuff.

PCdoc • Apr 22, 2012 • #61402
245 posts

Thornscrup - please stop cutting yourself down.
This map was FUN, COMPLEX, and CHALLENGING !!!

People take something like this and dissect it - just looking for anything they can find that does not meet up to their own standards. OK I can understand doing that - because they are into the exactness of map-making techniques. But there is a silent majority who do not care about minor bugs and exploits - so long as the map is playable, can be completed, and is a blast to play.

Myself, I play for intrigue and FUN. I am too busy with solving the puzzles to worry that . . . oh, for example . . . the lighting has a bluish tint, a seam in the wall has a 1/8" gap, etc, etc. BIG DEAL.

Your previous map, "The Hard Way" - is my personal fav - eclipsed only by "Boxy Trixy" of Portal 1 fame.

This one I liked a lot - long play time, and the "one room" concept was cool.
I will say - that I do prefer moving along to new rooms and having to remember how to get back to other areas - and having one room relate to several other rooms.
This is why I loved The Hard Way so much.
Nevertheless, this map, "All in One" - took a new concept and executed it well.

Laser room - took me a while because I forgot how to execute a 3x3 - once you know how it
is a quickie as Djinndrache showed.
Level 08 was a great one. I do not see how Djinndrache clicked the button through the grating from up in the dropper area - to get two new cubes. The Portal was on the floor and the button is 4 feet above the floor portal - yet he clicked it from the dropper area through the mesh, somehow. I solved that room by first getting one cube up there, going back and getting the other cube and myself in up there by lifting up with the funnel and then through the open window at the top. Then with both cubes in that room the rest was easy.

Level 09 - I had difficulty in getting the cube up to the medium height platform - was fun having to springboard it up in the air and portal i up to where you can barely catch it by crouching on the edge. For the next part, luckily I completed the high fling because I had taken strafe jumping 101 - haha. One thing - I did not see a need for the button on the top level. Actually you do NOT want to press it because it tilts the floor panel to 45-degrees, and you need the floor panel to be flat to allow you to fling to the final Exit button. I also saw no need for the Turrets since you fling past them too fast for them to be a real threat.

Thornscrup • Apr 28, 2012 • #61403
45 posts

PCDoc you're always here to cheer me up, thanks!
I really had a tough time making this map, and in the end it didn't even work completly, that's why I sounded a little upset somtimes! I don't even care about the design problems, light and stuff. It's the shortcuts that really break my heart! In my map, I always try to force the player to make new and elegant moves, so that's why I whimper a little bit when I see unintended solutions...yeah I'm a sensitive person.

Anyway, I'll be back with this All in One concept someday. Test 9 is definetly not working well! Thanks again!

redunzl • May 12, 2012 • #61404
58 posts

I thought this map was excellent. I loved how you chained the puzzles together into a single space.

I had a tough time with the laser puzzle, but that was my fault. The room was so dark that I couldn't tell that the walls next to the laser were portalable. It had been a long night and I think I was down to maybe 6 or 7 functioning brain cells at that point. I didn't even try to pop a portal into those walls -- they looked like standard plain black walls, so I assumed that was part of the test. I still managed to come up with a solution, although it was not easy. I should have grabbed a screen shot but, as I said, my brain was not working very well.


I had one portal in the wall immediately to the right of the laser receiver, the other hard against the adjacent corner of the wall, perpendicular to the first portal. My last cube went between the two bells farthest from and adjacent to the laser receiver, through the last two bells, into the portal next to the receiver and out of the other portal along the wall to hit the receiver from the side. If the receiver had been recessed slightly into the wall, my solution would not have been possible.

The last puzzle had me completely stumped until I played it thorugh again over at my brother KennKong's house. He gave me the key hint about the game's mechanics that I had been missing -- jump into your floor portal at an angle so it doesn't "funnel" you straight into it, then you come out of the fling portal with the proper angle to reach the shelf.

A solid 5/5 from me. Great job!

Yorgn • Jun 06, 2012 • #61405
57 posts

I loved the concept of this map. It's like being in a magic box that keep unfloding its secret. Nice gradation in the difficulty too. Only one test I did not toroughly enjoyed, the one with the 9 relays, because this pattern has been used and re-used.

Also, there is one HUGE exploit/bug you may want to solve. From level 3 at least, it is possible to land on the 'ledge' formed by the ligths on the side of the cube dropper, just below the target button to switch level. From there on one can simply jump straight up and push the button repeatdly level after level. Needles to say, this is not an alternat solution, because it ruins everything!

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