File Size: 3.93 MB

Downloads: 694

Rating: (19 votes)

Description

This map introduces something new to the Portal 2 mechanics... Rotating platforms! I know it sounds lame, but stick with me on this one. You might recognize them from Soptipp1's map-pack "Testing Is The Future". Now, I didn't steal the idea, I asked the guy for permission to use them, but he haven't responded yet. Luckily he doesn't own the concept, so I can release this anyways... This is my first serious map made for Portal 2. It's actually a work in progress, but I think it good enough to be qualified as a full single player map. Also, this map is easy, really easy. Think of it as a rediscovering of the faith plate. If this puzzle was a part of a single player campaign it would be the first puzzle with the faith plate involved. The map is relatively short but divided into 4 sections with a rotating faith plate in the middle. The player has to complete each area in order to get a cube. The cube is later used as a way to rotate the faith plate, taking the player to the next area. It's sounds complicated, but I can assure you that it's a piece of cake... Get it? Piece of cake? Ahh, never mind... Now, if you're willing to test this map and provide some feedback I'd be happy if you could read the "Known Issues" down below. There is a couple of things that I already know needs to be changed. Version 1.1 - Removed dot-signs in second room - Fixed the hovering panel - Removed panel that made it possible to jump directly to the third puzzle - Fixed indicator lights that wasn't lit when powered - Added sound to the startup of the testchamber sign - Removed a panel frame that didn't belong to the map - Made some minor performance improvements Version 1.2 - Fixed it so that the first cube will now respawn if destroyed - Modified the sealing in the second room to look a bit better - Fixed some flickering textures in the room before the actual chamber Version 1.3 - Made the first hallway longer to prevent the player of slamming into the wall when flinging - Made some textures look better - Removed the potato from the portalgun - Added more details to the sign-room - Added some destuctive envidonment to the second room Version 1.3.1 - Fixed it so that the map actually works (thanks SkyFerret!) Also, break this map! If you can find any glitches or bugs report them to me. It helps me out a lot. KNOWN ISSUES! [spoiler]- The lighting is bad with some textures that aren't properly lit - The first room isn't as detailed as the rest of the map - The seconds rooms floor does not match the floor in the main room[/spoiler] Walktrhough (you probably wont need it though) [spoiler]FNPwv_M5zCM[/spoiler] Anyways, thanks for playing and try to have fun!

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Logic • May 04, 2012 • #62397
298 posts

This map introduces something new to the Portal 2 mechanics... Rotating platforms! I know it sounds lame, but stick with me on this one. You might recognize them from Soptipp1's map-pack "Testing Is The Future". Now, I didn't steal the idea, I asked the guy for permission to use them, but he haven't responded yet. Luckily he doesn't own the concept, so I can release this anyways...

This is my first serious map made for Portal 2. It's actually a work in progress, but I think it good enough to be qualified as a full single player map. Also, this map is easy, really easy. Think of it as a rediscovering of the faith plate. If this puzzle was a part of a single player campaign it would be the first puzzle with the faith plate involved.

The map is relatively short but divided into 4 sections with a rotating faith plate in the middle. The player has to complete each area in order to get a cube. The cube is later used as a way to rotate the faith plate, taking the player to the next area. It's sounds complicated, but I can assure you that it's a piece of cake... Get it? Piece of cake? Ahh, never mind...

[img]http://img607.imageshack.us/img607/5223/spcrossflinger0000.jpg[/img]
[img]http://img28.imageshack.us/img28/1161/mycross0002.jpg[/img]

Now, if you're willing to test this map and provide some feedback I'd be happy if you could read the "Known Issues" down below. There is a couple of things that I already know needs to be changed.

Version 1.1

- Removed dot-signs in second room
- Fixed the hovering panel
- Removed panel that made it possible to jump directly to the third puzzle
- Fixed indicator lights that wasn't lit when powered
- Added sound to the startup of the testchamber sign
- Removed a panel frame that didn't belong to the map
- Made some minor performance improvements

Version 1.2

- Fixed it so that the first cube will now respawn if destroyed
- Modified the sealing in the second room to look a bit better
- Fixed some flickering textures in the room before the actual chamber

Version 1.3

- Made the first hallway longer to prevent the player of slamming into the wall when flinging
- Made some textures look better
- Removed the potato from the portalgun
- Added more details to the sign-room
- Added some destuctive envidonment to the second room

Version 1.3.1

- Fixed it so that the map actually works (thanks SkyFerret!)

Also, break this map! If you can find any glitches or bugs report them to me. It helps me out a lot.

KNOWN ISSUES!
- The lighting is bad with some textures that aren't properly lit
- The first room isn't as detailed as the rest of the map
- The seconds rooms floor does not match the floor in the main room


Walktrhough (you probably wont need it though)
FNPwv_M5zCM
Anyways, thanks for playing and try to have fun!

File Name: CrossFlinger_v1.3.1.rar
File Size: 3.93 MiB
Click here to download CrossFlinger

zivi7 • May 04, 2012 • #62398
649 posts

It's an alright map. The indicator lines clearly tell where the faithplate will shoot you and the rotation worked. But the puzzles are too easy at this point.

There was another map that used this concept in a destructed theme and added a "rusty" sound to the turning. edit: Found it: community-releases/testing-is-the-future-t6036.html

taco • May 04, 2012 • #62399
504 posts

This map is solid. Perhaps a little too straight forward (and very easy), but solid.

The map played out quickly with its linear nature making progress obvious. Your 1-2-3 cube getting with progressive puzzles was nice but the first 1 wasn't a puzzle and overall that aspect of the map left me wanting. Since the map is centred around three separate cubes, it would have been nice to solve three puzzles (especially since there is no puzzle or trick to the faithplate in the middle of the room).

Everything worked fine and for the most part looked good too(other than a fiew issues that you listed as "known").

The only "issue" I found was that it is possible (though extremely difficult) to jump from a window frame into the 3rd cube room; however, since you need all three cubes to finish the map, this issue probably isn't worth fixing.

If your aim was to make an easy difficulty map with a "new" unobtrusive feature - then you nailed it.

andyb • May 04, 2012 • #62400
257 posts

This was really fun.Maybe use the cube catch for dot1 and make a bit more of a challenge for 2.Good work just a bit easy.

Quick run through coming once upload complete in about 15 minutes

x7OzkhVhCGc

Logic • May 04, 2012 • #62401
298 posts

I added this in the description:

Quote:
Also, this map is easy, really easy. Think of it as a rediscovering of the faith plate. If this puzzle was a part of a single player campaign it would be the first puzzle with the faith plate involved.

It's supposed to be really easy.

zivi7 wrote:
There was another map that used this concept in a destructed theme and added a "rusty" sound to the turning. edit: Found it: community-releases/testing-is-the-future-t6036.html

I mentioned him in the description

taco wrote:
If your aim was to make an easy difficulty map with a "new" unobtrusive feature - then you nailed it.

Taco among the first posters as usual But that was indeed my goal and it makes me really happy to hear that!

andyb wrote:
Quick run through coming once upload complete in about 15 minutes

Blind-runs are always appreciated

Shakky • May 04, 2012 • #62402
228 posts

Nice map! I liked how it looked and the puzzle was decent. It's not really my kind of map because I really prefer really hard maps over the easy ones. It still was enjoyable and worth 4/5.

In my opinion the last room doesn't need those number dot signs as the player will probably know what to do without them.

My blindrun:
GznpgmrwstM

SkyFerret • May 04, 2012 • #62403
276 posts

I liked it. This could really go somewhere. I'd say we all like flinging just as much as cake. I understand it's a WIP, but are you going with all out destroyed style with the finished product as in a little bit dirty, more panels missing and some overgrowth?

Logic • May 04, 2012 • #62404
298 posts

Why dosesn't images work on the forum? :/

Shakky wrote:
Nice map! I liked how it looked and the puzzle was decent. It's not really my kind of map because I really prefer really hard maps over the easy ones. It still was enjoyable and worth 4/5.

In my opinion the last room doesn't need those number dot signs as the player will probably know what to do without them.

I realise easy maps arent for everyone on this forum, but thanks for playing it and uploading your blind-run

I'll remove the dots in the next version. I put them there in the beginning of construction and simply forgot to remove them.

SkyFerret wrote:
I liked it. This could really go somewhere. I'd say we all like flinging just as much as cake. I understand it's a WIP, but are you going with all out destroyed style with the finished product as in a little bit dirty, more panels missing and some overgrowth?

You my good sir are right on the money. I'm actually thinking about making something bigger, like a mini campaign with some new elements throwed in there. But I made this map as a test to see if anyone enjoyed my way of mapping. Since I haven't got any specific story in mind I'm making my maps look pretty sterile right now. So that I can mess them up later in "development"... xD

I though about uploading a clean version of this map, without any details such as loose panels and frames, but it felt a bit boring. I'm probably going to make a couple of sterile maps in the days to come and try to convert them to something filthier.

SkyFerret • May 04, 2012 • #62405
276 posts

If you're planning a mini campaign, and this map being a three pronged approach, I would suggest that first fling could lead you to a series of chambers to acquire a cube. You would then return to the center. From there, step 2 in the other direction and get a cube, then step three. Or is this the plan?

RubyCarbuncIe • May 04, 2012 • #62406
303 posts

Really nice map. I like the rotating faith plate idea, it makes the chamber more interesting. I like it in "Testing is The Future" and I'm glad to see more people use it. Great test chamber, not to difficult but really fun to play. I love flinging myself carelessly through the air without a care in the world.

Logic • May 04, 2012 • #62407
298 posts

SkyFerret wrote:
If you're planning a mini campaign, and this map being a three pronged approach, I would suggest that first fling could lead you to a series of chambers to acquire a cube. You would then return to the center. From there, step 2 in the other direction and get a cube, then step three. Or is this the plan?

Wow, are you stalking me? My initial idea when I started mapping for Portal 2 was to build one main chamber with 4 buttons, four testchambers connected to that one and one initial test. The player had to complete the four tests to open the final door. There you had to use all that you learned previously to acquire a final (companion) cube. I think it might work but I'm more interested in creating a small single player campaign with some storytelling than just one big map... But please don't steal my idea xD

RubyCarbuncIe wrote:
Really nice map. I like the rotating faith plate idea, it makes the chamber more interesting. I like it in "Testing is The Future" and I'm glad to see more people use it. Great test chamber, not to difficult but really fun to play. I love flinging myself carelessly through the air without a care in the world.

"Look at you, soaring through the air, like and eagle... Piloting a blimp..."

SkyFerret • May 04, 2012 • #62408
276 posts

Logic wrote:
But please don't steal my idea xD

LOL. Don't worry. I don't even have the SDK for this. I'm sure it's a ton a meticulous and time consuming work. A while ago I downloaded Hammer, and thought to myself "yikes" this is a lot of doings and a lot to learn. I might some day get into mapping because I have a lot of ideas, to which I never have to worry about sharing that one light bulb between bedroom, bathroom and kitchen. For now, I'll leave the mapping to others.

Logic • May 04, 2012 • #62409
298 posts

SkyFerret wrote:
LOL. Don't worry. I don't even have the SDK for this. I'm sure it's a ton a meticulous and time consuming work. A while ago I downloaded Hammer, and thought to myself "yikes" this is a lot of doings and a lot to learn. I might some day get into mapping because I have a lot of ideas, to which I never have to worry about sharing that one light bulb between bedroom, bathroom and kitchen. For now, I'll leave the mapping to others.

Haha, okay. You should try out the new map maker though. It'll be out in a few days

quatrus • May 04, 2012 • #62410
1,047 posts

Nice use of a rotating faith plate, it seems familiar but you did a nice job with it. The puzzles were relatively easy but fun. Thanks for mapping.

MutatedTurret • May 04, 2012 • #62411
54 posts

The metal texture used on the faith plate gives off a very nice contrasting glean.
The puzzles do need some more interconnection with addition elements though, as others have said. I look forward to the next rendition of this!

Thepast42 • May 05, 2012 • #62412
9 posts

It's a very well made map. If this map truly was in the campaign, I think it'd introduce faith plates quite nicely. The first faith plate puzzle was easy anyways.

autobzooty • May 05, 2012 • #62413
12 posts

Well done, this is extremely polished and interesting. I'd agree with other people saying that there should be a puzzle associated with the first cube, but apart from that I really like it. It's not very challenging, but it introduces and teaches the concept flawlessly. This would be a good introductory test chamber for a larger set that would take the idea a bit farther.

The rotating faith plate is a very interesting way to direct the player through non-linear world geometry. Makes it much more interesting to play than it would be if you had just strung these three puzzles together in a hallway. I'll have a video of my play-through uploaded soon.


Edit: Video!
a_wisPXAhLo

sicklebrick • May 05, 2012 • #62414
876 posts

Nice wee map ^^
Took all of about 2 mins, but I enjoyed those 2 mins so all is well I thought it was a nice touch that you made the final 1,2,3 dots below the exit count up, regardless of which button you actually put the cubes on and how dot 1 not being a puzzle was a nice intro to the concept. Would quite like to see the next version of this, cheers!

Edit:
My only concern is that you blocked off the faith plates so I can't jump to them from the fence in the acid room. I wanted to play on them

toaster • May 05, 2012 • #62415
28 posts

I recorded my playthrough:

90g_Y_x3-Ew
Nice map. It's a little short and easy, but well made. I like the rotating faithplate.

DamnImOnFire • May 05, 2012 • #62416
33 posts

Great map! I enjoyed it, despite the simplicity. I think there needs to be more maps with this feature! Cheers for mapping!

Logic • May 05, 2012 • #62417
298 posts

sicklebrick wrote:
Nice wee map ^^
I thought it was a nice touch that you made the final 1,2,3 dots below the exit count up, regardless of which button you actually put the cubes on and how dot 1 not being a puzzle was a nice intro to the concept.

Edit:
My only concern is that you blocked off the faith plates so I can't jump to them from the fence in the acid room. I wanted to play on them

Thank Brainstone for the "coding" of the button counters

You're probably the only one who thought the first puzzle was a good idea. I thought that it'd be a nice way to learn the player what the goal of each section was: to get the cube back to the button. Others tend to think it was way too easy, but I think it fits in nicely with the learning curve.

Yes, I did block off the faith plates. I originally didn't even have a railing there and players could move freely in the room. But then they would probably try other ways of solving the puzzle, making the intended solution less interesting.

DamnImOnFire wrote:
I think there needs to be more maps with this feature! Cheers for mapping!

"Ohh, it will. Beleive me it will..."
Doesn't really fit in but whatever x) There will probably be more maps with this concept incorporated

fleabag • May 05, 2012 • #62418
10 posts

that was a brilliant map the crossflinger was amazing it was simple but that is how i like maps dealy or simple

Logic • May 05, 2012 • #62419
298 posts

fleabag wrote:
that was a brilliant map the crossflinger was amazing it was simple but that is how i like maps dealy or simple

Interesting that you walled the spinning plate the crossflinger. I never intended it as a name for the mechanic xD

Mattyd • May 06, 2012 • #62420
49 posts

Excellent map, as previously said, it was easy, but still enjoyable. Will look forward to playing future maps from you

Logic • May 06, 2012 • #62421
298 posts

Mattyd wrote:
Excellent map, as previously said, it was easy, but still enjoyable. Will look forward to playing future maps from you

Thanks! There will be more maps to come

SkyFerret • May 07, 2012 • #62422
276 posts

I think the new version might be broke. It shows up in the console, but when I hit enter, it says not valid. Then, for some some strange reason, it made my menu items disappear and I had to Alt Tab out of the game. It didn't do any harm to my game, but just some weirdness happening. I tried redownloading and reinstalling, but same thing.

Logic • May 07, 2012 • #62423
298 posts

SkyFerret wrote:
I think the new version might be broke. It shows up in the console, but when I hit enter, it says not valid. Then, for some some strange reason, it made my menu items disappear and I had to Alt Tab out of the game. It didn't do any harm to my game, but just some weirdness happening. I tried redownloading and reinstalling, but same thing.

Really? I'll check it out right away! :O

Logic • May 07, 2012 • #62424
298 posts

SkyFerret wrote:
I think the new version might be broke. It shows up in the console, but when I hit enter, it says not valid. Then, for some some strange reason, it made my menu items disappear and I had to Alt Tab out of the game. It didn't do any harm to my game, but just some weirdness happening. I tried redownloading and reinstalling, but same thing.

I think it's fixed now. No idea why the new name didn't work, but i changed the name of the map back to sp_crossflinger. I know you're supposed to update the name, but that's only for the rar file right?

Thanks for notifying me SkyFerret! You're in the credits! ^^

SkyFerret • May 07, 2012 • #62425
276 posts

Logic wrote:
SkyFerret wrote:

I think the new version might be broke. It shows up in the console, but when I hit enter, it says not valid. Then, for some some strange reason, it made my menu items disappear and I had to Alt Tab out of the game. It didn't do any harm to my game, but just some weirdness happening. I tried redownloading and reinstalling, but same thing.

I think it's fixed now. No idea why the new name didn't work, but i changed the name of the map back to sp_crossflinger. I know you're supposed to update the name, but that's only for the rar file right?

Thanks for notifying me SkyFerret! You're in the credits! ^^

It works. I noticed that in the room just after the elevator, you through a little more debris on the floor and added some stuff to the walls. That helps a bit more to give it the feel of run down or disrepair. One thing I did notice was a portalable panel beside the window of the observation room where you do fling #3. I doubt it's needed, but it kinda throws off the look of the window being there. Oh, one last thing. May I suggest a light on the ceiling in the very center. Other than that, everything works and looks okay now. As for someone actually breaking it, I really don't think there's any other way to circumvent the actual resolve to the puzzle.

As for updating the name, yes, I believe you need to rename the RAR file before uploading. With the bsp file being reverted back to sp_crossflinger, all that means is you would over-write the old one if you choose to, or rename it before placing it in the maps folder.

soptipp1 • May 07, 2012 • #62426
60 posts

This was a very nice map! A bit easy but still smart when the faith plate takes you to different areas depending on how many cubes you have. The only thing I noticed was that the texture on the rotating faith plates looked a bit like a checkerboard. It might look better with another texture. Anyway, you made good use of the rotating faith plates and I liked it.

Logic • May 07, 2012 • #62427
298 posts

SkyFerret wrote:
It works. I noticed that in the room just after the elevator, you through a little more debris on the floor and added some stuff to the walls. That helps a bit more to give it the feel of run down or disrepair. One thing I did notice was a portalable panel beside the window of the observation room where you do fling #3. I doubt it's needed, but it kinda throws off the look of the window being there. Oh, one last thing. May I suggest a light on the ceiling in the very center. Other than that, everything works and looks okay now. As for someone actually breaking it, I really don't think there's any other way to circumvent the actual resolve to the puzzle.

As for updating the name, yes, I believe you need to rename the RAR file before uploading. With the bsp file being reverted back to sp_crossflinger, all that means is you would over-write the old one if you choose to, or rename it before placing it in the maps folder.

I'm still not happy with the first room, but I think I've done enough in there. I might change the entire room later on to something more destroyed.

I've removed the portable panel by the window. It will be updated soon. I'll also make some modifications to the entire sealing and might put some lights in there.

Thanks for the feedback!

soptipp1 wrote:
This was a very nice map! A bit easy but still smart when the faith plate takes you to different areas depending on how many cubes you have. The only thing I noticed was that the texture on the rotating faith plates looked a bit like a checkerboard. It might look better with another texture. Anyway, you made good use of the rotating faith plates and I liked it.

I know some people have that checker pattern on the rotating plate. I don't, but it has something to do with reflections. Maybe I just don't have the proper settings for it to show up. I'll look into it.

Spyro Cool • May 07, 2012 • #62428
11 posts

This was great. Good job!

KennKong • May 07, 2012 • #62429
942 posts

Short, sweet and simple, just like my dog. OK, so she won't win any dog shows, but I love her just the same. 4/5.

Here's my blind playthrough, which won't help much because I didn't find any problems or exploits, but it took me longer to write this than to upload it, so here it is:

Crossfling v1.3 blind playthrough
bo8YrHI3sjw

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