File Size: 16.95 MB
Downloads: 1855
Rating: (1 votes)
Description
Three maps of varying difficulty Three maps of varying difficulty (mostly pretty easy). Planned and mostly finished last december, finally got around to finishing them. Custom GlaDOS voice work provided by Hamsteralliance
Comments
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Interitus wrote:
Whats wrong with them?
when you reload near them, they shoot 2 or more pellets at a time, creating a big mess 
Or at least one of them does. Its in the very last section.
the one that doesnt shoot anything is in the last section too. it is the room that is just 3 levels, the ball launcher is on the wall in a depression and the catcher is on the roof above the level farthest from the door.
Overall a nicely paced map with some interesting puzzles. One part that I found a bit off though was guessing which buttons controlled which door in the last bit.
Its no big deal, just a bit random.
Otherwise great map
Maz 
These maps were great. I laughed when I saw the dead test subject in the second map, mainly because I had died that exact same way a moment earlier.
The first map was pretty simple, I think the second map was my favorite (I found the cake and was even able to activate the ball catcher in the f-ed up test chamber, although it didn't do anything), and the third was the most challenging.
In the first map, I couldn't find a use for that pit on the far side of the toxic goo in the room with the sentry gun.
My only minor complaint is about the doors in the observation area in the second map. Even though you can open them, they don't have rendered handles on them, which had me wondering what to do for a while at first since in Portal any door without a rendered handle typically can't be opened.
Thanks guys
Glad the feedback is mostly positive other than a few nagging problems 
Kiavik wrote:
when you reload near them, they shoot 2 or more pellets at a time, creating a big mess
Or at least one of them does. Its in the very last section.
I'm not sure there's anything I could do about that without completely redoing the launcher/catchers, and I used a prefab, so I'm not 100% sure what was going on with those.
Browen wrote:
one of them doesnt shoot anything
There was a long delay in that room that I never(apparently) got around to fixing, and I couldnt figure out why the door stayed open. The door should have trapped you in there till you got the ball in the catcher.
Ralen wrote:
In the first map, I couldn't find a use for that pit on the far side of the toxic goo in the room with the sentry gun.My only minor complaint is about the doors in the observation area in the second map. Even though you can open them, they don't have rendered handles on them, which had me wondering what to do for a while at first since in Portal any door without a rendered handle typically can't be opened.
I guess depending on how you got thru the door, imafractal mentioned to me on MSN that there's a portable wall thru the door, but I havent had time to check it out. The pit was there to provide a way to fling yourself across the goo. As for the doors, I dont know how to make door handles. I know I could have used a prop_door, but I didnt like the prop_doors available. One door is usable.
mazk1985 wrote:
. One part that I found a bit off though was guessing which buttons controlled which door in the last bit.
Yeah, thats one of the puzzles of that room. Took me a while to get the outputs on that one working. 
Did you mean to create a separate folder for the sounds?
The folder in Portal is called sound (no "s").
I extracted manually, so I'm not hearing Glados' voice. Sometimes that can be a good thing though. 
yeah it should be in sound/chambersthree
and the GLaDOS voice was provided by Hamsteralliance and is very funny
so try to get it working!
Interitus wrote:
yeah it should be in sound/chambersthreeand the GLaDOS voice was provided by Hamsteralliance and is very funny
so try to get it working!
ah sunof a gun. you broke the sounds folder? sigh i just got done playing the whole thing 
very nice though. and (although i'll have to replay to make sure) very good use and application of sounds... the mechanics moving behind the walls and such. not sure if this will still be true once i fix the sound and replay it all
but mainly i'm talking about how like you'll hear a bunch of crap behind the walls before something starts moving. very nicely timed and placed
and OMG HOW EFFIN FUNNY the dead previous-test-subject thats exactly how one might die, (accidently falling into the goo, getting disorientated and trying to climb out onto something, ANYTHING) and the "broke" test chamber was very clever and neat. i love cake. but only thing i didn't like about that part was the floating and shooting gun, aside from that, that room was great. if you activate the ball-catcher you hear an explosion... but i didn't notice it doing anything. does it?
well i'm gunna go replay with its fixed sounds shrug
oh yeah, and note: I noticed in map3, with the ball catcher that someone said you can make shoot multiples..... i loaded about 3 times in succession (or so) and had like 10 balls bouncing AAAWWWW!!!!!
rellikpd wrote:
and OMG HOW EFFIN FUNNY the dead previous-test-subject thats exactly how one might die, (accidently falling into the goo, getting disorientated and trying to climb out onto something, ANYTHING) and the "broke" test chamber was very clever and neat. i love cake. but only thing i didn't like about that part was the floating and shooting gun, aside from that, that room was great. if you activate the ball-catcher you hear an explosion... but i didn't notice it doing anything. does it?
that one sentry gun in the broken test chamber isn't floating, if you look you can see it's been jammed into the wall (there's a crater and cracks coming from where the gun meets the wall). Also, the ball catcher activates an explosion in front of the cake. I god-moded and noclipped over to watch it, and it's nothing special, just an explosion. It will kill you if you're too close though. I think its purpose might be to draw you over to that part of the map to find the cake, since you can kind of see the smoke around the corner if you're looking that direction when it happens.
[img]http://img144.imageshack.us/img144/3767/chambersthree30000hi3.th.jpg[/img]
and image of the multi-ball.
also i forgot to mention in the first map on the last challenge (where you put the box on the button and the steps come up) it is possible to get stuck on them if you put portals on the steps or are move to close to the glass wall... not a big deal since its not really necessary to put portals on the steps. just letting you know
replayed with the sounds. the custom glados voices are really good. and funny. though. i thought the game was better without them. cuz i thought the part where the wall opens and allows you to access the BTS area was part of the map. not made by glados... but i don't know.
Ralen wrote:
turret
yeah i thought thats what it might have been, but wasn't sure. btw use spoiler tags. cuz that part of the map is like a serious "bonus" part of the map :p
jimmyb wrote:
Did you mean to create a separate folder for the sounds?The folder in Portal is called sound (no "s").
Erm, yeah. Its "sound" not "sounds". Was typing tired.
infernet89 wrote:
Here it is my way on those maps:
http://it.youtube.com/watch?v=W80l9eBjBtQ
Haha... awesome. You did a few things that I never thought of, which is cool. But in the room with the floor trap that drops, I wonder why the floor didnt drop right away... you shouldnt have had time to get across the gap without getting stuck. And interesting trick to grab a 3rd cube.. 
rellikpd wrote:
btw use spoiler tags.
What are you talking about? My entire post was under a spoiler tag.
Interitus wrote:
Haha... awesome. You did a few things that I never thought of, which is cool. But in the room with the floor trap that drops, I wonder why the floor didnt drop right away... you shouldnt have had time to get across the gap without getting stuck. And interesting trick to grab a 3rd cube..
Oww, if i can't get across the gap without getting stuck, i don't know what is the intended solution.
Oh, the 3rd cubes wasn't intended to be grabbed? I don't believe it O_
Ralen wrote:
What are you talking about? My entire post was under a spoiler tag.
oh so it was... sorry
i got confuzaled
infernet89 wrote:
Oww, if i can't get across the gap without getting stuck, i don't know what is the intended solution.Oh, the 3rd cubes wasn't intended to be grabbed? I don't believe it O_
Put the cube on the button and wait.
and yeah that 3rd cube can just sit there rather than being picked up. whatever 
Hello! I've just finished playing your maps and I think they're quite good. I especially enjoyed the amusing props littered throughout the maps.
A few bits of feedback:
The lifts take far too long. In the SP game, when you start a level from the map list, you begin at the correct floor and the lift doors open immediately. Whenever there was actual ingame traveling in lifts, it was rarely in silence as GladOS was there to entertain us.
Map1: You've placed a helpful angled surface to direct the player during their fling over the acid. Unfortunately, directly below it, is a vertical surface someone is likely to hit their head on T_T I mention this because the exit portal for the fling is forced by the map (due to extruded walls) so the player has little choice in the matter. Unless they skip the whole thing like infernet89.
Map2: The second portal chaining sequence depends on a fairly tricky portal shot. The cost of failure is repeating the first section which is already very repetitive. I feel this can be re-tuned so that less of the first sequence needs to be redone. And infernet89 bypassed the entire second section, the sneaky bastard.
Map3: The beginning was amusing and appropriately placed because I wouldn't want to run into an instadeath situation any later in a map.
I watched infernet89's video and I am still scratching my head trying to figure out
a) how infernet89 redirected the energy ball in the room with the emitter and receptacle separated by a glass floor
b) what the intended solution is because given the angle of the floor section and the arrangement of portalable surfaces, I don't see one :/
Solution that might have been intended that worked for me
Redirecting ball into angled corner wall, which leads to single portalable surface next to door, portal from there to upper level, hit receptacle from side
Solutions that are probably not intended that worked for me
Stealing an energy ball from another room, send it into receptacle from the side again.
Raising the angled floor section & closing myself in the room, redirecting the ball at the cylinder/piston on the back of the angled floor bit and hoping for the best.
I hope this feedback helps with the map making.
Cheerio.
Kiavik wrote:
How is the pmk map pack still not?
Because it's been a month since the last community spotlight and PMK was realeased last month. Kind of redundant.
Duffedwaffe wrote:
Because it's been a month since the last community spotlight and PMK was realeased last month. Kind of redundant.
yeah word. give this one some light for a minute first. BUT THEN AFTER THAT (and i assume after the april contest) pmk needs it. still on my top of the list 
and i downloaded, played, and commented on this map WHEN it came out. but as it got spotlighted i'm gunna go back and replay it all 
rellikpd wrote:
yeah word. give this one some light for a minute first. BUT THEN AFTER THAT (and i assume after the april contest) pmk needs it. still on my top of the listand i downloaded, played, and commented on this map WHEN it came out. but as it got spotlighted i'm gunna go back and replay it all
If people got on IRC and suggested new spotlights, it would be updated more often.
msleeper wrote:
If people got on IRC and suggested new spotlights, it would be updated more often.
i don't irc. i only forum surf. 
I loved your map pack. Especialy the final map. I dont know if I did the first puzzle right, cos I picked up companion cube, put it on the button, and jumped right away to the other side. Is that the right way to do it?
And the final multibutton puzzle. Took me a little time to figure it out, but it was really great. Especially how you had to put the energy balls in sockets.
Hope to see more from you soon!
rellikpd wrote:
i don't irc. i only forum surf.
Yeah me too, not much of the IRC guy.
Ralen wrote:
These maps were great. I laughed when I saw the dead test subject in the second map, mainly because I had died that exact same way a moment earlier.
'ey, me too
anyway, this is a very good mappack, recommendable to everyone. I had much fun, and I liked your last mini-puzzle series very much.
Keep up the good work!
ps: and there really was a cake 
//edit: as I read, the sound folder was broken... you should have fixed that
I opened the sounds in my player and the last one (glados_map3_snd2.wav) is very funny to me
and the glados voice is almost like original, how did you do that? 
Great map, i particularly liked the upward flinging platforms, they were great fun. I fluked the very last power pellet puzzle wheer the room is hal;f blocked off with glass, but did the other ones no prob. I also didnt have the Glados sound (ah well) the only thing i founf wrong was if you fell in the pit left behind after the rising floor (with the spikes on the roof) you didnt die, and were stuck in there so.... reload.
Great map thanks 
Ah one other problem i remembered... If you knock the sentry off the floor that then tilts down for the fling, and then stay ON that pice of floor as it is angling down (stand at the back of the floor near the pneumatic arm), then the floor doesnt then tilt backwards a bit thus giving you the correct angle to fling (that stumped me for a bit, until I reloaded an old save).
Phil
Very well made maps, entertaining and not too hard, I liked them! 
Was very funny to hear another GLADOS speeches here. 
And the messed up room with the cake was also funny. Btw: what does a zombie do in Portal?
I noticed a deep explosion as I filled the catcher with one of the energy balls. What was intended to explode here? GLADOS? 
But I had the feeling I played these maps already some time before.
Is it possible that they were also put on myApertureLabs or another Portal map site under a different filename? At least I didn't find the here existing files in my archives...
turret
Download link:


dload.php?action=file&file_id=182
Screenshots:
[img]http://img519.imageshack.us/img519/2918/chambersthree30023rp6.th.jpg[/img]
Description:
Three maps of varying difficulty. They're mostly pretty easy, and generally pretty fun. I'm hoping there's some new stuff in there, but I designed and built the maps last september - november, and I have no clue what the community has been up to. There may be some minor issues here and there, but there shouldnt be any debilitating issues. You get stuck in the elevators on the map changes, so just pound the jump and move keys till you're free.
Install directions:
Unzip the zip into your portal directory. Maps should end up in maps, materials into materials and sounds in sounds. Then load up the map in the Bonus maps under "Interitus's Maps"