LoveGLaDOS

by Grax · Uploaded Jan 20, 2008

Screenshot 1

File Size: 4.17 MB

Downloads: 3562

Rating: (1 votes)

Description

How I Learned to Stop Worrying and Love GLaDOS LoveGLaDOS follows the Portal campaign levels' visual style and gameplay relatively closely. It is about as difficult as the game's Advanced Maps.

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Grax • Jan 20, 2008 • #66887
5 posts

LoveGLaDOS
by Graxthal

(Full title: How I Learned to Stop Worrying and Love GLaDOS)


Description
LoveGLaDOS follows the Portal campaign levels' visual style and gameplay relatively closely. It is about as difficult as the Advanced Maps.


Download
dload.php?action=file&file_id=149
or
http://students.guildhall.smu.edu/c7/26 ... glados.zip


Screenshots




Additional Notes
Feel free to post recorded demos or youtube videos of your run-throughs (both first-runs and speed-runs are very informative). All feedback is appreciated.

Duffers • Jan 20, 2008 • #66888
474 posts

Well, I just played through this map, and I have to say, it's kickass.

You certainly put a lot of thought into this. I especially loved the "crushers" near the end, and how you incorperated the rocket turret into the level was genius.

Only problems I noticed were (lol) backwards indicator lights everywhere, where the orange checkmark was mirrored. Not a big deal, but random and kind of demeaning nonetheless.

good job with this. I look forward to more from you.

Lorithad • Jan 20, 2008 • #66889
240 posts

Most impressive. I enjoyed it thoroughly.

taco • Jan 20, 2008 • #66890
504 posts

Nicely done, Graxthal.

I really enjoyed the visual style, pacing and use of vertical space in this test chamber.

I found the difficulty to be very close to what you were selling it to be, "about as difficult as the Advanced Maps" - if not a bit easier, but enjoyable nonetheless.

The only "issue" I ran into was in the very first room. If you fire a portal onto the middle of the wall right above the three fizzlers, the portal will be pushed to one side - my guess is you have a stray portal bumper there.

As for improvements, I felt that all the "red pit flooring" would have benefited greatly from pipes and wiring - in their current state they feel unfinished.

Once again, great map - I look forward to your future releases.

taco

Kiavik • Jan 21, 2008 • #66891
81 posts

Did it. Very good. But you forgot to make all the glass destroyable by rockets. Examples:





Put some nice stuff behind that glass

Jaso • Jan 21, 2008 • #66892
24 posts

Excellent map, I like it very much.
I uploaded my least portals strategy, http://www.youtube.com/watch?v=UEnZW8VWZa8

Grax • Jan 21, 2008 • #66893
5 posts

Thanks all for the feedback thus far. I'm taking notes on everything. ^_^

Jaso, I watched your Least Portals run and laughed pretty hard. I was hoping the cameras/cubes would allow for some tricky things, but didn't know it'd be as ridiculous as that. Good stuff, I love it.

Browen • Jan 21, 2008 • #66894
73 posts

that is one of my favorite user created map i have played. thanks for making it

Darksoul • Jan 21, 2008 • #66895
10 posts

I like it, very well made and forgiving with several solutions for the obstacles wich I really like since it gives more "freedom". It's a bit on the easy side but like someone else said "I'm a sucker for impossible stuff"

taco • Jan 21, 2008 • #66896
504 posts

Just played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.

I can only imagine how much better the map would look with them in place.

Also, right when you start the map, if you look up at the recessed lighting and walk directly forward to where you enter the first room, there are two small nodraw faces visible in the lighting.

Grax • Jan 21, 2008 • #66897
5 posts

taco wrote:
Just played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.

Yeah, I have em hidden away in a visgroup in the .vmf because a couple of them were not behaving properly, so I did not compile them into this version's .bsp. ^_^ If I can get them all to reflect exactly as desired I will definitely build them into the next version. But you didn't notice on your first run, which pleases me greatly kekek^^ (can you tell that cubemaps have annoyed me? :\ )

Talgoran • Jan 22, 2008 • #66898
16 posts

Very cool map!
I really liked the big 2-floor room.

Hyakkidouran • Jan 23, 2008 • #66899
84 posts

Very nice map, it felt like one that could have been made by valve to me.
I didn't run into any bug or showing nodraw textures, exept the reverse indicator lights that were already mentionned.
Plus the challenges give nice replay value to it. An A class map!

Warchamp7 • Jan 23, 2008 • #66900
7 posts

This map was very well made, if I didn't know better, I'd think I downloaded a bonus map from Valve themselves. The puzzles were complex without being too difficult, a very good balance and and overall nice map =D

JLipimpski • Jan 23, 2008 • #66901
42 posts

top-notch work there. i thoroughly enjoyed playing it. i especially liked the rocket puzzle. I'm not sure if i solved it "correctly" though, but it got the job done

good job!

Hedgehog • Jan 24, 2008 • #66902
43 posts

I like this map, well done

Jaso • Jan 24, 2008 • #66903
24 posts

I noticed that the energyball can break glass, so it's possible to skip the rocket turret part. Probably that's harder than just using the rocket, but here is how it works.

Warchamp7 • Jan 24, 2008 • #66904
7 posts

Jaso wrote:
I noticed that the energyball can break glass, so it's possible to skip the rocket turret part. Probably that's harder than just using the rocket, but here is how it works.

It's a lot harder to do in LoveGlaDOS than Snakepit but even still, it seems to be a recurring issue

And for some reason, both times the Rocket Turret gets skipped XD

Grax • Jan 24, 2008 • #66905
5 posts

I really enjoy watching people beat the map in non-standard ways, even (especially) if it means skipping an entire section. That is, of course, as long as their method is harder and less obvious than the 'standard' method. ^_^

msleeper • Feb 11, 2008 • #66906
4,095 posts • Member

Question pertaining to this as a contest entry: When did you start work on this map?

Frostyfrog • Feb 27, 2008 • #66907
28 posts

Jaso wrote:
Excellent map, I like it very much.
I uploaded my least portals strategy, http://www.youtube.com/watch?v=UEnZW8VWZa8

Hmm, carrying that thing around most of the time, now that we have the companion sphere/cube, now we need a companion camera! lol

WackoMcGoose • Aug 15, 2008 • #66908
71 posts

Companion Camera... lol.
In a couple of maps I've seen, you have to break a camera to open a door, or make it stay open when you try to go through it.

I noticed a glitch in the room with a big vat of Aperture Science Poisonous Toxic Goo and two cubes, if you throw both cubes into the goo in quick succession, the Vital Apparatus Vent only respawns one. Which makes the map almost impossible to complete if this occurs.

Warchamp7 wrote:
if I didn't know better, I'd think I downloaded a bonus map from Valve themselves

I agree. This map is as high a quality as what Valve could've made. The only thing missing was a Companion Cube Great job.

jrlauer • Sep 03, 2008 • #66909
545 posts

This is an excellent map. Plenty of inventive puzzles and multiple solutions. Hope to see more.

claguey • Jun 11, 2009 • #66910
28 posts

I enjoyed this one, i would put it in the "average difficulty category" good fun and nice looking rooms.

Remmiz • Jun 11, 2009 • #66911
631 posts

This map got Grax a job at Valve

Siiig • Jun 11, 2009 • #66912
98 posts

This is why we need some kind of review/ranking system. Going to try this map later, didn't even know it existed.

@remmiz, Seriously o.0 Would be awesome if your not just being you.

Remmiz • Jun 11, 2009 • #66913
631 posts

Siiig wrote:
@remmiz, Seriously o.0 Would be awesome if your not just being you.

I'm serious. He now works at Valve.

Siiig • Jun 11, 2009 • #66914
98 posts

Thats awesome.

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