File Size: 3.70 MB

Downloads: 2378

Rating: (22 votes)

Description

A destructed theme in which you enter a closed down test chamber. You must use puzzle pieces found outside the normal chamber to complete the broken puzzle. All feedback is appreciated. Hope you enjoy! FIXED: - Fizzler re-enabling if third button is pressed in rapid succession. - Projected textures not working properly.

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MK16 • Jun 27, 2011 • #67249
7 posts

A destructed theme in which you enter a closed down test chamber. You must use puzzle pieces found outside the normal chamber to complete the broken puzzle.

It is really bare bones right now and I'm new to making Portal 2 maps so I really could use some serious feedback. It basically just has the pieces there and the aesthetics aren't put in yet.

Be as blunt as you want I really need feedback this being one of my first maps. So post notes on this, and I hope to hear some constructive things.

UPDATED: Fixed workarounds.

File Name: sp_discontinued.zip
File Size: 3.7 MiB
Click here to download Discontinued - Pre-Release

Hawkeye • Jun 28, 2011 • #67250
20 posts

I am just not sure what all the room is for. What did I need to be on the other side of the map with the blue for? I was by the button closest to the entrance and then got 2nd button. I then sniped my way to the other end using the funnel to get me to the ceiling. From there I went back to the beginning and sniped the middle portal and funneled my way to the middle button. I am not sure this is the intended solution. If not, you need to get rid of some of the sniping abilities. I never used the far catapult.

Dilbao • Jun 28, 2011 • #67251
32 posts

I recorded a few demo for you. Things that I found wrong or weird.


- There are three boxes but two box dropers. If you lost the middle one, you lost is forever.
- The room with blue gel is unnecessary, you can use the wall behind that glass you broke.

discontinued_test1.zip

MK16 • Jun 28, 2011 • #67252
7 posts

Thanks I fixed those workarounds in the second version so that the intended puzzles are needed.

Ricket • Jul 02, 2011 • #67253
1 posts

You should probably make it so I can't skip parts of it like this.

QiIZm8WOGow
http://www.youtube.com/watch?v=QiIZm8WOGow

Cool map though.

MK16 • Jul 02, 2011 • #67254
7 posts

Hey thanks a lot for the help! It is much appreciated and the fix has been implemented to the next version. Anything I can do to repay you guys let me know.

Djinndrache • Jul 04, 2011 • #67255
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

5sEcH0VmxyI
(Link: http://www.youtube.com/watch?v=5sEcH0VmxyI)

Also note the video description for more feedback and my signature for additional project information.

MK16 • Jul 18, 2011 • #67256
7 posts

A destructed theme in which you enter a closed down test chamber. You must use puzzle pieces found outside the normal chamber to complete the broken puzzle.

All feedback is appreciated.

Hope you enjoy!

FIXED:
- Fizzler re-enabling if third button is pressed in rapid succession.
- Projected textures not working properly.

File Name: sp_discontinued.zip
File Size: 3.87 MiB
Click here to download Discontinued

luke • Jul 18, 2011 • #67257
4 posts

Fun map. But the fizzler at the end didn't turn off even after placing all three cubes. (see attachment below)

Untitled-2.jpg

(EDIT)
Reloaded and played again: worked fine. I don't know what was different, but you might want to look into it if anyone else runs into that.

MK16 • Jul 18, 2011 • #67258
7 posts

Yea it's not a consistent bug, I can't seem to narrow it down, but when it happens if you just pick up a cube again and put it back down it works fine.

It is being caused by the button triggering during the delay of re-enabling the fizzler between button presses.

It is fixed.

ormolu • Jul 18, 2011 • #67259
7 posts

I like the look of the level, but I'm not finding it easy to follow. I opened the door labeled '3' easily, but the other two are killing me! I can shoot a portal into the area labeled '2' but not without killing myself. Are we supposed to coat a cube with the blue gel? I'm not sure how to use the pieces outside the puzzle when some of them are undone by shooting portals to get back into the main room. I feel like I could get it if I just had a little more sense of direction, but as it is I'm not sure what to do next.

xdiesp • Jul 18, 2011 • #67260
1,078 posts

Discreet & visibly ruined Decay style, hosts a very enjoyable 3-keys quest (with a capital "ah-AH!" moment) but gets penalized from some botched lightning choices. More than just being dark (which the brightness controls could fix), it's the lightsources implying that a lightbulb has more power than the ginormous cracks in the ceiling. What hit me most was the flow, in particular I thought that arranging the hub around the now sunken structures got it right with the post-facto theme.

Glitches: needs cubemaps; someone testing that glass with a cube might think it's not breakable after all; the "accidents hurt" poster going from top to bottom of the wall didn't look too good.

ormolu wrote:
I'm not sure what to do next.

You might have missed the catapult which brings you to 3. As for the blue gel, fling yourself from the white wall over the pit to its bottom (not just from the general floor to the bottom).

MK16 • Jul 18, 2011 • #67261
7 posts

xdiesp wrote:
.. some botched lightning choices. More than just being dark (which the brightness controls could fix), it's the lightsources implying that a lightbulb has more power than the ginormous cracks in the ceiling...

Apparently no one caught it in [WIP] and I'm new to making maps, but my projected textures were not working properly. So it should be fixed soon. And the lighting should be much better.

Enigmaphase • Jul 18, 2011 • #67262
110 posts

Nice map

I think you should make the player work to get the cubes, though, rather than have them all conveniently handed to the player at the ideal locations.

wismeril • Jul 19, 2011 • #67263
29 posts

Cool map. But the fizzler at the end si still bugging sometimes. Need to replace the cube to turn it off. But the map is nice. 3/5 !

quatrus • Jul 19, 2011 • #67264
1,047 posts

Excellent map - well done.. Everything worked fine for me. Only critique would be to have an easier portalable surface in the back room (blue gel room) - you could shoot the surfaces several times and if not just right - no portal...
Very challenging puzzle - working the numbers backwards seemed odd.

Adair • Jul 21, 2011 • #67265
213 posts

Good looking destruction map with medium difficulty in the puzzles.

However, I did have several moments of confusion as I made my way through:

As xdiesp predicted, I initially used a cube to test where the first faith plate went and when the cube just hit the window and fell into acid I assumed that I would do the same. I suggest making that window shatter for the cube as well. It wasn't too long before I decided to quick save and just try breaking the window with my face.

I agree with quatrus about the portable surfaces near the blue gel. I found a good one on the ceiling above the railed-off area with the projector screen, but I think the floor areas should be easier to shoot a portal on.

The setup for the fling in that same room was difficult. I ended up placing the portals where they needed to be(bottom of the shaft and vertical panel at top of shaft) then I jumped to the bottom next to the portal so I could just step through the bottom portal and fall all the way back down. But I kept ending up on a ledge above the shaft door, or various other problems. I think this whole fling setup would be much easier with another vertical portable surface on a wall near the shaft. (It was even a bit more difficult because I was thinking I might need to take the cube with me. I did eventually do the fling with cube in hand.)

The final piece of the puzzle had me confused for a minute, but I got it without any frustration.

Oh and I found a shortcut that bypasses everything you'd normally do to get to area1.
Just take the first cube to the area3 button and get another cube through the door that opens. Now stack the second cube on top of the first cube still sitting on the button. Jump up on the cubes and you can jump onto the glass wall. Place a portal in area3 and another in area1.

reezle • Jul 21, 2011 • #67266
2 posts

OK, I have to ask. I've circled the map 30 times, and can't finish it.
All 3 cubes are in place, and the fizzle screen is down.
Am I looking for a 4th object to hit the button with, or is there a way to get one of the three boxes up there?

gurcrist • Jul 21, 2011 • #67267
33 posts

reezle wrote:
OK, I have to ask. I've circled the map 30 times, and can't finish it.
All 3 cubes are in place, and the fizzle screen is down.
Am I looking for a 4th object to hit the button with, or is there a way to get one of the three boxes up there?

My solution:

Make a portal in the button room (preferably underneath the button). Go back to area 3 and fire a portal somewhere near the entrance. Go back to button room, enter portal.. click button to get a new cube (destroys the cube in area 1, but you don't need it) and then make a portal in the funnel and bring the cube through. Remember not to replace the portal you made earlier in the button room.. I did that a couple of times. Too hasty

wolf bytes • Jul 23, 2011 • #67268
42 posts

The emancipation grid will not turn off once all three cubes are placed in the cube receptacles.

arvisrend • Jul 25, 2011 • #67269
60 posts

I, too, had the bug with the emancipation grid not going away. It caused most of my playtime with this mod . Still a very nice puzzle!

You can get stuck in the room behind the 3 doors by systematically pulling out the cubes from the buttons on which they are placed and retreating into that room. Not that I expect anybody to do this accidentally...

AJMac • Jul 25, 2011 • #67270
1 posts

I had the same problem as Adair.

When it came to dropping down the shaft, I had problems with either reaching the blue gel or reaching the first "area". It seemed I almost always fell short. I spent the majority of the level trying to make the jump, which obviously made me doubt what I was doing.

Apart from that, really good fun. The level design was great and I loved the theme. It'd be nice to see you expand on this chamber and see some more difficult ones.

shawy89 • Jul 25, 2011 • #67271
74 posts

Interesting map. Like others have said, the emancipation grill at the end didn't go away with all 3 cubes placed. Although, after taking one off and putting it back on again, it worked fine, so not a big deal - but try and fix it!

Also, the faith plate with an arrow towards target 1, is that supposed to work or not? I managed to get on it and... nothing!

Is the funnel needed to get to area 1? Because I was getting bored of being stuck and noclip'd that part so I had the funnel in the room with the blue gel. If it is needed I don't see how it's possible to get there with the funnel, and if it isn't needed then it must be pretty hard to do because I couldn't do it.

Overall nice map, I'll give it a 4/5

iWork925 • Jul 27, 2011 • #67272
1,080 posts

Great map throughly enjoyed it. Few pointers though.

-Lighting was too dark or errored out. Including lack of cubemaps.
-Couldn't get across acid pit using blue paint. Had to noclip to victory.
-Final fizzler doesn't deactivate.

lifeson99 • Jul 28, 2011 • #67273
102 posts

I tried 30 times to make that jump with the Gel - seems impossible to me.
Not sure why you dropped the gel a couple of feet past even a crouch jump would land.
I tried getting up on the metal bar above the shaft doorway to jump from a higher vantage point by placing the cube on the hill - but then could not get the cube.

Maybe I could have left the cube there and jumped and then retrived it
.
Oh well - I no-clipped that part and got all the rest. The last step was sooo simple yet I, like some others, did not see it for a while. Then had that "ahaaa" moment !!

GREAT - GREAT MAP !!!!!!!!!!!!!!!!!!!!!!!!!!!

Eastward • Aug 03, 2011 • #67274
35 posts

Ok, I like stumpers once in a while, more so when there's no glitch. However, I love the puzzle element to this game. Nevertheless, as others have posted above, "Please, Please fix the emancipation grill." Since I do not read comments before I play the game, as not to have bias or spoilers, I spent a lot of time trying to figure out why the emancipation grill did not go down. Is there some determine sequence (that is 1, 2, 3)? I solved the rooms via placement in 2, 3, and then 1. Yes, after a long pause I decided to go back and lift a cube and reset it. But the gamer should not have to do this! Therefore, are you using a counter and the magic number that has to be four inputs? Also, the aerial plate to room one did not fling me, even after many tries. So I assume that plate is broken on purpose?? So then how did I solve this puzzle for room one?
Since I already had rooms 2 and 3, I needed only to get a cube to 1. Falling down the shaft, bouncing thru the gel can make the cube to be covered. So I took the cube and placed it into the corner of the room, on the rocks, so that I could get a view of the entry way. Then I jump up on the cube, crouched down, and fired a portal on the entry way ceiling. So with a portal on the floor of the gel room I could drop down and use the excursion funnel back into the gel room. Now place the excursion funnel high on the wall above the shaft, grab the cube, bounce on the gel to catch the excursion funnel and the rest is history.
Thanks for all the little detail that went into the various spaces.
Eastward
P.S. That was a nice touch in adding the button on the ceiling in the exit room. I like puzzles that once you think you're close to done, more thinking is required.

Xello • Aug 26, 2011 • #67275
37 posts

I'm 99% certain that i did not solve this map as it was intended to be solved. Great fun !

Djinndrache • Oct 27, 2011 • #67276
1,442 posts

I just re-played the latest version of this map! Here we go:

N7g8DBb97JE
(Link: http://www.youtube.com/watch?v=N7g8DBb97JE)

KennKong • Feb 21, 2012 • #67277
942 posts

I have the same complaints as others about the lighting and the blue gel jump. You just need a vertical portal surface in the room to allow the player to step out of the high portal, that seemed to get the velocity right. Also, if you screw up and get blue gel on a cube, you're done for. You can funnel gel across the room, causing a nasty surprise on landing if you forget to crouch because it's there.

Problems aside, I quite enjoyed working around the broken elements in the room. I think this map was well-designed thematically and puzzle-wise, but the above mentioned problems keep me from giving it more than a 3.

redunzl • Feb 22, 2012 • #67278
58 posts

I also wasn't happy about the lighting, but it wasn't as bad as some maps I've seen.

The blue gel jump was finicky, but I figured it out after a few tries. In fact, I made with the last cube in hand as I had already positioned the first 2 and didn't want to have to repeat any of that.

The puzzle itself wasn't that difficult once I realized it was one of those fizzle the cube from where it is so you can move it to where you need it things.

3/5 from me.

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