High Tide v1.1

by Lv3Bidoof · Uploaded Oct 12, 2011

Screenshot 1

File Size: 17.75 MB

Downloads: 1170

Rating: (8 votes)

Description

1.0 - Initial release A short series of two test chambers that revolves around a single puzzle element. Not intended to be terribly difficult, since I was trying to explore a concept and this is my first complete Portal 2 map. The first chamber is a simple introduction. The real focus is the second test chamber. I've made a couple minor changes since the WIP release a month ago. I fixed a couple of unintended solutions, redid the lighting, and tried to make the chambers appear even more abandoned. Since this is my first complete mapping project, feedback is greatly appreciated, as are screenshots and replay videos. I'm always looking for ways to become a better mapper! The .zip contains both the .vpk in addition to a folder containing the map files, scripts, and materials in case anyone has trouble getting the .vpk to work. Complete installation instructions and more info are included in the readme.

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Lv3Bidoof • Sep 27, 2011 • #67371
6 posts

My first publicly released Portal 2 map. It's a series of two short maps centered around a single mechanic. The first map is a quick demonstration that sets the stage for the second map, which is the real focus of this set.

NOTE: The transition between the two levels is currently broken. After completing the first you will need to manually load the second.

Any sort of feedback is appreciated. I still need to do a couple more passes on lighting and details. It's my first attempt at trying to do the "Destroyed Chamber" theme.

Installation instructions and more info included in the readme.

File Name: hightide_v09.zip
File Size: 8.92 MiB
Click here to download High Tide v0.9 (WIP)

thomars.dm • Sep 27, 2011 • #67372
101 posts

awesome it's very much like one of the mario levels off nintendo 64

Keep up the work

should i get screen shots of places you can get stuck and there no return

Lv3Bidoof • Sep 27, 2011 • #67373
6 posts

Screenshots of problem areas/areas where you can get stuck would be incredibly useful. Thanks for the feedback.

Djinndrache • Sep 28, 2011 • #67374
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:

njZX_FPHe5U
(Link: http://www.youtube.com/watch?v=njZX_FPHe5U)

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




(For now that's only the first of the 2 maps. I don't have the upload capacities for the second part right now. I'll probably upload the second part tomorrow and repost)

Djinndrache • Sep 28, 2011 • #67375
1,442 posts

Here is the video of the second map:

KHJ7S-ewqWA
(Link: http://www.youtube.com/watch?v=KHJ7S-ewqWA)

Lv3Bidoof • Oct 12, 2011 • #67376
6 posts

1.0 - Initial release

A short series of two test chambers that revolves around a single puzzle element. Not intended to be terribly difficult, since I was trying to explore a concept and this is my first complete Portal 2 map. The first chamber is a simple introduction. The real focus is the second test chamber.

I've made a couple minor changes since the WIP release a month ago. I fixed a couple of unintended solutions, redid the lighting, and tried to make the chambers appear even more abandoned.

Since this is my first complete mapping project, feedback is greatly appreciated, as are screenshots and replay videos. I'm always looking for ways to become a better mapper!

The .zip contains both the .vpk in addition to a folder containing the map files, scripts, and materials in case anyone has trouble getting the .vpk to work. Complete installation instructions and more info are included in the readme.

File Name: hightide_v11.zip
File Size: 17.75 MiB
Click here to download High Tide v1.1

Lv3Bidoof • Oct 12, 2011 • #67377
6 posts

I decided to do a full release of the map after making some changes.

The latest version may be found here:

http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1306

thomars.dm • Oct 13, 2011 • #67378
101 posts

im having trouble on my side trying to install
i deleted the last map series and and re tryed an install
and all so sexence flolder
win 7 - dell

Djinndrache • Oct 13, 2011 • #67379
1,442 posts

thomars.dm wrote:
im having trouble on my side trying to install
i deleted the last map series and and re tryed an install
and all so sexence flolder
win 7 - dell

The vpk didn't work for me either. Used the other files, they're fine.

thomars.dm • Oct 13, 2011 • #67380
101 posts

it not just me phew i thought i was being an idot for a while

Djinndrache • Oct 13, 2011 • #67381
1,442 posts
thomars.dm • Oct 13, 2011 • #67382
101 posts

thanks video over lord
I've noticed that there is a lot of cube bounce not just for me either, especily having to lower the slime to the bottom and then all the way back up is frustrating to only find that it has bouced again
was that the inted solution to jump on to the non portable ledge 3:30 or was it to spray it with white paint ant portal on to it??
Fn fantastic map like allways

Lv3Bidoof • Oct 13, 2011 • #67383
6 posts

For the non-portalable ledge in the corner there are two intended solutions: You can either fling yourself using the wooden platform when the slime has been lowered all the way or you can jump to the ledge as seen in the video. Cube bounce has always been an issue for me in this map and it has been driving me nuts trying to figure out an elegant solution. Lowering the speed of the slime seemed to help somewhat, but it hasn't eliminated it.

Djinn - Thanks for the replays. Your videos are lots of help.

quatrus • Oct 13, 2011 • #67384
1,047 posts

Very creative map, the tide movement was clever. the first chamber - easy, second was more challenging. Had a glitch a couple times when the tide was going up the laser cube jumped and misaligned - just had to realign so not terrible. All else worked fine....Thanks for creating.

thomars.dm • Oct 13, 2011 • #67385
101 posts

have you thought of a cube holding devise just like the button there it only stay in the same spot till the end once the player has got the refraction cube

Tonytony • Oct 13, 2011 • #67386
5 posts

good map, not hard. installation was challenging though when the .vpk failed to load ;D

thomars.dm • Oct 13, 2011 • #67387
101 posts

what the solution to the issue with the vpk

Szieve • Oct 14, 2011 • #67388
158 posts

Cube still moves around on platform and gets mis-aligned... had the same problem in the wip..

pedmacedo • Oct 14, 2011 • #67389
8 posts

The first map was short and easy. Also, the liquid that kills the turrets is pretty ugly!

But the second map was cool, I liked the difficulty. Just a question, are we supposed to get the laser redirecting cube out of his spawn area by throwing it over the fizzler?

Lv3Bidoof • Oct 14, 2011 • #67390
6 posts

Szieve wrote:
Cube still moves around on platform and gets mis-aligned... had the same problem in the wip..

It's a physics glitch that I'm not sure how to fix. Sometimes when I'm playing through the cube stays put just fine, other times it bumps out of place. I'm not quite sure how to deal with this problem effectively. =/ I'm afraid placing a cube-holding box of some sort on the platform would make the solution much too obvious.

pedmacedo wrote:
Just a question, are we supposed to get the laser redirecting cube out of his spawn area by throwing it over the fizzler?

The intended solution is the platform in the corner of the room. Place the cube on that platform and raise the slime. The platform will move up with the cube on it, putting it in a position for you to easily grab it. When I made the map I was oblivious to the awesome cube-throwing skills of some Portal players. It's certainly something to keep in mind when designing other puzzles.

Apologies for the ugly water. It's got the same texture and setup as every other water brush in the map series, but something is causing it to appear completely black. I'll try to have it fixed in a future update.

KennKong • Mar 19, 2012 • #67391
942 posts

3/5. Simple but potentially rich concept. The actual puzzle had a feature I don't like - jumping through portals near lasers. I got zapped into the water too many times.

A minor mapping point - when you go through a portal in the floor, even when the water is all the way down, you still hit the trigger_hurt and hear the splash sound. Cut your trigger brush to fit around the platforms, and that won't happen.

The visuals were pretty good, except for the black water which you have already noted. The layout of the map was fairly well planned - you made the player move around without taking any shortcuts.

Note to self: top of p.7

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