Converting Propulsion V1.3

by RubyCarbuncIe · Uploaded Jul 13, 2011

Screenshot 1

File Size: 9.25 MB

Downloads: 1277

Rating: (15 votes)

Description

A simple single player map in the a4 style. I have spent quite a bit of time working on this map and hopefully it's not as bad my last attept at a map seeing as how it was unbearably painful to play, but this one will hopefully be better than that one. This test chamber includes: Conversion Gel Propulsion Gel Fizzlers A Danger Field An Excursion Funnel and of course buttons and switches. Please notify me of any bugs/glitches you can find. Thanks, and enjoy. To install Place the .vpk file in your addons folder (if you don't have one make one) in your Portal 2/portal2 file then run the map "sp_rbccg_speed.bsp" in the console. Here is a larger image of the screenshot: http://steamcommunity.com/id/RubyCarbun ... 4221582842

Advertisement
Registered users don’t see ads! Register now!
Comments

Sign in to comment.

RubyCarbuncIe • Jul 13, 2011 • #40373
303 posts

A simple single player map in the a4 style. I have spent quite a bit of time working on this map and hopefully it's
not as bad my last attept at a map seeing as how it was unbearably painful to play, but this one will hopefully be
better than that one.

This test chamber includes:
Conversion Gel
Propulsion Gel
Fizzlers
A Danger Field
An Excursion Funnel
and of course buttons and switches.


Please notify me of any bugs/glitches you can find.

Thanks, and enjoy.

To install Place the .vpk file in your addons folder (if you don't have one make one) in your Portal 2/portal2 file then run the map "sp_rbccg_speed.bsp" in the console.


Here is a larger image of the screenshot:
http://steamcommunity.com/id/RubyCarbun ... 4221582842

File Name: Converting_Propulsion V1.3.zip
File Size: 9.25 MiB
Click here to download Converting Propulsion V1.3

xdiesp • Jul 13, 2011 • #40374
1,078 posts

Evidently professional appeal with great Wheatley vistas and solid puzzles, yet strangely simple: everything seemed to lead to gel funneling, then didn't develop. Hard to break if not to cut corners, but that's news for any map with white paint (here bridled by distancing targets).

Note that the performance takes kind of a hit in the outer sections, my notebook was struggling to keep at maximum detail. Overall, equivalent to the first Infinifling.

grent • Jul 13, 2011 • #40375
26 posts

xdiesp wrote:
Note that the performance takes kind of a hit in the outer sections, my notebook was struggling to keep at maximum detail.

Your notebook. Your notebook lagged. On maximum graphics. Why is this an issue?

Not to discredit the claim, of course; my computer was lagging pretty bad towards the end there.

Also I agree that the whole thing felt like it was leading up to something, then just stopped. It was a little sad, but overall a solid map.

benvent • Jul 13, 2011 • #40376
154 posts

I enjoyed the map. Just wanted to remind to put info on where to put .vpk file in the readme for new users. Keep the maps coming

xdiesp • Jul 13, 2011 • #40377
1,078 posts

grent wrote:
Your notebook. Your notebook lagged. On maximum graphics. Why is this an issue?

Because it doesn't in other maps, Sherlock.

quatrus • Jul 13, 2011 • #40378
1,047 posts

All worked OK. Puzzles were kind of easy or straightforward to their solution - ie cube catching timing was not interesting, just a challenge to get the timing right. Enjoyed the map overall , thanks for creating. Look forward to your next...

KennKong • Jul 13, 2011 • #40379
942 posts

A fairly simple puzzle design, that could be more fun to figure out and play if not for some annoying unpolished bits.

It took me a while to paint the ramp with propulsion gel, mainly because I couldn't get the conversion gel all the way to the edge of the ceiling. I got it done, but I must have reset my portals 20 times to do so.

Getting the timing down on catching the cube took me many tries as well.

Setting the portal to paint the propulsion gel for the final ramp was very touchy, because the button occludes the target somewhat from that angle (i.e. move the button.)

Repeating the ramp trick at the end didn't add to the experience (it didn't subtract, either.)

This is just my opinion, but conversion gel can often be a crutch to fix lack of creativity. This map leans toward the overuse side for me.

In summary, this map was just OK for me. The extra time it took just to accomplish what should have been simple tasks means I wouldn't want to play it again without some further polishing.

You clearly have good ideas. Let others play test a little more to keep little things from covering that up.

2CAE7256 • Jul 14, 2011 • #40380
31 posts

It is possible to solve it without using the excursion funnel.

http://cloud.steampowered.com/ugc/59581 ... 0A4747ADD/

RubyCarbuncIe • Jul 14, 2011 • #40381
303 posts

2CAE7256 wrote:
It is possible to solve it without using the excursion funnel.

http://cloud.steampowered.com/ugc/59581 ... 0A4747ADD/

Can you explain how that was done and what I could possibly do to fix it?

2CAE7256 • Jul 14, 2011 • #40382
31 posts

Also no orange gel is needed to cover the first ramp:

CzyiNo-fBrAJDD2M6TC8M0

RubyCarbuncIe wrote:
Can you explain how that was done and what I could possibly do to fix it?

This causes problems: http://cloud.steampowered.com/ugc/59581 ... CAC968B55/

BlumCoLe • Jul 14, 2011 • #40383
211 posts
RubyCarbuncIe • Jul 14, 2011 • #40384
303 posts

Thank you, 2CAE7256 I'll see what I can do about those I could attempt to raise/push back that part of the wall so that no Portals may be placed there and add a player clip on the observation room, I'll fix that door bug too.

RubyCarbuncIe • Jul 15, 2011 • #40385
303 posts

V1.3 has been released I have done what I can to fix the errors that were seen in the map.

jamesf141 • Jul 15, 2011 • #40386
55 posts

A frustrating, yet enjoyable map. Frustrating because everything involved such impeccable timing (not that I think twitch-based maps are bad; I think the opposite. I just happen to suck at them.) Enjoyable because everything clicked together - not to mention it was visually great, too! My only issue was the final jump: Jumping before the lasers came back on required the player to do a 180 turn without stopping, which took several tries. Perhaps half a second more time? Nevertheless, this was an enjoyable, challenging map.

2CAE7256 • Jul 15, 2011 • #40387
31 posts

RubyCarbuncIe wrote:
V1.3 has been released I have done what I can to fix the errors that were seen in the map.

I thought it was obvious that I don't really need that window to grab a cube, it will be more tricky, but definitely possible to do it using portals placed like on this screenshot and shooting another portal while in mid-air.

http://cloud.steampowered.com/ugc/59581 ... 76352EB29/
So it's still possible to not paint the first ramp.

Also you introduced a new error, you can get trapped inside the door that are now closing properly. Just open it by placing the cube, get to the button that releases the cube, press it and get back quickly enough.

http://cloud.steampowered.com/ugc/59581 ... 806005F32/
The door should close only if you are not standing inside it, like in Valve test chambers. (and then close if you leave)

ForbiddenDonut • Jul 15, 2011 • #40388
142 posts

The map was mostly a delightful experience. The main problem is that the last puzzle room is very uninspired and doesn't really fool anyone. It's as simple as portal sniping the orange gel, pressing the button and running. It's just unfortunate when it felt like the first half of the map took so much more development and thinking.

Visually, the map is very nice. I'm fond of the wheatley theme and it's done pretty well here. My computer is rather powerful so I didn't notice drops in framerate, but it sounds like something hasn't been optimized properly if other players are still experiencing it.

Keep up the good work.

Another Bad Pun • Jul 18, 2011 • #40389
516 posts

I enjoyed the map, but I found a bug. Click on the steps to see it.
Step One

Step Two

Step Three

This should be fixable with trigger_nogel_volume or whatever the heck its called.

Other than that, great map!

Djinndrache • Dec 19, 2011 • #40390
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:

QclUZwTol-8
(Link: http://www.youtube.com/watch?v=QclUZwTol-8)

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

Advertisement
Registered users don’t see ads! Register now!