Designed for Danger (now updated to 1.1!)

by Puddy · Uploaded Oct 25, 2012

Screenshot 1

File Size: 91.72 MB

Downloads: 5783

Rating: (20 votes)

Description

Designed for Danger is a Portal 2 Campaign that offers eight new levels and 1 to 2 hours of play time. In the campaign, you assume the role of Chell during an early part of Portal 2. This time however, things turn out differently. The actions of a rogue force will set you on a new path through Aperture Laboratories. Watch your step and prepare for adventure! More information at http://www.designedfordanger.com If you prefer workshop integration, the campaign can be downloaded here: http://steamcommunity.com/sharedfiles/f ... =104612418

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Puddy • Oct 25, 2012 • #64501
3 posts

Designed for Danger is a Portal 2 Campaign that offers eight new levels and 1 to 2 hours of play time.

In the campaign, you assume the role of Chell during an early part of Portal 2. This time however, things turn out differently. The actions of a rogue force will set you on a new path through Aperture Laboratories.

Watch your step and prepare for adventure!

More information at http://www.designedfordanger.com

If you prefer workshop integration, the campaign can be downloaded here: http://steamcommunity.com/sharedfiles/f ... =104612418

File Name: designedfordanger1.1.zip
File Size: 91.72 MiB
Click here to download Designed for Danger (now updated to 1.1!)

TheTempest • Oct 25, 2012 • #64502
10 posts

Wow. Just amazing maps with good concepts. Perfecty designed , good humor and an own story. Great work mate! 5/5

soad667 • Oct 25, 2012 • #64503
86 posts

Wow^2. One of the times that i'm really impressed. I loved how it started, the ending, everything. Won't go in details to avoid spoiling everything. Thumbs up for the humor, the custom story, the voices, you get my point. The difficulty was on the "Valve side", nothing frustrating or hard.

Overall, it could easily be part of an official dlc with the concept of getting more familiar with the cores. Don't remember if you mention Ricky anywhere in your description or site, but i'm using spoilers just in case.

wrathofmobius • Oct 25, 2012 • #64504
216 posts

This was absolutely brilliant from start to finish. The above average puzzles were made even better by the great sense of humor, great story, and fantastic detailing. To avoid spoilers, my feedback is below.
Adventure Feedback
I was at first very confused when I started it up to see a level from Portal 2, directly copied-and-pasted in. This was soon averted, though, by a powerdown and a subsequent escape scene, where mysterious signs were placed all around saying "adventure." Then Rick showed up and it all made sense. The tests were fantastic, broken up by large, sprawling BTS areas. I would highly recommend searching around for easter eggs - they're everywhere and hilarious. The last two levels were my favorites - a giant BTS area combining Old Aperture and modern Aperture in a fantastic manner, and a great ending that brought great closure to the entire mappack.
What would this be, though, without some criticism? Keep in mind that everything I say here is mostly nit-picking, and probably does not warrant a re-release. The first little niggling thing I would fix is the copy-and-paste of a Valve map. I'm sure their legal department doesn't mind, but it is certainly confusing, especially given that the player is expected to go through most of the normal chamber solution. I was also not a fan of the first chamber - the solution was rather trivial IMO. Also, the third adventure chamber can be solved without the light bridge - just fling up to the ledge. Really, the only other criticism I can give are a couple of bugs in the chambers; the "Adventure Catapult" took a couple of tries to not hit a beam during the trajectory, there were a couple of texture misalignments, the catapult in the third map was oriented the wrong way, etc. However, any criticism I can give is balanced out by the laugh I got out of the "Rick's Cowardly Corner." Keep mapping! I look forward to more maps.

Puddy • Oct 26, 2012 • #64505
3 posts

Thanks for the kind words guys! I'll work your feedback into future versions. Let me know if you detect any further flaws or bugs!

Also, if you liked the campaign, feel free to swing by the collection page at http://steamcommunity.com/sharedfiles/f ... =104612418 and rate it! Since players are never asked to rate the collection, it's getting very few votes.

FelixGriffin • Oct 26, 2012 • #64506
2,680 posts

Beautiful! I haven't finished yet, but still 5/5!

Sprowl • Oct 26, 2012 • #64507
97 posts

The puzzles were overall great and the aesthetics too. Rick was awesome and fun as hell but I missed the subtitles - I saw your fix for it after I finished your campaign.
I also loved your work with displacements in the underground section but I was a bit disappointed that there wasn't a single puzzle down there.
I alsop dislked the open BTS areas which felt empty and dead. Some more details would have been nice. I don't want to say that these areas looked bad. Just empty.

There was one bug I found with the music. In the last testchamber with the two lighbridges that toggle themselve, the music didn't stop playing. So after the chamber I still heard the music and it overlapped with the other musics that came after.

Your drawings of Rick are impressive. Especially the one with the cape .

Fun, good looking, new and big: 5 / 5

quatrus • Oct 26, 2012 • #64508
1,047 posts

Excellent!! The alligator, fish - brilliant and hilarious....Puzzles not too hard either.
Going to replay so will watch more closely for things to comment.
Thanks for creating and "more please"....

Edit 1: At the last catapult to the final adventure, if a portal is placed in that area and then portal back through the excursion funnel, the "adventure" entry window shows a large leak through the map and is all colored etc., however, if you catapult through again, it corrects itself and then on to the excursion funnel etc. Nothing else major observed - excellent job.

FelixGriffin • Oct 26, 2012 • #64509
2,680 posts

I noticed that too, you might not want to close your areaportal until the player redirects the funnel.

RogerL • Oct 26, 2012 • #64510
490 posts

Sprowl wrote:
I also dislked the open BTS areas which felt empty and dead. Some more details would have been nice. I don't want to say that these areas looked bad. Just empty.

I don't think Sprowl and I played the same maps. I didn't find the BTS areas empty or dead in the least. And I actually thought the beginning was genius, not confusing at all. I ordinarily would not give these a 5 rating, because I felt the puzzles were not that challenging, but the sheer ambition and amusing quirkiness of the maps definitely make these a 5 for me. Well done!

PCdoc • Oct 28, 2012 • #64511
245 posts

I had such a blast playing these new levels that I went to your website and downloaded your two HalfLife mods. Looking forward to playing them.
.
The beginning was sort of a Deja-Vu for me. I swear I have played that puzzle before - and I thought I was then gonna play it again and assumed that new stuff was added afterwards. But then the lights cut out and I was redirected outta there. Then in the end when I came back to that point, I assumed I would be playing that puzzle again - but no. I must ask you - is that a puzzle from another map that was there just for the look? Or am I wrong and is it just similar-looking to another map ?

The environments were fascinating - like a storybook land. The final "Adventure" series was so mesmerizing, that I found myself no-clipping to explore it.

One thing I hate to say, since I loved this . . . is that the puzzles . . . well, they were very basic and sort of like "Portal 101". You obviously spent a huge amount of time on this . . . so it would have made sense to use more time to create challenging puzzles.

However, despite the lack of difficulty - it was so fun to go through it all - that the low difficulty did not bother me.

FelixGriffin • Oct 28, 2012 • #64512
2,680 posts

PCDoc: It's a VALVe map, one of the ones they give you the source for with Hammer.

PCdoc • Oct 29, 2012 • #64513
245 posts

That explains the DejaVu. I can't remember them all any more since there are now so many.

zivi7 • Oct 29, 2012 • #64514
649 posts

Easily 5/5, awesome job!

I was stuck a little while in that bts fling area where you have to use the portal surface inside a metal stair case. Maybe there could be some indication that the player should check it out? Or is there aready something and I missed it, maybe because of playing with low details?

DocWibbleyWobbley • Oct 30, 2012 • #64515
10 posts

5/5 All the way. Even in stereoscopic 3D. It was fun despite the low difficulty. Perfect integration of the storyline in the Portal 2 storyline In my opinion you have definitely put a lot of work into this and it was totally worth it.

RectorRocks • Oct 31, 2012 • #64516
522 posts

This is probably the best map-pack I've played in Portal 2, absolutely amazing and really fun! I was kinda disappointed that it ended so fast
Heres my blindrun: (Warning: 40 mins!)
Blindrun
YpOOwrxGFbw

Really liked the designs and the puzzles of the map-pack. Rick was really hilarious, and I loved all those signs, especially the fish and aligator one. I won't say that the puzzles were easy, they're more of a medium difficulty, and it was really creative too. I don't know why but the Goo was kinda messed up, is the Goo supposed to be like that? o_O I was a little disappointed that there was no underground puzzles too, but I really like how you start and end at the same place: GLaDOS' Test Chamber 18 in Chapter 4. Good job on the credits though!

Definitely 5/5 from me. Please please please please make more maps in the future!!! I can't wait to play them!!

FelixGriffin • Nov 01, 2012 • #64517
2,680 posts

The goo is a custom flowmap, isn't it?

RectorRocks • Nov 01, 2012 • #64518
522 posts

FelixGriffin wrote:
The goo is a custom flowmap, isn't it?

Uhh..I'm not sure? So is it supposed to be like that?

FelixGriffin • Nov 01, 2012 • #64519
2,680 posts

No idea. That was just my first thought when I saw it.

RectorRocks • Nov 01, 2012 • #64520
522 posts

FelixGriffin wrote:
No idea. That was just my first thought when I saw it.

Did you play the map? Is your Goo the same as mine?

FelixGriffin • Nov 02, 2012 • #64521
2,680 posts

It looks like a hot spring or something in mine, with bubbles coming through it and flows in different directions, is that what you're seeing?

RectorRocks • Nov 02, 2012 • #64522
522 posts

FelixGriffin wrote:
It looks like a hot spring or something in mine, with bubbles coming through it and flows in different directions, is that what you're seeing?

Not sure, take a look at my blindrun. (Refer to 3:06 of the video onwards) Its all fuzzly-looking. Is it the same as yours?

FelixGriffin • Nov 02, 2012 • #64523
2,680 posts

No. That's odd...

RectorRocks • Nov 02, 2012 • #64524
522 posts

FelixGriffin wrote:
No. That's odd...

Exactly

Puddy • Nov 02, 2012 • #64525
3 posts

That's definitely NOT how it's supposed to look. Could you possibly try redownloading the map and let me know if it works better?

Has anyone else experienced this issue?

bmail • Nov 12, 2012 • #64526
32 posts

I don't know if it is my computer or not, but once I got to the doors for the second chamber, they did not open so I just started dfd_2_twobuttons.bsp myself only to find that I had no portal gun. I tried using the portal command in the console "give weapon_portalgun", but that didn't work. As a matter of fact none of your other maps had a portal gun either. What am I doing wrong?

RectorRocks • Nov 17, 2012 • #64527
522 posts

Puddy wrote:
That's definitely NOT how it's supposed to look. Could you possibly try redownloading the map and let me know if it works better?

Has anyone else experienced this issue?

Ah, I see now, I need to have the Shader Detail to be on High/Very High. When I'm recording, my Shader Detail was Low, thats why.
Here, is this better? Is this what the Goo is supposed to be like?

zivi7 • Nov 17, 2012 • #64528
649 posts

I'm usually playing with low settings and had the same problem. If I remember correctly, Josepezdj had a similar problem once and fixed it, maybe he can help you to get it working on all settings.

BlackWolfe • May 06, 2013 • #64529
55 posts

This was among the first Workshop levels I played upon finally getting my meaty paws on Portal 2, and it still makes me giggle whenever I see the little bits of extra scenery. Especially memorable parts:

- The picture of Rick wearing a fedora
- The "alligator" floating in one of the goo pits.
- The room for cowards.
- The whiteboards.
- The alternate route to the final level.
- The bit in the last level with the timed hard light walls
- The finale.

So many things in this pack made me either grin like a maniac, or pause to think about how I should proceed. 5/5 but only because there's no option for 6/5 in the dropdown.

FelixGriffin • May 06, 2013 • #64530
2,680 posts

I wonder if VALVe would consider it cheating to put these into the original game? The maps are saved in such a way that it would be possible to insert this into the original vertical-light-bridge puzzle from Portal 2.

Puddy, would you be willing to send me the source so I could try this?

Burnout6010 • May 09, 2013 • #64531
28 posts

I played the whole pack and I really liked it. No big problems, but some of Rick's dialogue felt out of place when he'd congratulate you then stay in place for 5 seconds and finally go hiding behind a wall.

The puzzles were fun to solve, and you gave me a good laugh with the cowards room and the "Reserved for Space/Fact Core"
Overall, Designed for Danger deserves to be played by anyone who has completed the solo campaign. ^^

Brainstone • Jul 08, 2013 • #64532
401 posts

........................adventure >
coward's room.........< non-adventure


You get a 5/5 for that already.
Really nice campaign with good humour and visuals.