Hall of Dodoen

by JonVD · Uploaded Aug 13, 2011

Screenshot 1

File Size: 6.45 MB

Downloads: 684

Rating: (11 votes)

Description

Not really an ordinary test chamber, but a challenging course that requires some good reflexes and agility with the portalgun to complete. This is my first map, so be kind =D. The level hes been tested by some people i know and they considered it playable. For the ones that are really stuck and have already considered every possibility, i have posted a demo video on youtube a walktrough of the map. However, all sections can be solved by simply looking at the signs and I recommend doing that first. Good luck, and please do leave some comments to help me improve my mapping! xhYIMjTUpsI ///UPDATES/// [1.1] Fixed a bug where looking trough portals on certain walls was impossible. It is no longer possible to avoid death at failiure in room 2. Added an entrance and an exit elevator. Fixed a bug where some panels didn't open correctly. Made the last part a bit easyer by shortening the time it takes to get to the door. Changed the colour of some walls and added some more signage to make the objectives more clear.

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JonVD • Aug 13, 2011 • #55030
36 posts

Not really an ordinary test chamber, but a challenging course that requires some good reflexes and agility with the portalgun to complete.
This is my first map, so be kind =D. The level hes been tested by some people i know and they considered it playable.
For the ones that are really stuck and have already considered every possibility, i have posted a demo video on youtube a walktrough of the map. However, all sections can be solved by simply looking at the signs and I recommend doing that first.
Good luck, and please do leave some comments to help me improve my mapping!

xhYIMjTUpsI

///UPDATES///

[1.1]
Fixed a bug where looking trough portals on certain walls was impossible.
It is no longer possible to avoid death at failiure in room 2.
Added an entrance and an exit elevator.
Fixed a bug where some panels didn't open correctly.
Made the last part a bit easyer by shortening the time it takes to get to the door.
Changed the colour of some walls and added some more signage to make the objectives more clear.

File Name: _Hall Of Dodoen.zip
File Size: 7.05 MiB
Click here to download Hall of Dodoen

Szieve • Aug 13, 2011 • #55031
158 posts

Retarded...

Lostprophetpunk • Aug 13, 2011 • #55032
409 posts

I find this map quite ridiculous in the fact of the amount of times you get killed. I have barely got past the part where you have to shoot the portal through the grill to get through. It also seems ridiculous in the fact that everywhere you are...panels open up in the walls and you are mauled by turrets.

Note that if you make one tiny mistake, you are killed and have to start again...where you start in the middle of the first room, swiftly followed by the panels that open up to have turrets shoot at you.

EDIT: Map has no elevators, or even a way to end the map. You just get shut in a room and you have to quit yourself.

jamesf141 • Aug 13, 2011 • #55033
55 posts

Although other people have found this map quite annoying and frustrating, I find myself quietly loving it. It's not like some "death trap" maps, where the difference between living and dying is so slim it's practically chance - it's about playing through and learning what happens when and how to avoid it. Because of this, it feels a bit like boss battles in Mario or Zelda, admittedly with a portalgun. IMO it's quite an enjoyable map, but I know that many people would disagree with me on this, so here's some advice:

1) [MOST] players dislike dying over and over again in an attempt to try and get one manoeuvre correct. I personally felt that despite the relative shortness of the map, it needed more autosaves! I would suggest one after getting past the crusher room, and one on entry to the 'hide from the turrets' room. Beyond that, I can't suggest any points for autosaves, because...

2) SOMETHING is wrong with your disconnect, and I don't know what it is. Upon making it to the hide spot labelled 2, the screen starts to fade to black and Wheatley remarks 'Hrm. Disappointing.' I would assume this isn't meant to happen until that chamber is solved - PLEASE fix this. PLEASE.

3) Oh, one final thing. The panel you fire the portal down to from the crusher room is buggy. As in, when I fire a portal onto it, it... well it's hard to explain in words. It looks like there's a wall there but there isn't. And IMHO that needs fixing, too.

So there we go. Three things that would make this map much better. Oh, that and adding in a starting elevator - as nice as the spawn room is, missing out an elevator just seems lazy.

On the plus side, the Wheatley lines were well chosen, but they did, at times, seem hastily put together - timing between them needs fixing. But I enjoyed it, and I hope someone else hurries up and enjoys it too, or I'll feel lonely among the haters :/

EDIT: Point 2 is clearly false. But you really should think about giving the player a bit more time in that last room. It's bloody hard...

xdiesp • Aug 13, 2011 • #55034
1,078 posts

More dodo than Do'Urden - this time attack experiment is easy to die in, but would be detailed enough to warrant the hassle for. If it wasn't sacrificing so much immediacy to mantain a puzzle infrastructure: meaning you won't ever fail the race itself (i.e. at the excellet laser room), but most likely die at a turning point while pushing buttons to decide where to go next. Pardon me if I'm wrong, but that's kinda self-defeating.

Technically there's highs and lows: interiors were interesting and wildly animated, while exteriors unfinished and bleak (start room, crusher room). Bugs too: portals kept showing as colored circles with just the underneat wall in the body. About having no intro-outro: give it a reason, I can guess it but it looks unpolished like this.

JonVD • Aug 14, 2011 • #55035
36 posts

Thanks for all the feedback! Im currently working on fixing the bugs, putting the requesting elements into the map and improving the overall look. Might take a while as i have little time atm.

JonVD • Aug 14, 2011 • #55036
36 posts

xdiesp wrote:
exteriors unfinished and bleak (start room, crusher room).

Are there not enough props in the crusher room to make it realistic? Or does it just need more lighting?

xdiesp • Aug 15, 2011 • #55037
1,078 posts

It's not only a matter of props, the building itself doesn't look like any outer area... I suggested to cut short with it and still retain a good map to be pragmatic, but see what you could try: CG-Oversized Test Chamber Storage Area FINAL!! Uncomplicated yet effective exteriors.

KennKong • Sep 01, 2011 • #55038
942 posts

I can't even get through this one in god mode, because it ends before I've done anything in the last(?) room, as others have noted. There must be some bug, but I'd never be able to find it in the first place. Who has time to read the signs?

I play with a controller on a PC, so this one won't work for me at all. I'm not saying don't make maps that are harder without a mouse (I finally made it through Square of Lah despite this), just say so in the description.

It's not your fault that I handicap myself by using a controller and having poor skills in the first place, but I doubt that I would enjoy this map even if I could get through it.

Fix the bug, and make the pace just a little less frantic. For example, have a safe zone at the start of each room to give time to read the signs and plan your run through it, while maintaining the difficulty in the room once you charge into it.

JonVD • Sep 01, 2011 • #55039
36 posts

The map ends when you're out of time (that is afer 32 seconds I believe, there's a timer display in the last room). This is also when the music ends. Or am I just wrong and is there really a bug?
It's normal that you can't play this map with a controller (like many other custom maps) because it's based on movement, aiming and reflexes rather than puzzle elements.

But ok, i'll mention it in the description.

Also,making checkpoints in this map would make it too easy (at least I think so, might be wrong). Because I only fealt good after completing the whole thing in one time.

gompasta • Sep 02, 2011 • #55040
109 posts

I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

JonVD • Sep 02, 2011 • #55041
36 posts

gompasta wrote:
I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

I'll consider doing that, but emember that it is some kind of speedrun challenge (objective is to survive it to the end in time), you have to die upon failure (=being too slow). This is the case in all of the rooms, but the last one is more of a small puzzle that will most likely take several times to solve. The time before the door closes, the music ends and wheatly is disappointed is here also limited, but the consequence is now just 'failing' wothout dying. Otherwise the players would just be able to hurry to the last room and take time to solve that last test that would be incredibly easy without the time limit.

Again, this isn't a puzzle and dying is part of the level here. If you wouldn't die, the level would be over in 30 seconds. How much time do you think that is appropriate for the map? The time limit is now 35,5 seconds.

xdiesp • Sep 02, 2011 • #55042
1,078 posts

I don't think it's specifically a timing problem: they are dying at a puzzle they need to solve. Some might well require 5 mins to get that, which now they have to squeeze out of fifteen quickloads.

As I was saying, mixing speedrun and puzzles here had this wierd effect that's puzzle-solving and not lack of legs which kills you. If anything I would make the last room simpler: enter, dodge, run out. And this coming from one who kept repeating the entire map whenever I died, just to enjoy the speed.

JonVD • Sep 05, 2011 • #55043
36 posts

gompasta wrote:
I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

xdiesp wrote:
I don't think it's specifically a timing problem: they are dying at a puzzle they need to solve. Some might well require 5 mins to get that, which now they have to squeeze out of fifteen quickloads.

As I was saying, mixing speedrun and puzzles here had this wierd effect that's puzzle-solving and not lack of legs which kills you. If anything I would make the last room simpler: enter, dodge, run out. And this coming from one who kept repeating the entire map whenever I died, just to enjoy the speed.

Yeh, I think you're right. So the last room needs to be simplified, and the long one with the most turrets in it, is that one also too hard to solve within the time limit? Because for me (who made it) it all seems simple of course .

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