IT (fancy name missing)

by The-IT · Uploaded Jan 29, 2011

Screenshot 1

File Size: 1.27 MB

Downloads: 262

Rating: (0 votes)

Description

A nice simple puzzle. Nothing special or fancy. This is my first map ever so please give me as much feedback as possible. Also, please report any bugs or exploits to me. Thank you and enjoy. [email protected]

Comments

Sign in to comment.

The-IT • Jan 29, 2011 • #39506
19 posts

A nice simple puzzle. Nothing special or fancy. This is my first map ever so please give me as much feedback as possible. Also, please report any bugs or exploits to me. Thank you and enjoy.
[email protected]

File Name: it.bsp
File Size: 1.27 MiB
Click here to download IT (fancy name missing)

The-IT • Jan 29, 2011 • #39507
19 posts

Yes, I am aware about the lighting. It will be fixed in the future.
Also, this map is open source PM mr for the vmf file. Once you have it feel free to edit it and use things from it. If you do so, please give me credit.
Thank you.

quatrus • Jan 30, 2011 • #39508
1,047 posts

Good start. The goo floor didn't look right above and the invisible wall was very invisible.. Still needs some work.. Maybe should post in WIP section instead?

The-IT • Jan 31, 2011 • #39509
19 posts

Thank you for your feedback.
The "invisible" wall is actually just a glass wall, but you can't see it because of the lack of light. Easily fixable. I don't intend to work on this map much more, its mainly a test. I would like to start on a new project with will hopefully involve some challenging puzzles in the future. Anyway, what you you think about the puzzles?

portalgrinder • Jan 31, 2011 • #39510
44 posts

I never understood how to get past the fence at the end without tunelling. Was there another solution ?

The-IT • Jan 31, 2011 • #39511
19 posts

here is the solution to the fence puzzle:
(its quite easy actualy)
You stand on the cube to get to the other side, and then create a portal under the cube so that it falls into it. create a portal again somewear where you can reach it, go through it, take the cube and come back.

msleeper • Feb 05, 2011 • #39512
4,095 posts • Member

quatrus wrote:
Maybe should post in WIP section instead?

Good idea. I moved it.

portalgrinder • Feb 05, 2011 • #39513
44 posts

the-it wrote:
here is the solution to the fence puzzle:
(its quite easy actualy)
You stand on the cube to get to the other side, and then create a portal under the cube so that it falls into it. create a portal again somewear where you can reach it, go through it, take the cube and come back.

Oh wow i'm dumb hehe

hanging_rope • Feb 05, 2011 • #39514
435 posts

the-it wrote:
here is the solution to the fence puzzle:
(its quite easy actualy)
You stand on the cube to get to the other side, and then create a portal under the cube so that it falls into it. create a portal again somewear where you can reach it, go through it, take the cube and come back.

Most people assume that fences are for portalling through, if you want someone to realise that they need to make cube "stairs", you need to give visual hints, similar to the large block stairs in chamber 17.
Most people (on this forum) when faced with this situation would portal tunnel, as it is a clear solution (to those experienced with tunnelling).
Disclaimer: If I offended you in any way with this, please don't make a big deal out of it. I haven't intentionally written anything offensive.

The-IT • Feb 07, 2011 • #39515
19 posts

^^ Thank you for that. I will keep this in mind for later.
Anyway, tunnelling is never I solution for me. I think its actually a glitch.
I', trying to think of a way to prevent people from doing that rather than giving people visual support like you suggested because I like to make people figure out as much as possible by them selves.

While I was playing Portal: Prelude I became annoyed when the voice over people gave me help. I like to figure things out by my self.

Motanum • Feb 07, 2011 • #39516
248 posts

I didn't even need to solve the sphere. I quickly killed turrets, then grabbed cube, took to the fence, then simply use the cube to walk up and take the cube with me too, then simply put the cube in the button.

I didn't like the looks, as it was very noobish. For example, that fence looked out of place. But that is something that you will learn as you progress. Good luck with your future projects

The-IT • Feb 12, 2011 • #39517
19 posts

how did you get past the fizzer?
EDIT: never mind, I think I have the idea.

Motanum • Feb 12, 2011 • #39518
248 posts

You sure? I can make a quick youtube video.

The-IT • Feb 12, 2011 • #39519
19 posts

yes please do.
It would help me understand better how to design my maps.

After a bit of thought I have decided to do a little bit more work on this map even though I have stated a new project and even though I had previously decided I did not want to work on this map any more.

hanging_rope • Feb 12, 2011 • #39520
435 posts

The-IT wrote:
I', trying to think of a way to prevent people from doing that rather than giving people visual support like you suggested because I like to make people figure out as much as possible by them selves.

Actually, visual support is very, very important. Ask any professional level designer (Or listen to valve's commentaries), and they will say that visual support is just as important as gameplay/puzzle design. People sub-consiously use visual (and auditary) clues to solve puzzles and find their way around.
For example, in Chamber 02 of portal, the developers attract the players eye to the portal gun by putting it in a brighter space, giving it a loud sound, and even placing geometry to point towards it, dragging the player's eyes to the most important thing in the room. The thing is, a player probably wouldn't even notice. If they didn't have these things, the player would spend quite a bit more time walking around with no clue as to what they need to do.
Once again, players have already associated grates as "something to portal through", and have subconciously already eliminated the possibility of other solutions.
Usually, you have to make things more obvious than you think you do.

Don't take this personally.

The-IT • Feb 14, 2011 • #39521
19 posts

^^ This is an interesting point of view.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what. You can tunnel though some of Valve's maps, even though this was absolutely not the intended solution.

Now, I would like to say that Portal is indeed a puzzle game. And the thing about puzzle games is that what you are supposed to do is not always clear. As some one who is trying to get a maximum experience from the game I would like as little help as possible.

Mevious • Feb 14, 2011 • #39522
205 posts

The-IT wrote:
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what.

Even if you consider tunnelling to be a form of cheating, other mappers and most experienced portal players don't. In fact, many mappers create puzzles which require tunnelling. I try to give the mapper the benefit of the doubt when playing maps. I'll do my best to not use tunnelling unless I get really frustrated, or I know it is intended by the mapper.

Anyway, here's me playing it for the first time:
IT Playthrough
6O3Gxh4_cJo
BTW, I kind of assumed the map simply ends at the cake. Did I miss something?

The-IT • Feb 15, 2011 • #39523
19 posts

Nope. Your good with the ending.
Thank you so much for this video, I can see to fatal flaws in this map.
I can't believe you did not think of putting the box in in the metal frame!

Anyway, looking at this video, I can safely say that even tho it has not been a long time since the release of this map, my mapping skills have improved so much and I have learned even more. Believe me.

Maybe soon I'll post my new project in the WIP section

Mevious • Feb 15, 2011 • #39524
205 posts

The-IT wrote:
I can't believe you did not think of putting the box in in the metal frame!

What makes you think I didn't think of that? Actually, that's exactly what I was trying to do the whole time but wasn't fast enough.

hanging_rope • Feb 15, 2011 • #39525
435 posts

The-IT wrote:
^^ This is an interesting point of view.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what..

That's not what I meant by portalling through grates.
I meant that the player would automatically assume that they have to shoot a portal on one side of the grate, shoot another portal on their side, and then go through. This is similar to a place in portal: just after you go into the bts areas after ch 19, there is a fence which you have to portal through
Of course, in this case, that is impossible to do without tunnelling. What I was really trying to get at is that different objects mean different things based on prior experience, so having a mesh based thing makes people want to portal through it. If you had used glass, for instance, most players would not think of portalling at first, which is what you wanted to achieve.
Sorry if I confused you.

The-IT • Feb 16, 2011 • #39526
19 posts

No, that ok. I don't think you confused me.
Portal is a game that makes you think out side the square. But when you think outside the square, you create a new one. My maps are aimed to force you to think outside of the new one.