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Rating: (1 votes)
Description
I think I'm going to stop here and start a new project. Note: You start without a portal gun because the puzzles are designed to be solved without a portal gun. The gun is found later in this map, at which point there are puzzles to solve that require it. Changelog 2.8: Fixed some stuff. Broke some stuff. Added some stuff. 2.3: Added sphere puzzle. Miscellaneous. 2.0: Added transition from introduction area. Added portal gun drop. Added excursion funnel puzzle room. Many tweaks. 1.1: Adjusted lighting. Added ambient noises. Added music. Miscellaneous. 0.9: Added ending sequence. Adjusted triggers. Miscellaneous. 0.8: Fixed arm dynamics. Added more weighted cubes. Changed format from .vmf to .bsp. Miscellaneous.
Comments
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It looks interesting.
Hopefully the "testing out the new puzzle elements by putting them together in a map and releasing it" stage is over, and people can start making nicely done puzzle.
Unfortunately I don't think that will be over just a week after release, most Test Subjects? have not even gotten involved with mapping yet.
But personally, yes I am aiming to make a level that will be linear and playable, and have a little bit of polish.
I just hope I don't obsess too much in the process, or I will never finish the map for want of more little details everywhere. =P
There needs to be a venting thread somewhere. Mapping, and especially learning to map is a rather frustration-inducing activity it seems.
But for now, I'll just vent in here in a pair of spoilers tags.
->prop_dynamic acting like a complete dick
->two days of utter frustration and pulling my hair out
->spend 7 hours figuring out a complicated hack involving lots of enables and disables and complicated timings
->HoldAnimation was set to trollface.jpg
->set to 1, everything works as expected, no work-arounds necessary
->AAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!! FFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU?!!!!!!!!!!!!!?!#!#%"#?&#%/#%/?
Phew.
i dont get what to do in room 3. the cube bounces rly often against the button but i dont see what happens.
Sulfaras wrote:
i dont get what to do in room 3. the cube bounces rly often against the button but i dont see what happens.
I believe that is the end of the map, I'm not sure though, I'm slightly confused too. I no-clipped out to check if there was other areas of the map but doesn't seem to be.
I felt the first room was slightly too dark, I found it somewhat hard to see stuff, maybe increase lighting slightly?
Ah, yes, the button in room 3 does nothing yet, sorry. I'm working on it, next update will be adding the next room and some kind of start and end to indicate where it stops.
resul4ee wrote:
dear eviloatmeal,I have found a glitch in room 3 where the gel comes out you can, if you time it right, shoot a portal trought the hole and get out of the map.
Yes, that's what happens when you cheat.
yes and now you can prevent it from happening even for me 
ow and if you want I can get the video and sofort out I realy didnt meant to anger you in any way.
I'm not interested in fixing something you achieved by breaking the map. ":P"
It's happening because you are not playing the map the way it is intended. You could have entered a command that made you able to walk through walls and you would also get outside the test chamber, but you entered a command that gave you a portal gun, same thing.
If you used flying cheats in Valve's levels you would likely find A LOT of what you call "glitches".
srry, I will get the thing of there now.
but still if you would expand the map where they will get a gun they could go back or somthing and find the glitch
resul4ee wrote:
srry, I will get the thing of there now.but still if you would expand the map where they will get a gun they could go back or somthing and find the glitch
Yes, assuming the door doesn't close behind you, or you fall down somewhere or there are no portal surfaces in reach or any combination of things that would prevent you from doing that.
Have you even played Portal? This stuff isn't just haphazard.
I'll concede that IF I were planning on giving the player a portal gun before room three I would need to do something about that hole.
Now please tell me what you think of a) the concept, and b) the difficulty in execution of the puzzles.
eviloatmeal wrote:
Now please tell me what you think of a) the concept, and b) the difficulty in execution of the puzzles.
a) If im honest I realy prefer to play with the portalgun (I think your gonna hate me for this sentence <img src="/static/img/emoji/biggrin.gif" alt=":biggrin:" class="emote">) but this could be a great begining but if I wouldnt get the gun soon I would stop because I realy cant build a staircase of blocks I was bussy for 10 min orso and when I was upstairs it was the wrong side ( that realy pissed me off)
b)I couldnt tell the difference between the glass and the opening in room 2, thats why I used the cheat in the first place so if you could make that more clear.
so my final answer is great opening but I would get bored soon if you wouldn`t give me the portal gun quick.
Yes, the portalgun is coming very Soon? after room 3.
That's good to know about the opening, I will see what I can do.
Looking good! The puzzles are unique and have a nice design. It's still short but what can you expect from an alpha release.
Keep up the good work!
Rated 4/5!
The third room would probably work better if you used an excursion beam instead of bouncing the cube as the bouncing cube gets very irritating after while. Every time it bounces against the walls, it makes sound and that sound gets VERY, VERRRRRRRY annoying very quickly. Otherwise, it is an excellent attempt at an Alpha stage level.
protoborg wrote:
Every time it bounces against the walls, it makes sound and that sound gets VERY, VERRRRRRRY annoying very quickly. Otherwise, it is an excellent attempt at an Alpha stage level.
It's been about a year, none the less:
This issue has been fixed in the new version. Once the ceiling button triggers, it destroys the cube. Additionally, the map has an ending sequence, it has some text, fades to black, and disconnects you once the wall opens. (Spoiler: The wall opens.)
I'm scratching at the files now and then, so hopefully it won't be an entire year again before I upload another update!
Fairly big update today. I've started adding the next section with a portal gun and a puzzle room involving an excursion funnel.
This file is getting rather messy. I'll have to do some cleaning up Soon? or it will get out of hand.
Give me your thoughts and suggestions about the design or the performance or the puzzles or anything that comes to mind, I need all the feedback I can get!
I think I'm going to stop here and start a new project.
Note: You start without a portal gun because the puzzles are designed to be solved without a portal gun.
The gun is found later in this map, at which point there are puzzles to solve that require it.
Changelog
2.8: Fixed some stuff. Broke some stuff. Added some stuff.
2.3: Added sphere puzzle. Miscellaneous.
2.0: Added transition from introduction area. Added portal gun drop. Added excursion funnel puzzle room. Many tweaks.
1.1: Adjusted lighting. Added ambient noises. Added music. Miscellaneous.
0.9: Added ending sequence. Adjusted triggers. Miscellaneous.
0.8: Fixed arm dynamics. Added more weighted cubes. Changed format from .vmf to .bsp. Miscellaneous.
File Name: jump_2_8.zip
File Size: 0 B
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