Logic Portals : Levels [00-03]+NEW[04].beta

by Hurricaaane · Uploaded Nov 24, 2007

Screenshot 1

File Size: 18.92 MB

Downloads: 2511

Rating: (1 votes)

Description

Logic Portals 00-04 by Hurricaaane Levels 00 to 04 of Logic Portals, made by Hurricaaane. [00-02].v3 [03].v1 [04].beta Note: THERE IS NO CHANGELEVEL BETWEEN 03 and 04. Load the level manually.

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Hurricaaane • Nov 03, 2007 • #66584
189 posts

Hi,
I've just released the version 2 of the levels 00 to 02 of Logic Portals.
I've previously released the version 1 of it on myaperturelabs.

Many people who have tested it said they were stuck right in the first obstacle. So watch out for the hints that shows up on screen.

Please enjoy and feedback , here's the download link:

Logic Portals : Levels [00-03]+NEW[04].beta

Upcoming [00-02].v3 updates:
-First obstacle is made more esthetic.
-Channeling up-step is now cleared out of the metal texture obstacle that would stop the player going up.
-Addition of HDR Cubemaps.
-Addition of glow coming out from the carved light metal texture.

espen180 • Nov 03, 2007 • #66585
307 posts

Is this a work in progress? Are you still working on it?

Hurricaaane • Nov 03, 2007 • #66586
189 posts

Actually I'm working on the levels 03 and 04 on a separate map, so the only changes I will do to this map would be the changelevel trigger (and eventually bug fixes).

espen180 • Nov 03, 2007 • #66587
307 posts

Okay...

First of all, upload your map to the dl database.

Hurricaaane • Nov 03, 2007 • #66588
189 posts

espen180 wrote:
Okay...

First of all, upload your map to the dl database.

Heh? Isn't that what I've already done?

espen180 • Nov 03, 2007 • #66589
307 posts



Silly me.

Lorithad • Nov 03, 2007 • #66590
240 posts

I really like this one. The start was different from every custom map that I've seen so far. And I did almost get stuck in the first room. Took me a few minutes to figure out that You need to look underneath the pod to see a mouse hole sized opening that you can shoot your portal through.

I really like the step up type portal problems (as shown in your screen shot). I really think they're under used. So much fun.

It was also nice to see a different style of elevator being used.

Looking forward to future maps.

Player1 • Nov 04, 2007 • #66591
212 posts

Haha I loved this! I want more!!

The first room was fairly obvious to me, given the onscreen prompts.

I really really really like the way you take the original portal "tutorial level" concepts and do the same for the new tricks like fling-crouch etc.

Can't wait for the rest of this

thecake • Nov 04, 2007 • #66592
37 posts

Had fun playing this one, well done Hurricaaane, can't wait for the rest of it

xitooner • Nov 04, 2007 • #66593
132 posts

Other than the heavy hints leading you thru the one tricky part up front, this was insanely simple, IMO. Its great as a tutorial on technique (which it is geared to be), but with the title "logic", I expected more to the logic/puzzle aspect, so I kinda think its misnamed; too generic. Maybe change the name to include one of more of phrases like "tutorial", "advanced technique", etc.

Rivid31 • Nov 04, 2007 • #66594
152 posts

Well, xitooner, this is just the first 2 levels of the mod hes making, so I think they were intended to be easier, while still introducing a few unique things. He's working on making the rest of the mod, which is named "Logic Puzzles." I would assume the puzzles would get progressively more complex so, just wait for the next release and you'll have some harder puzzles

Personally, I thought this was very well done. Some new ideas mixed in on the first levels of a new mod, looking forward to the rest. One suggestion would be to not clearly label how to do every puzzle later on though

nickworks • Nov 04, 2007 • #66595
34 posts

Hey! Are you planning on releasing this update back on myaperturelabs again? I just finished the editing system that'll allow you to edit your previously uploaded content. That way you don't lose your comments, downloads, ratings, etc. Or you could release it as a completely different file, if you'd prefer.

Updating your map file or releasing a completely new file will both automatically update the RSS/news so everyone will know.

Thanks!
And thanks for the great Portal maps!
Nick

roger federer • Nov 04, 2007 • #66596
75 posts

i think the song on the radio was maybe the very best part of this map. i tried to carry it with me, but it was emancipated in the fizzler.

Hurricaaane • Nov 05, 2007 • #66597
189 posts

Actually the name of the map is "Logic Portals", not "Logic Puzzles", but I'll introduce the TRUE MEANING of this name on the level 04 (edit maybe 03) of my map (I'm going to release 03 and 04 on the same map). I don't know if people will like it, but I'll take the risk.

To explain why I have to add hints: It's because I'm "teaching" two techniques. Well actually not, the purpose of the updated flinging technique is to say "You need no momentum while going through the first portal". Remember, on the official level whan GlaDOS teaches you the flinging technique, you can use the technique I teach you to pass the moving wall in one try.
The step up technique is almost not introduced in the official scenario. I suppose the level designers behind Portal thought about this technique, but unless you find the right way to control the camera, it's hard.

Thanks for all the feedback

And for nickworks, I was waiting for the edit functionnality to be on, I'm gonna upload it right now.

EDIT: For some reason, I wonder if all my portal maps will only use the blue portal gun. I think that controlling one portal is a contribution on reflexion puzzles, as my maps won't be really oriented on amazing jumps.
Of course, It doesn't mean that each level will have only one static portal.

nickworks • Nov 05, 2007 • #66598
34 posts

Yesssss!

Thanks!

Player1 • Nov 06, 2007 • #66599
212 posts

Hurricaaane wrote:
EDIT: For some reason, I wonder if all my portal maps will only use the blue portal gun. I think that controlling one portal is a contribution on reflexion puzzles, as my maps won't be really oriented on amazing jumps.
Of course, It doesn't mean that each level will have only one static portal.

Meh I don't like that :/

It's okay for tutorial levels, but other than that it just feels limiting...

espen180 • Nov 06, 2007 • #66600
307 posts

Just played through. I mostly like it, except for these points:

1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.

2. I don't like your "half-portal" technique.

Panda On Smack • Nov 06, 2007 • #66601
1 posts

I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on!

Hurricaaane • Nov 06, 2007 • #66602
189 posts

Panda On Smack wrote:
I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on!

I already know about that (found it myself), I even wanted to create something like inner achievments like "Dissolve the box in the room 00" ^^.

espen180 wrote:
Just played through. I mostly like it, except for these points:

  1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.

  2. I don't like your "half-portal" technique.

  1. I need to force the player at finding the exit.
  2. Hmmm? I don't know what I can really do... If that's the reason, it even pisses me off when I keep going through the same portal. I don't know if that's what you're talking about. I'm thinking about it... I may simply not use this technique anomore in my future maps.

Edit: If anyone's interested, here what I'm working on:

http://www.youtube.com/watch?v=0eEI33jg ... D4&index=5
Unfortunately, if I copy this same scene, it seems that the pulleyconstraints do crash the game if you type disconnect in the console. I'm working on it. Hope it doesn't break savegames or changelevels.

xitooner • Nov 06, 2007 • #66603
132 posts

espen180 wrote:
2. I don't like your "half-portal" technique.

Well, the quirk does exist, so you cant ignore it. But I sort of agree, since I look at it more as a mistake that mappers need to account for and eliminate, rather than as something a player would use.

I dont think I would ever design a map that could only be solved in that manner. It just seems sorta like bad map design, IMO; but I could be convinced differently if a clever mapper could find a way to put it to effective and entertaining use.

espen180 • Nov 06, 2007 • #66604
307 posts

I just saw your video.

It looks like magic! :O

If you manage to execute it without it becoming tedious or annoying, you just might become the next Portal mapping god.

Crooked Paul • Nov 06, 2007 • #66605
226 posts

I agree, the floating cube is awesome. I wish I had the first clue how you did it.

After seeing that, it took me all of 1 minute to wonder whether that technique could be used to make a 'trampoline' for the Companion Cube. Please say it can.

Player1 • Nov 06, 2007 • #66606
212 posts

I don't get it. What use would a floating cube be? I mean I understand the physics implication here (and implementation), but I just don't see how that can be made into logical puzzles...

taco • Nov 06, 2007 • #66607
504 posts

Floating cube = delayed button presses.

Rivid31 • Nov 06, 2007 • #66608
152 posts

Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.

I think several cool puzzles could be made using this... we'll just wait and see what he does with it.

msleeper • Nov 06, 2007 • #66609
4,095 posts • Member

Rivid31 wrote:
Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.

I think several cool puzzles could be made using this... we'll just wait and see what he does with it.

It's a little harder than that, trust me. I had the hardest time faking "floating" for Source Chariots. What I think he is using is a phys_pulleyconstraint, but I might be mistaken.

JunkInThetrunk • Nov 12, 2007 • #66610
6 posts

Apparently I'm the first to have this problem, but I had major texture problems. none of the Step 1/2/3 dominoes appear and none of the action tiles appear leaving only the pink check texture. Also, some of the walls were white wire frames still. And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room. Oh, also the light boxes were only pink checks. I liked this map as far as I could get into before the half finished look made me wanna stop playing it.

Lorithad • Nov 12, 2007 • #66611
240 posts

I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.

I'm pretty sure this is it:
viewtopic.php?t=203

I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out.

Hurricaaane • Nov 15, 2007 • #66612
189 posts

Lorithad wrote:
I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.

I'm pretty sure this is it:
viewtopic.php?t=203

I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out.

I really don't think so. What he is describing has somthing to do with lp_hurricaaane CUSTOM TEXTURES MADE BY MYSELF. The custom textures I will use for all my maps are contained here: materials/lp_hurricaaane/
I don't know if it's that, but did you not install the materials folder from the pack because you don't like VGUI icons that shows up on bonus maps? I often do that myself, so I'm wonderin'.

Quote:
And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room.

If you get the map to show textures, you will understand what happened to you. Your situation is certainly screwing the world out.

youme • Nov 20, 2007 • #66613
937 posts

Nice map, I guess its a training level so itsnt too hard, you're info signs have way too much info on them, it makes it feel like you are being told what to do not figuring it out yourself.

Also, I do not like the half portal idea, It seems just silly. I went through the first half of the portal and got stuck in a wall or something, so it's glitchy too.

The floating cube video lookes awesome. truely awesome.

It's kinda harsh to leave the player hanging at the end of the map, untill the next chamber is ready and in the download pack you should either put a message on the screen or disconnect the player, or both.

Hurricaaane • Nov 20, 2007 • #66614
189 posts

youme wrote:
Nice map, I guess its a training level so itsnt too hard, you're info signs have way too much info on them, it makes it feel like you are being told what to do not figuring it out yourself.

Also, I do not like the half portal idea, It seems just silly. I went through the first half of the portal and got stuck in a wall or something, so it's glitchy too.

The floating cube video lookes awesome. truely awesome.

It's kinda harsh to leave the player hanging at the end of the map, untill the next chamber is ready and in the download pack you should either put a message on the screen or disconnect the player, or both.

Thanks, about the signs I was also told about it many times. As the first maps are kinda training levels for future action you will do in future levels, as I already said, the hints won't be removed, but It won't appear later as I will suppose that they caught the idea.

About the half portal, I've decided that it will become an anecdotic technique. I won't use it later in game.

About the end of the map, future releases will redirect to a custom background map (behind the main menu of Portal).

Hurricaaane • Nov 24, 2007 • #66615
189 posts

Hi people,
I've just finished the level 03 of my map, along with some changes on the earlier levels. Principal modification on the earlier levels are modified lighting (now uses materials that emits light, and the very first puzzle is made more visible and more esthetic.

Level 03 introduces the cube floaters and the timed portals. Please let me know what you think about it. I know the level is quite short.

And plus, it now has credits. I'm not done with how I show them. I will surely add more credits on future maps.

Here is the download link, please play it from the start, so you can see the changes a bit
dload.php?action=file&file_id=103

Feedback is appreciated!

youme • Nov 24, 2007 • #66616
937 posts

Just played it through and the new level is pretty good.

Its a bit slow but thats ok.

The floating cube is awesome, a really good game mechanic, I look forwards to using it in future maps!
The timing you have for each puzzle is good, tricky, but do-able without being frustrating.
The second one, If you are atall worried about people complaining about it being tunneling, it isn't, because I did it without tunneling, just quick diving into potals.

I didn't get any vocals atall. Did get music though, not sure if it was new or from the original though

When you take the radio through the first portal, it turns off

Can I say how much I don't like the indicator stips you've made? they look way too bright and dont fit the portal style.

The credits get in the way of the floating cube at the end! Its a really neat idea, but the credits get in the way and it doesn't look too good.

Great stuff, can't wait for more

taco • Nov 24, 2007 • #66617
504 posts

Just played and mostly enjoyed it.

The puzzles themselves were decent enough (though I'm not sure if I did the first puzzle as intended, and if I did - it's a bit meh), but there were a few things that I really didn't like:

Banner adds on the walls.
New indicator strips.
New textures.

They really broke the game world for me.

BlackSphinx • Nov 24, 2007 • #66618
24 posts

I liked it. Was fun.

i am just wondering if you are supposed to Jump from the top of the windows that protect the button up to the ledge with the grill for the 1st chamber. That's the only way I found to get through.

MrTwoVideoCards • Nov 25, 2007 • #66619
584 posts

It was very good, as well as i liked the fact that you used brush work very well to aid into the puzzle.

Another thing was the addition of Textures, and even the use of gravity towards the Cube's.

Very good job, and I do hope to see more.

I also noticed that this was the first map ever to use normal water.

taco • Nov 25, 2007 • #66620
504 posts

One other thing: are the steps supposed to be floating in mid air? (they look a bit odd considering the polish/quality of everything else)

iamafractal • Nov 25, 2007 • #66621
272 posts

it really feels like i'm learning.

i felt like a kid repeatedly running around and around to go on the slide.

i had to repeat the 2nd and 3rd puzzles a lot of times before i finally got through. on the second one, thanks for that little bit of diagonal wall at the top to get me on the platform. it was enough just to make it through enough times before the timer ran out heh.

CabooseJr • Nov 25, 2007 • #66622
67 posts

Can I use those cube floaters in my map? I promise I will give you credit.

Lorithad • Nov 25, 2007 • #66623
240 posts

Just finished it. I tried it yesterday as soon as it was released, but I was pressed for time, and had to abandon it early on.

Once I figured out that I wasn't supposed to grab the cube from the floaters on the second puzzle, it was pretty easy. Though the timing was pretty close with the third one.

Player1 • Nov 25, 2007 • #66624
212 posts

Huurriccaaannneee (jesus that's a spelling bee name right there) I must say this: I really like the first release you did with maps 00-02 and now that you've released 03 as well I like it even more.

I like the fact that you're going for a slightly different visual style as well (indicator strips, don't listen to youme) and that the first real puzzle map (number 03) immediately starts using the tricks you've taught us in 00-02.

I mean even though I just played through 00-02 before coming to 03 I had to bonk my nogging everytime I realised that oooh I should crouch here, yes, of course, he told me earlier and so on and so forth.

Beautiful work. Give more!

Cyclone • Nov 25, 2007 • #66625
42 posts

Awesome work! Really loved the way you incorporated the lessons from the first map into the second one, it gave it a very professional, Valve-like flow. The use of new music was a great choice, and the new textures look very nice. Not sure why you couldn't use the original ones, but it really doesn't matter.

One small problem, however, was the implementation of the anti-gravity field generators (or whatever they're supposed to be called); they look friggen sweet, but the don't really do anything. Everything you did with them could have been done using a standard cube-dropper puzzle. No offense, it's a cool idea, but as of this map, there's no real reason for them to be there at all. The only thing I can think of is that you're gearing us up for the next release, which with any luck will involve the chamber shown in the credits, there they allow a button press to be delayed, i.e. a button opens one door/portal, but causes another to close, necessitating careful timing. Thus, chamber 3 would be both a test of previous skills, and an arena to learn new ones.

Anyway, great work so far, and I look foreword to Chamber 4!

volt • Nov 25, 2007 • #66626
104 posts

I like the maps a lot. First time I played through any map or map set twice in a row. I had the same idea with the step-flinging but couldn't figure out how to implement it.

My only gripe is your custom textures. Not that you used them, but how you packaged them. You should put them into the bsp instead of having us put them in our portal/materials folder. This is because now all of your textures (which you gave the keyword "portal") now show up in my materials list. And I'm sure you don't want me to jack your materials. Plus, they show up between the portable and non-portable materials in the materials list, so double whammy.

I suggest using BSPzip.

brood_x • Nov 26, 2007 • #66627
12 posts

I enjoyed the map a lot. However, I noticed a bit of a glitch. If the weighted cube is not spinning when the gravity field drops, it does not always drop. This was a problem for me, as I managed to grab the cube in Level 3 a little bit, just enough to stop its spinning, and then jumped again to deactivate the field. The result was a dropped field, a locked door, and me without a cube.

Hurricaaane • Nov 26, 2007 • #66628
189 posts

Hi, I can't answer to each message so I will do a summary.

GlaDOS doesn't speak much. When Valve will fix the custom scenes (.vcd) of the Orange Box, she will speak.

What you're telling about the radio is strange. The radio turns off after a moment, but should not when going through a portal.
For a reason that I know, logic markers (checkboxes, indicators) are using a custom style composed of white, black, grey, blue orange and green. It's out of the Portal style, I know. If I can give it another design that satisfies me, I will change it. The indicator strips are quite bright, I know, mainly because of the contrast with HDR. I should give it a lifting. About it, there's a main difference that is important in Logic Portals: It has arrrows.

Honestly, I'm asking myself if I should erase the fact that the game is in Aperture Science. The whole map is a joke. About the banners, it's some way to not get my map stolen.

The stairs are floating, because of an issue with Hammer about cylinders. If I can master them, or replace it, I'll do it.

The water causes lag issues. At the moment I'm wondering how I can create a cheaper water texture.

At the moment, the cube floaters are not really useful. Thay will however work as "cube catchers" and can be associated with a button like it does in the credits map.

BSPzip does not suit my case. As I'm doing a series of maps, the materials are used multiple times on different maps. Il would be lame to make the player download things on a map that will also be inside another map, increasing the file size.

Thanks about reporting the glitch on the floaters. I can fake it by applying a little invisible physics explosion near the cube to revive it.

Thanks for all the feedback! Note that I may will release a special "test" map that will show some experiments for new gameplay elements in Logic Portals.

volt • Nov 26, 2007 • #66629
104 posts

Ah, that's fair about not wanting to use BSPzip. How about tagging them with a different keyword, then? Maybe your name. No offense intended, but as a map developer, it just feels obtrusive for you to forcibly put your textures in my list of Portal textures...

/reads PMs
//facepalm

Thanks!

Hurricaaane • Nov 26, 2007 • #66630
189 posts

volt wrote:
Ah, that's fair about not wanting to use BSPzip. How about tagging them with a different keyword, then? Maybe your name. No offense intended, but as a map developer, it just feels obtrusive for you to forcibly put your textures in my list of Portal textures...

/reads PMs
//facepalm

Thanks!

I sent you a private message in case you don't see this post. For all the others, here's a material fix that removes Logic Portals Materials from the keyword "portal".

dload.php?action=file&file_id=108

MrTwoVideoCards • Nov 26, 2007 • #66631
584 posts

volt wrote:
Ah, that's fair about not wanting to use BSPzip. How about tagging them with a different keyword, then? Maybe your name. No offense intended, but as a map developer, it just feels obtrusive for you to forcibly put your textures in my list of Portal textures...

/reads PMs
//facepalm

Thanks!

Oh dont be a baby, geez doesnt really matter anyways, not like they get in the way, plus once you use all the textures you need in a single map you can just check, "used Textures" box.

Duffers • Nov 26, 2007 • #66632
474 posts

MrTwoVideoCards wrote:
Oh dont be a baby, geez doesnt really matter anyways, not like they get in the way, plus once you use all the textures you need in a single map you can just check, "used Textures" box.

Not everyone's a genius like you.

MASSIVE sarcastic quotes.

Browen • Nov 29, 2007 • #66633
73 posts

can someone link a youtube video for this , the part with the stair portals in level 3 i cant do, i can almost get high enough

Player1 • Nov 29, 2007 • #66634
212 posts

Browen wrote:
can someone link a youtube video for this , the part with the stair portals in level 3 i cant do, i can almost get high enough

crouch

cyk • Nov 30, 2007 • #66635
1 posts

Alright, I feel like a complete moron for having to post this, but I can't figure out how to get out of the first room of Chamber 3. I press the button, cube falls down, Portal opens, and...nothing. I don't see any way out.

Adair • Nov 30, 2007 • #66636
213 posts

answer for cyk:
If its where I'm thinking of then there's some glass wall where you can see into the next room.
There is a ledge on the glass wall. Examine that ledge.

Crooked Paul • Dec 01, 2007 • #66637
226 posts

I examined the whole first room inch by inch. The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler.

Maybe I'm missing something totally, ahem, logical, and it will seem obvious after it's pointed out. I hope that's the case. However, I fear that this puzzle requires some particular placement of the blue portal, which you then use to tunnel to the next room. ...if that is the case, then I'm pretty much done with this map.

Anyone care to spill the secret? No more hints. Being stuck in one small room is just not entertaining. At all. Ever.

Very, very cool effect with the floating cube machine, though.

Player1 • Dec 01, 2007 • #66638
212 posts

Crooked Paul wrote:
The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler.

Get up there so you can shoot a portal down it to hit the floor so you can move on to the next room.

Getting up there (probably) requires the usage of portals.

xitooner • Dec 01, 2007 • #66639
132 posts

Crooked Paul wrote:
The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler

If I remember right, you are on the right track, but the trick is
You can portal on top of a nearby ledge, and then jump over onto the 2-inch top of the sign with the numbers on it and walk over to the grate. Even funnier you can leap over and land on the tip-top of one of those two edges that borders the fixed-position portal, and then jump up onto the sign. And all the while, if you look down, you are walking in mid-air.
Call me picky, but that was cheap-trick puzzle; the kind I hate most. I play the game to portal, not levitate. Once you get past that and get to the rest of the puzzles, its decently challenging and fun (if you like timed puzzles).

Hurricaaane • Dec 01, 2007 • #66640
189 posts

xitooner wrote:
xitooner said:
You can portal on top of a nearby ledge, and then jump over onto the 2-inch top of the sign with the numbers on it and walk over to the grate.
Call me picky, but that was cheap-trick puzzle; the kind I hate most.

You can stand on something else that will require you to do a very simple jump to get there. A simple portal placement is needed, but you need to think where, and I don't think it's hard. In the next release I will probably add a glass ceiling somewhere you can guess to help.

marble • Dec 12, 2007 • #66641
4 posts

Wow, I didn't do that part that way...

I had no idea that there were ledges up there you could stand on, so I shot blue in the ceiling and made a very tricky mid-air shot through the grate while falling. I had to place blue in just the right area at a certain angle so that I'd have a chance of hitting the floor and not the fizzler. It took many tries and I had just about given up when trying with careful aim, and just sort of did a "what the hell" random-type attempt and that's when it went in :).

I didn't finish the rest though.

volt • Dec 13, 2007 • #66642
104 posts

Hurricaaane wrote:
You can stand on something else that will require you to do a very simple jump to get there. A simple portal placement is needed, but you need to think where, and I don't think it's hard. In the next release I will probably add a glass ceiling somewhere you can guess to help.

Will you please spoil the correct way to do the entrance to 3? Its bugging me, all I can think of is standing on the edge of the sign, etc

Note: While I was trying to find a solution, I did this, which gave me some pretty weird results.

1.) Enter room and press button when available to open orange portal
2.) Go back and stand directly under the camera
3.) While looking in the direction of the orange portal, look directly up and place a portal on the ceiling against the wall that the camera is mounted on
4.) Walk (not crouched) into the orange portal at normal walking speed, then as soon as you get through the portal let go of forward.

This launched me out of the orange portal at a pretty good speed.

Hurricaaane • Dec 13, 2007 • #66643
189 posts

Here's the simplest way to pass the room:
http://pix.nofrag.com/2/7/c/6f90aa64a6a ... 46467.html

Niels Gade • Dec 20, 2007 • #66644
6 posts

A thing that pisses me off into unrecognition is the "developer maps" thumbnails. They're useless for the user and the only purpose they could serve is showing off how developer you are.

I don't know how you make a map, but how I usually do is that if I get a good idea I can use in my map, I make it in my map and save it there for later use. I don't go create a seperate map. (Unless of course you have a shit PC and it takes forever to load) It's like, 2 out of 6 icons are usable? Why the hell would I want my map selection cluttered up with maps I can't play?

Release properly, not some "oh, look at me, I'm a developer" shitbreak release.

youme • Dec 20, 2007 • #66645
937 posts

QFT
Its not 'ooh look at me I'm a hardcore developer' its 'look at me I've had a damn good Idea'
Rather than making map thumbnails for each map and dev map seperate from each other you put them all together and send them to everyone, only send each map files to the people you want though. That way it saves effort for everyone. The testers see exactly what the consumers see except the testers actually get to use the 'test' maps.

And anyway when Logic portals is all finished up I'm sure Huricane will release a version without any testing maps as there will be no need for them anymore.
So either stop complaining about something that isnt finished o be patient
[/rant]

Niels Gade • Dec 20, 2007 • #66646
6 posts

youme wrote:
QFT
Its not 'ooh look at me I'm a hardcore developer' its 'look at me I've had a damn good Idea'
Rather than making map thumbnails for each map and dev map seperate from each other you put them all together and send them to everyone, only send each map files to the people you want though. That way it saves effort for everyone. The testers see exactly what the consumers see except the testers actually get to use the 'test' maps.

What, they're testing the map selection menu? Pff, I'm pretty sure the beta testers are able to use the console.

And why the hell would he go through the hassle with making the icons that he's not gonna use for anything anyways.

Doesn't make sense.

Hurricaaane • Dec 23, 2007 • #66647
189 posts

Listen, there are multiple versions for the same map.

lp_b00_v1
lp_b00_v2
lp_b00_v3
lp_b03_v1
lp_b03_v2
All of these versions are releases and are never modified afterwards.

lp_b00
lp_b03
lp_b04
Those versions are the maps underway, unreleased, and volatile: their content changes everytime.

I often ask my friends to take demos on the game so that I can see how they play and what problem they encounter. To play these demos with a volatile map, it's not possible. So I also created separate versions for other reasons, if I get feedback on a map, I can't test/check for the problems it on the volatile version.

Now, I've separated the bonus scipt files into two directories: the developer one and the released one, so they show up as two separate icons in the bonus maps main menu and so the problem is fixed as I will not provide the developer directory.
Here's how it looks like now on my side:
http://forums.thinking.withportals.com/pafiledb/images/screenshots/extended_bm_window710.jpg

Niels Gade • Dec 26, 2007 • #66648
6 posts

Hurricaaane • Dec 26, 2007 • #66649
189 posts

Damn it, at least those thing are NOT showing up in the MAIN BONUS MAP WINDOW. If you don't like it just delete my map and fuck off.

msleeper • Dec 26, 2007 • #66650
4,095 posts • Member

Hurricaaane wrote:
If you don't like it just delete my map and fuck off.

Lorithad • Dec 27, 2007 • #66651
240 posts

Eh, while I agree about the not liking it and fucking off part, I also do think that the developer things shouldn't be in the standard release. I mean, you can't even open them from the bonus maps window. At least you couldn't last time I tried.

The credits I'm in full support of being there though.

Niels Gade • Dec 27, 2007 • #66652
6 posts

Hurricaaane wrote:
Damn it, at least those thing are NOT showing up in the MAIN BONUS MAP WINDOW. If you don't like it just delete my map and fuck off.

I didn't say I don't like the maps, because I do, but as developers, we have a duty to make quality releases.

Also, I'm not trying to kill you, sit down. It's just a note. I don't really care if you take it seriously. It was just because it's not a proper way to release.

yikkayaya • Dec 27, 2007 • #66653
71 posts

Just making up for all the complaining about the dev-files:

WE LOVE YOU HURRICAAANE!!!

Keep up the good work!

Crabclaws • Jan 04, 2008 • #66654
3 posts

I liked the map it was challenging and very fun. I didn't really care about the developer things, I was just disappointed that I couldn't play them. (Off-Topic) Can you teach my some basic stuff about Hammer because I have tons of ideas for Portal maps but I can't figure out Hammer to save my life. I also commented about the Hammer thing on one of your YouTube videos. Keep mapping

Hurricaaane • Feb 05, 2008 • #66655
189 posts

Hiya!
I've just released Logic Portals [04].beta.

This map introduces a new kind of fling: I called it the Angular Fling. Sorry about the name, I'm sure you'll find a better name for it.

Here is the link and a screenshot:
dload.php?action=file&file_id=103



Note: THERE IS NO CHANGELEVEL BETWEEN 03 and 04. Load the level manually.

Please tell me what you think about it.

taco • Feb 05, 2008 • #66656
504 posts

Hurricaaane, you've done it again - a high quality map that is long enough to really exploit a technique without being too long and out staying it's welcome.

Th puzzles were well thought out and built just as well (though I would have liked at least one puzzle where the map wasn't holding my hand).

The progression was good and I'd place the over difficulty at around medium or medium/hard.

The only other "complaint" I have is the lighting fixtures. The lighting itself is very well done but your new extra-large lighting fixtures are something of an eyesore.

As always, I continue to look forward to your future releases.

E1025 • Feb 05, 2008 • #66657
104 posts

Awesome map Hurricaaane!

I thought this was a great map, here are my views

Pros

The fact you're teaching new game play elements in your maps makes your maps stand out from the crowd.

The clean and great designs in your maps ranging from the new textures, puzzle set-ups to lighting techniques are eye candy.

The large amounts of polish is great, it's a nice effect how in this map you can hear other tests being carried out in the background and the moving floor that removes excess time walking about and letting you have more time solving the puzzle is simple but effective .

I liked how you used the rocket turret as a pointer device to help indicate what you're supposed to do.

Cons

The Angular Fling can be really frustrating at times and some times you don't know how you've just done a fling or don't know how to re-create it.

I didn't enjoy the final test, it took 15 minutes to learn how to fling my self into the upper room and I never learned how to get to the other section with the switch, the glass seams like it's just a tiny bit too high, you can even land on the glass frame. The fact that the button is timed just takes away from the experience, I hated being on a time limit, being made to re-create some thing that just happened by accident. Once I got the cube onto the button I now had to wait to be able to begin trail and error in the metal half of the room.

The ladder at the back of the third test added comedic value to the map, so did GlaDOS but you were kind of detracting from the fact you are teaching Angular Flings. You don't need to change this but I thought I might bring this up.

--------------------------------------------------------------------------------------

I like the map, but it has problems (not major ones) but I guess that is what a beta is for. Great job so far!

Cyclone • Feb 05, 2008 • #66658
42 posts

Well, it looks and sounds great, as usual. The new textures are cool, THA's music sets a great mood, and the mapping is all but flawless. The problem is, it's too hard. Angle flinging is unreliable as far as I can see - without a great deal of practice, you can't pull it off consistently. The first fling was pretty easy. The second took me 10 minutes just to figure out it wasn't an angle fling at all. Then I got stuck for 15 minutes on the third one. I noclipped past, got through the next room (although it was kind of a give-away, for the above posted reason), then got stuck again for 20 minutes and gave up.

I finally did manage to get to the puzzle with the arrow-thing, at which I got completely and utterly stuck. Unfortunately, it was mostly trial and error up to that point - put a portal here, try, fail, put the portal somewhere else, repeat until you get it. Angle flings are 90% luck - you need to give us more help. The ridges around the orange portal really threw me off as well - I kept bumping into them and losing my momentum.

The problem with angle flings is the camera. The rapid change in perspectives is difficult to deal with, that's the whole point, but for me, it's next to impossible. I saw the rocket-turret's laser, knew where the fling ought to send me, but wound up back at square one. Again and again and again. The fact is, you need to train players more - just giving us a sign telling us to go in at an angle isn't enough.

So anyway, if someone could put up a video of how to do this sans-trial-and-error, that would be great. The map itself is awesome, but thinking with angles is much harder than thinking with portals.

Ricotez • Feb 06, 2008 • #66659
738 posts

Well, it is a beta after all, but...

I just don't manage to understand them angled flings! I've been stuck at the first room for 20 minutes after which I gave up, and at that moment I didn't yet understand what you want me to do! Can someone put up a video showing how to make them angular flings?

Besides of that, the other maps are great! Great custom textures, great mood, in the angular fling section the background noises were great (gives you the idea you're not alone, and that the Enrichment Center expands to more than just your tests)... you're a true portal master! But try to make it more clearly what to do in the first chamber!

Cyclone • Feb 06, 2008 • #66660
42 posts

Okay, quick update - I did beat the map, after an hour or so of trial-and-error. I can't replicate any of my results consistently, because the overly precise nature of angle flinging makes it hard to do anything but keep trying until I get it right, only to then not know what exactly it was that made it work.

Again, it looks and sounds great, but seriously, you need to make it easier on us. If these are just the training maps, the real maps are going to be insane.

Also - why is the treadmill in that one room? It serves no purpose but to confuse the player - I kept trying to work it into my solution by gaining speed for a fling. If you don't need it, don't put it there, period.

Second, the timing on the last puzzle needs to be easier. How do I know when to drop into the blue portal? You must add a timer showing us how many seconds remain until the floater turns on or off.

Finally, dropping in to the last room is kind of tricky - I kept getting caught on the edges, and has to dance around a bit before it would let me drop.


In simple terms, I like the map, but hate the concept - all the more reason to look foreword to your future work, I guess.

iamafractal • Feb 06, 2008 • #66661
272 posts

Here's a walkthrough of the last two flings in the map.

I think with this, you can pretty consistently do these flings most of the time.

let me know if anybody wants a more comprehensive walkthrough.

the captions are there in case you want to pause and read what i have to say. they aren't really necessary to see what I did.

http://video.google.com/videoplay?docid=-2010661265827051249&hl=en

iamafractal • Feb 06, 2008 • #66662
272 posts

note: msleeper the spoiler tag isn't working :-/ what did i do wrong?

spoilers below!

||> Cyclone wrote:

Okay, quick update - I did beat the map, after an hour or so of trial-and-error. I can't replicate any of my results consistently, because the overly precise nature of angle flinging makes it hard to do anything but keep trying until I get it right, only to then not know what exactly it was that made it work.

figuring that out for me was one of my favorite parts of this puzzle. now when these types of flings are in new maps, we'll be ready.

Cyclone wrote:
Again, it looks and sounds great, but seriously, you need to make it easier on us. If these are just the training maps, the real maps are going to be insane.

oh come on. you finished it didn't you? why make it easier? just take your time and finish it

Cyclone wrote:
Also - why is the treadmill in that one room? It serves no purpose but to confuse the player - I kept trying to work it into my solution by gaining speed for a fling. If you don't need it, don't put it there, period.

because if you don't shoot the second portal near the exit, you land all the way across the room. the conveyor belt just makes it faster to reset.

Cyclone wrote:
Second, the timing on the last puzzle needs to be easier. How do I know when to drop into the blue portal? You must add a timer showing us how many seconds remain until the floater turns on or off.

its very consistent. gamers have had to time things since mario days. just count in your head how long it goes for... (about 3.5 seconds) and then figure out the right moment to go in. its not that bad at all.||

Adair • Feb 07, 2008 • #66663
213 posts

Aside from that last fling I found the map to be intuitive to the point where I knew where to place my portals to get to the next area/challenge, but I was still surprised a couple of times when I ended up in an unexpected place that was exactly where I needed to be. For example, in the room with the conveyor belt I thought I needed to fling myself inside of the glass box. Then when I finally set the fling up correctly I find myself on top of it. That was great! Also in the last room I ended up accidentally flinging up to the place where the cube is before I even knew that place existed and I was trying to get to the pedestal button. So when I did get to the button and found what it did I knew exactly how to get the cube. Really well done. Then I got stuck on the final fling

Thanks for the walkthru, iamfractal. I was starting to think I needed to do something like that to fling downwards, but I couldn't figure out how to set it up.

Also I kept getting very close to a successful fling just by placing the portal on the floor and taking a crouching leap into it, I even got close enough to have hurricaaane's hint pop up telling me to crouch.

So I don't know if there was a hint that I missed or what, but the only thing I'd change in this map is add a better hinting at how to do that last fling.

Beer-Me • Feb 07, 2008 • #66664
137 posts

Thought it was fun, not a massively new area of gameplay, this is how I solved a few of the advanced maps, although that was more accidental than this, where the turret helps to guide you etc. Does involve a bit of luck, but mostly timing.

Cyclone • Feb 07, 2008 • #66665
42 posts

After reading iamafractal's walkthrough, I think I've figured out what I was doing wrong - I was crouching at the wrong time. I would crouch as soon as I jumped off the ledge, and wind up hitting the wall every time - it was only when I crouched after entering the blue portal that it worked.

It's a fair tactic, I guess, but you could have given us a bit more help. Then again, figuring it out was kind of fun, and, of course, extremely logical - do what you need to do, when you need to do it.

EDIT: Also, I just noticed some aesthetic changes made to the first three chambers (four if you count chamber 0). Awesome - I really love the way these maps look and feel.

iamafractal • Feb 07, 2008 • #66666
272 posts

Adair wrote:
Thanks for the walkthru, iamfractal. I was starting to think I needed to do something like that to fling downwards, but I couldn't figure out how to set it up.

Also I kept getting very close to a successful fling just by placing the portal on the floor and taking a crouching leap into it, I even got close enough to have hurricaaane's hint pop up telling me to crouch.

So I don't know if there was a hint that I missed or what, but the only thing I'd change in this map is add a better hinting at how to do that last fling.

should i have shown looking at how shooting the portal affects the angle of the laser?

Adair • Feb 07, 2008 • #66667
213 posts

Hurricaaane, there was a missing texture in the new(feb 2nd?) version of logic portals #1. I'll have to go take another look to tell you just where it is though.

iamafractal wrote:
should i have shown looking at how shooting the portal affects the angle of the laser?

In your walkthru? Yeah it probably would help others to see in action how that works. I was already aware that a portal shot on the floor/ceiling will spit you out facing the direction that the portal was shot from, I didn't have enough time to play the map to figure out just how to set the fling up correctly before I was sidetracked by taking care of my sick girlfriend(she's almost back to normal health, but had a fever of 102.2 fahrenheit)

Anyway, I'll go play the level again in the next day or so and hopefully will find the last fling to be much easier.

iamafractal • Feb 07, 2008 • #66668
272 posts

actually that reminds me to tell hurricaaa...

you should have at least one of the little rooms where you control the floor portal instead of the wall one so that you can see how drastically you can change the outgoing laser angle from the other portal. that close up and personal view will help in the final room.

youme • Feb 07, 2008 • #66669
937 posts

That is mental I can't do it.
Needs more explanation of how to do it (I haven't read spoilers due to spoileryness)

The floor texture looks like something from a kitchen... really horrible. Your lighting is getting pretty silly with this one. and I am re-itterating how crap I think your custom indicator strip texture is.

Your cube floatery things activated when I stood on the button, shouldnt they only do that if there is a cube there (Time for a nother trigger)
I absolutely love the cube floater idea and implementation but every other aspect of your mapping is getting sloppy and feankly, ameturish

Cyclone • Feb 07, 2008 • #66670
42 posts

iamafractal wrote:
actually that reminds me to tell hurricaaa...

you should have at least one of the little rooms where you control the floor portal instead of the wall one so that you can see how drastically you can change the outgoing laser angle from the other portal. that close up and personal view will help in the final room.

YES! That would have saved me 10 or 15 minutes on the final room. I can complete the map fairly reliably now - it's harder then most maps, and I still say the learning curve is a bit steep, but I did solve it on my own eventually, and now that I know about the need to time your crouches properly, it's actually not too bad. The final version should be great!

iamafractal • Feb 07, 2008 • #66671
272 posts

I've gotta hand it to hurricaaa for coming up with the upward fling. i think its so cool, heh.

Adair • Feb 08, 2008 • #66672
213 posts

Err, what about the first part of Shmitzchamber? Is that not an upward fling?

iamafractal • Feb 08, 2008 • #66673
272 posts

it is a trajectory fling based on an angled floor.

the upward fling has all horizontal and/or vertical surfaces.

Adair • Feb 08, 2008 • #66674
213 posts

iamafractal wrote:
it is a trajectory fling based on an angled floor.
the upward fling has all horizontal and/or vertical surfaces.

True. Well done Hurricaaane.

I went back and found the missing texture I mentioned a few days ago. Its in LP01 I think. Its when you step off the very first elevator and look to the left there is a sign with a number on it. Well under that sign is a small area of correctly textured wall followed under that by a missing texture area that is a perfect square the same width as the numbered sign.

Ralen • Feb 08, 2008 • #66675
67 posts

I have absolutely no clue what I'm supposed to do at the start of the third map.

Also, at the start of the second map, I'm getting a "AI Disabled" error, which I didn't ever get on earlier versions of the map.

Adair • Feb 08, 2008 • #66676
213 posts

Ralen wrote:
I have absolutely no clue what I'm supposed to do at the start of the third map.

When you get off the elevator there is a ledge in the wall in front of you, give that a close inspection. First you need to trigger access to the pedestal button though.

Ralen • Feb 08, 2008 • #66677
67 posts

I'm talking about the third map, not the third puzzle. The "angular fling" one with the rocket turret.

Also, the pedestal button opens up automatically on the third puzzle, you don't have to do anything to gain access to it except wait.

Edit:
I'd also just like to say for the record that I happen to like the aesthetic style of these maps.

iamafractal • Feb 09, 2008 • #66678
272 posts

Ralen wrote:
I'm talking about the third map, not the third puzzle. The "angular fling" one with the rocket turret.

Also, the pedestal button opens up automatically on the third puzzle, you don't have to do anything to gain access to it except wait.

Edit:
I'd also just like to say for the record that I happen to like the aesthetic style of these maps.

so you are NOT talking about the 3rd puzzle of the 4th map, which has the angular fling?

you are talking about LP3? the maps that were released a few months ago? and not LP4 the current release?

which puzzle are you in? how's about a screen shot?

Ralen • Feb 09, 2008 • #66679
67 posts

No, no, I am talking about LP4, the angular fling (the third map) the one that was just posted at the start of this thread.

Adair thought I was talking about the second map, LP3, which I was not.

iamafractal • Feb 09, 2008 • #66680
272 posts

Ralen wrote:
No, no, I am talking about LP4, the angular fling (the third map) the one that was just posted at the start of this thread.

Adair thought I was talking about the second map, LP3, which I was not.

ah that's where we have our misunderstanding. logic portals 4, with all its rooms, is ONE MAP.

each room is a ROOM in the map.

so

you mean THE THIRD ROOM in THE ONE MAP of lp 4.

as long as you take a leap from the same angle of the laser, and crouch as you enter the portal, you can land on the ledge. you will be coming out of the portal at about a 30 degree angle to the RIGHT as well as about a 30 degree angle UPWARDS, because of the angle you have jumped into the floor portal at. if you jump straight in from above, you will just come straight out and hit the wall.

if you would like me to make a video of doing that, i can later on tonight. just let me know.

Ralen • Feb 09, 2008 • #66681
67 posts

No, I mean the first room in the one map of lp4.

I was referring to it as the third map because it's the third map in the series of logic portals. LP1-2 are map 1, LP3 is map 2, and LP4 is map 3.

Edit: I tried what you said, and it worked, but I still believe we're having some sort of semantic disagreement.

iamafractal • Feb 09, 2008 • #66682
272 posts

ok so that's not an angle fling. that's a plain upward fling.

if you need help with that fling and the others, i guess its not a bad idea for me to just make a walkthough of the entire level... i'll try to get to that tonight when i get back home.

Ralen • Feb 09, 2008 • #66683
67 posts

Now that I understand the basic principle on how to do the angle fling (and when to crouch) I think I'll have an easier time of the map. It's just that in the very first room of chamber 4, there's really no indication of what to do or how to do it. The diagram on the ground next to the orange portal doesn't help the tiniest bit.

Atlantisrobo • Feb 09, 2008 • #66684
61 posts

Umm...

How does that Turret thing work?

I have NO idea.
(chanber 4)

Ralen • Feb 09, 2008 • #66685
67 posts

Atlantisrobo wrote:
Umm...

How does that Turret thing work?

I have NO idea.
(chanber 4)

Okay, here's how the "angular fling" works.
The turret doesn't shoot at you, the laser is just to help guide your path. The way it works is you jump through the floor portal, entering at an angle. When you go through, you have to keep moving through the air in the direction you're going, otherwise it won't work (that is, if you enter the portal from the left, moving right, keep moving right as you pass through, don't stop once you're in mid air above the portal and just fall through, or your momentum won't be in the right direction). Try to follow the laser's path all the way through.
Once you're through the floor portal, you need to crouch so that you can land on the platform. If you crouch before you go in it won't work.

I've only gotten to the room with the conveyer belt so far, so I haven't had a chance to play past that. Once I figured out how to do the angular fling in the first room though, it was just a matter of trial and error to get it for the next room. I'm presuming the rest of the map will follow in a similar fashion.

Edit: Okay, I finally beat the chamber. As I said, once I figured out how to do the angular fling it wasn't terribly difficult to do the rest. Until the final fling. I knew what I was supposed to do, but it still took me around 20 minutes to actually pull it off. Every time I would come within mere inches of landing on the platform, but I never could seem to make it. Finally, I had to watch Iamafractal's video and position my portal exactly where he positioned his, and I finally made the fling.
I think something should be done about the blue portal placement for the last fling, because intuitively you just aim for the "X", but unfortunately if you do that you're not going to make it.

Adair • Feb 09, 2008 • #66686
213 posts

Ralen wrote:
Once you're through the floor portal, you need to crouch so that you can land on the platform. If you crouch before you go in it won't work.

||Crouching before going thru isn't necessarily a problem. If you start out crouching and try to jump in then you probably won't make it to the ledge, but if you simply move forward and jump while standing and then crouch while in mid air before going into the orange portal then you should be fine. I think that's easier than crouching after you've gone thru the portal.

In the room with the conveyor belt I think its best to start from a crouched position though.||

rellikpd • Feb 10, 2008 • #66687
1,053 posts

hey just played (and beat) this lp4, i had played and beat 00-03 before. but replayed them anyway. i (mostly) love your level design and look. but i DO agree that your indicator strip sucks i can never tell where its going or if i have it activated, not enough contrast and the colors are TOOO bright to notice any contrast.

but. lp4. i do NOT consider myself a ninja portal'er but i had no difficulty understanding lp4, i beat this without reading any of the spoilers or info in this forum, all the puzzles gave you a clear cut idea where and how you would end up flinging (i mean the damn lasers pointed to RIGHT where you would go if you follow their trajectory) but thats not to say i solved any puzzle the first time, heavens no lol it took a few times. but once i figured out what was going on i had FUN in the map. ironically enough i hate the first few "angle fling" tutorial sections and LOVED the final angle-fling section. but i understand the need for them, to teach us how angled flings move

all in all you have an amazing mapping skill, and the new idea with the float-buttons, and angle-fling promise for some crazy mapping in the future, just um. fix that damn indicator strip ;-P

Hurricaaane • Feb 11, 2008 • #66688
189 posts

Hi,
I moslty have read all the comments but I really can't answer all of them. I have a huge examen to pass in three months and in order to pass it I need to work hard these times. I won't probably update the map for the next three months and a half or so.

I took a risk with the design, and this is one of the reasons this is a beta. I couldn't know if the hot atmosphere compared to the cold atmosphere of Portal would please the player. Also, I'm teaching a completely new thing to the player and I don't damn know how to transcript that into a small floor sign, seriously. If I got any other idea I will update it, but the most important hint is the laser as in the first rooms the laser point to the exit, so the player mostly do link laser with fling direction and exit. This is what I intended. And Yes, i heard that I should add a extra room where the player is forced to place the blue portal on the floor in the reverse direction so the player can understand the need to position rightly the blue portal so that the laser point towards the exit.

Ok, don't expect updates but I can still answer a global question.

Ricotez • Feb 11, 2008 • #66689
738 posts

Well, I can tell you one thing:
I like the "hot" atmosphere in your maps far more than the cold atmosphere of the original maps. It gives you a far more comfortable feeling (should also be nicer for Chell, seen the fact she's got to walk on bare feet).

As far as the angular fling, maybe you only need a few more hints on where to place the blue portal, for example the red cross decal somewhere on the wall in the first chamber.

Oh, and btw, I'm using a concept similiar to the flash chambers in my Airboat portal map (the airboat won't fit in the elevator ). Do you mind that? I will of course give all credit to you, and the chambers will have a slightly different look. If you don't want it, I'll try something else (maybe extra big freight elevators? Or no elevators at all...).

iamafractal • Feb 11, 2008 • #66690
272 posts

we stand on the shoulders of giants ricotez.

if you want to expand on an idea, why not?

some mappers have their sources available so you can copy-paste things.

i'm sure that sharing results in better end results anyway. that's what a mapping community is about, imho.

Ricotez • Feb 12, 2008 • #66691
738 posts

Hmm, the only thing I don't like is that you have to turn the airboat around in the chamber which is quite difficult, plus you don't see the chambers special effect (door closes, BEEEOOOMMM-sound, door opens, another area, in 2 seconds). Like I said I will think something out...


Flash Corridors?

Adair • Feb 12, 2008 • #66692
213 posts

Ricotez wrote:
Hmm, the only thing I don't like is that you have to turn the airboat around in the chamber which is quite difficult, plus you don't see the chambers special effect (door closes, BEEEOOOMMM-sound, door opens, another area, in 2 seconds). Like I said I will think something out...

Flash Corridors?

Ricotez, perhaps you ought to start your own thread about this stuff since this is the LP-04 thread.
...but since I'm already posting: If the elevators in your airboat map are for changing levels you could have the player get out of the boat, go on the elevator and get in a new one in the next level(or somehow let the player watch the boat being transported to the next level).
If the elevator is in the middle of a level then you could have it open one way when you get on and then the back of it would open where you need to get off.

Ricotez • Feb 13, 2008 • #66693
738 posts

You're right, I will continue this in my own topic (already got one about the airboat).

DeviMon • Feb 15, 2008 • #66694
6 posts

I liked the map it took me about 20 minutes to understand the first room but the second was easy when you knew how to do the angular fling it i did the map in about 58 mins and after i did it i did it again it only 15 mins i am trying to do a speedrun to this map ^^ I think everything was good except floor signs (i didn't understand them o_O) nice map

NykO18 • Feb 15, 2008 • #66695
183 posts

DeviMon wrote:
I liked the map it took me about 20 minutes to understand the first room

Awesome how logic differs from people to people.
I passed the first room in less than a minute, I thought it was obvious when I played it.

iamafractal • Feb 15, 2008 • #66696
272 posts

when i first saw the map, it was just the first room, and an earlier version of the conveyor belt room.

there was no blue laser, and you had to put all your own portals in. it was not nearly as obvious.

when i first saw it, i asked... this is solvable? and hurricane said, yep. so i spent a good 5 mins at least, and figured it out.

the larger room had no conveyor, and there was no laser, and no hints as to where any portals ought to go.

i don't remember if it took me very long.. but i think the laser is a huge clue that makes it so much easier.

Ralen • Feb 15, 2008 • #66697
67 posts

I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.

I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.

Hyakkidouran • Feb 15, 2008 • #66698
84 posts

With a "follow the laser" sign with those two, confusion should be avoided most of the time.

iamafractal • Feb 16, 2008 • #66699
272 posts

Ralen wrote:
I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.

I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.

great icons! maybe hurricane will put them in... so how would you explain the double angle fling as well as the one that not only goes up but also to the right or left?

Ralen • Feb 16, 2008 • #66700
67 posts

Well like I said, once I figured out the first one, I figured out the with no problem. The difficulty I had was figuring out what to do in the first room.
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.
I don't think it would be reasonable to put a different set of signs in front of each angular fling puzzle indicating how to do it. Although in future maps, this same set of signs could be used to indicate that an angular fling is needed when the player comes across one.

rellikpd • Feb 16, 2008 • #66701
1,053 posts

Ralen wrote:
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.

yeah i was thinking the same basic thing, i like your icons. but i see no need for "detailed" icons saying "upward-and-left-fling" "upward-and-right-fling" "downward fling" etc.

your icons basically represent that you have to use "manipulated physics" (ie: angular flings)

iamafractal • Feb 16, 2008 • #66702
272 posts

i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.

rellikpd • Feb 16, 2008 • #66703
1,053 posts

iamafractal wrote:
i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.

and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p

taco • Feb 16, 2008 • #66704
504 posts

rellikpd wrote:
and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p

Maybe the two people holding hands can also be dancing in the street. At night. Wearing all black.

iamafractal • Feb 17, 2008 • #66705
272 posts

rellikpd wrote:
and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p

yeah lets do that. i think you've earned a cookie for that great idea!

Hurricaaane • Feb 17, 2008 • #66706
189 posts

I took inspiration of Ralen's great icons and done those temporary signs:


What do you think?

Ricotez • Feb 17, 2008 • #66707
738 posts

What's that hand sign? Can't figure it out...

iamafractal • Feb 17, 2008 • #66708
272 posts

Hurricaaane wrote:

heh what the heck is this? i'm puzzled. is it a puzzle? hand & hook?

rellikpd • Feb 17, 2008 • #66709
1,053 posts

HIGH FIVE!!! SLAP HANDS! SLAP HANDS!

Ralen • Feb 17, 2008 • #66710
67 posts

I'm lost on that third sign as well. Is that supposed to be a reference to rellikpd's comment about holding the player's hand? Is it supposed to be GLaDOS holding a test subject's hand?

iamafractal • Feb 17, 2008 • #66711
272 posts

hmmmm....

ok its not a life preserver being thrown to a hand.

so its a hook...

the kind of hook they use to capture wild animals.


i'd be careful with that hook.

Hurricaaane • Feb 18, 2008 • #66712
189 posts

Is there an equivalent to the french expression "Tendre la perche"?

NykO18 • Feb 18, 2008 • #66713
183 posts

Hurricaaane wrote:
Is there an equivalent to the french expression "Tendre la perche"?

Basically, this is just an expression to say "to help someone do something by giving him something" (for english speakers).

Hyakkidouran • Feb 18, 2008 • #66714
84 posts

You mean it wasn't "Shake captain Hook's hand?"

Megadude • Feb 18, 2008 • #66715
154 posts

Hurricaaane wrote:

Is it an icon for "Feeling the hook", which you hear if you play "Still Alive" backwards?

Can be heard at 1:11

Adair • Feb 18, 2008 • #66716
213 posts

iamafractal wrote:
hmmmm....

ok its not a life preserver being thrown to a hand.

so its a hook...

the kind of hook they use to capture wild animals.

i'd be careful with that hook.

Actually you weren't far off with the life preserver comment. "Tendre la perche" means "lend a helping hand" or "toss a line"

Ricotez • Feb 18, 2008 • #66717
738 posts

Yes, I hear it, in the normal song she sings "Go ahead and leave me", but when played backwards it sounds like "Feeling the hook".

Creepy...

NykO18 • Feb 18, 2008 • #66718
183 posts

Hyakkidouran wrote:
You mean it wasn't "Shake captain Hook's hand?"

Or "If you're drowning, catch the fishing hook".

iamafractal • Feb 18, 2008 • #66719
272 posts

NykO18 wrote:
Or "If you're drowning, catch the fishing hook".

with your cheek?

NykO18 • Feb 18, 2008 • #66720
183 posts

iamafractal wrote:
with your cheek?

iamafractal • Feb 18, 2008 • #66721
272 posts

more



really...

the enrichment center is pleased to present the following help...

Hurricaaane • Feb 20, 2008 • #66722
189 posts

Ok please stop with that topic then xD

iamafractal • Feb 20, 2008 • #66723
272 posts

Hurricaaane wrote:
Ok please stop with that topic then xD

you're the one who drew the hook!

we're just reacting

foobar9999 • Feb 22, 2008 • #66724
5 posts

Can't solve the first puzzle. May be you need a constant fps of some number but I can only duck and/or jump in my portal game.

I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.

May be I am not patient enough, but 30+ tries including duck jumping in the orange portal from all 4 sides did'nt gave me any usefull results.

[EDIT] corrected the typo

iamafractal • Feb 22, 2008 • #66725
272 posts

foobar9999 wrote:
Can't solve the first puzzle. May be you need a constant fps of some number but I can only dug and/or jump in my portal game.

I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.

May be I am not patient enough, but 30+ tries including dug'ed jumping in the orange portal from all 4 sides did'nt gave me any usefull results.

i'm not sure what you mean by "dug." dug is the past tense of dig. "i dug a hole." so how does that apply here?

i suggest you try to take a running jump, while DUCKING into the portal. that might work better.

Don't be an idiot fractal, thanks. --admin

foobar9999 • Feb 22, 2008 • #66726
5 posts

I meant duck of cause :-]

I tried that too. No success.

iamafractal • Feb 22, 2008 • #66727
272 posts

foobar9999 wrote:
I meant duck of cause :-]

I tried that too. No success.

of cause? what caused you to mean that? are you a rebel without a cause?

do you mean of COURSE?

OF COURSE you do!

the angle that you go in affects the angle you go out. if you leap in so that you're going diagonally, along with the blue beam, you WILL succeed.

Frostyfrog • Feb 22, 2008 • #66728
28 posts

Great map pack!
I looked at it, played it, completed it. Then I decided to decompile it and try to figure out how you did the anti-gravity thing. I got confused and gave up, I like your protected logo to
http://s180.photobucket.com/albums/x61/ ... ealing.jpg
Please don't get mad at me, I'm a beginner and want to try to learn since there aren't any tutorials for the things that I'm looking for.

rellikpd • Feb 22, 2008 • #66729
1,053 posts

Frostyfrog wrote:
Then I decided to decompile it... map_stealing.jpg Please don't get mad at me..

LOL @ That trigger thingie! high fives Hurricaaane!

and just fyi, that anti-grav thing is Hurricaaane's baby.... next time ask try asking the mapper

foobar9999 • Feb 23, 2008 • #66730
5 posts

I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?

[EDIT]

Ok, I did it in the first room.

I still hate the complete random success oif these type of portal jumps. Speedruns are almost impossible.

Hurricaaane • Feb 23, 2008 • #66731
189 posts

foobar9999 wrote:
I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?

I just done it in the first try (except the first jump because of the lag of the live recording, I had to adapt my actions with the lag).

http://www.youtube.com/watch?v=Q7pBm1QwBi0

The cube floater now. It's been a while I created it and I don't want to check Hammer to see how I've done it so I'll explain by remembering about it.
The cube floater is made of three things: The visuals, the logic and the physics.

The physics:
There are multiple trigger_vphysics_motion
-One is set on when the floater is off. It allows the cube to grab the cubes/objects when thrown at even if the floater is off. The floater acts like a lesser cube catcher. The other two points acts like the active cube catcher:
-The one that pushes the cube up, or any physics object. This entity is set right up so that the cube spins right. The trigger_physics_motion has a lot of options so it's how it's done.
-Four others or eight, I don't remember, that are done to recenter the cube when it goes to the edges. In other words, it pushes the cube to the inside when it goes too far out.
-A physics explosion env_physexplosion. That one is special: It wakes up the cube. The trigger_vphysics_motion itself does not wake the cube when it's activated afterwards. The cube goes into a sleep state when it doesn't move for i don't know how many seconds. The explosion is a way to wake up the cube.

The visual:
-A custom prop_dynamic_override. It's an override because the sphere is meant to be a physics object. It's a custom model because the sphere is meant to be in the cake room of Portals, in a blue room, so the cubemap/pseudo-reflections are blue. When you play chamber 17 advanced, you notice that the sphere glows anormaly blue. So I fixed it with a custom model.
-A prop_dynamic_override or a prop_static, don't remember. It's the platform trail laser emitter. It's fictionnaly merged with the sphere, and it does the work!
-A point_spotlight for the blue volumetric light.
-An env_citadel_energy_core or something like that for the particle effects. It would be nice if it was a particle system because too many floaters in the same room = we don't see the particles anymore.
-All of those *3 forming a triangle on the ground, or like in Level 03: as we like (two... or something else)

The logic:
-Two logic_relays triggering each the on and the off state of the floater.
-A logic_timer with an oscillator or not that triggers each of those relays one after the other.

Okay, I think that's all :)

iamafractal • Feb 23, 2008 • #66732
272 posts

it would be really nice to post the source for any of those kinds of things you want to share in the tutorials section... or map source/prefabs section if there is one...

Frostyfrog • Feb 24, 2008 • #66733
28 posts

Thank you, Hurricaaane. I'll have fun trying the different things.

Bosf • Feb 26, 2008 • #66734
48 posts

Best custom map of i ever play!WOW!Do you amke some maps like this or some maps containing things on youtube in videos portal design?

FISHY CRACKERS • May 20, 2008 • #66735
24 posts

Though from the video i saw, the angular flings do look not so complicated themselves, but just hard to pull off. Of course i have not played it yet, and i doubt i will ever, not because i don't want to, wtih the comments i've seen i'd love to try this map, but every so often i come across a download that i cannot do anything with, because my computer decides to be an asshole and put it into some type of file that i don't know shit about. I'm used to zipped folders, but whenever this happens, i can't even make out the 'technical' name for the map. Am i ranting about my metal peice of crap? I apologize to everyone.

rellikpd • May 20, 2008 • #66736
1,053 posts

first make sure you have a program that will understand .rar files..

then click the download link for this thread...

then its gunna screw up cuz its over 6mb? you'll get something that looks like this:

TWP DLDB wrote:
Your file should begin downloading shortly!
If the file lp_b04_packbeta1.rar does not begin automatically, click here to download:

Download Now

click the download now link and name it whatever you want (ie: lp_b04_packbeta1.rar) and if you have installed said .rar compatable program... you're good to go!

Kinkycuff • May 24, 2008 • #66737
31 posts

User has been banned for this post. --msleeper

pestchamber • May 24, 2008 • #66738
614 posts

because of i cant play portal on the computer im currently on can you explain what this new fling thing (lul) is? i mean how it works... how you do ill try it later when im able to play portal

uXs • Jul 09, 2008 • #66739
15 posts

How do you get the cube down in the last room of this map ? I can get up there pretty easily, but once up there I can only see one way out, which is totally covered by an emancipation grid. I don't see a way to portal out of there either. Help

Edit: nvm, got it.

Awesome maps. Difficult, but awesome.

Doomsday192 • Jul 09, 2008 • #66740
371 posts

why is everyone bumping everything lately...

Posted: Sat May 24, 2008 12:34 pm

Posted: Wed Jul 09, 2008 1:39 pm

FISHY CRACKERS • Jul 10, 2008 • #66741
24 posts

I finally got around to playing it and i was dissapointed in my own computer, there were so many missing textures to the point where it actually detracted from the game play, since about three quarters of the walls were covered in the pink and black checkerboard, and a number of sections of the walls had white lines crossing over them all, and in the starting and ending rooms you could barely see a thing for me. I ended up noclipping most of my way through it not understanding what i was supposed to do.

Doomsday192 • Jul 10, 2008 • #66742
371 posts

wait what? did you even extract the materials that came with it?

the_grim • Aug 12, 2008 • #66743
6 posts

An interesting map, I must say... The angular fling is a very nice new gameplay mechanic, but it takes practice to master. By restricting the placement of portals so strictly, you've managed to transform Portal (a logical puzzle game) into a reflex and jumping skill test, contradictory to the very name of the map.

There really weren't any puzzles to solve, save for occasionally having to figure out where to put that one (1) blue portal, after which you have to trial-and-error jump and fling around to reach your goal. In the first chambers there was literally only one possible spot to place the portal, which was made so obvious that it took away all the fun of figuring out the puzzle. Having control of only the blue portal and making the orange one be controlled by script, reduced the options even more.

The timed triple-fling really got on my nerves. After several dozen tries and failures I gave up. Getting high enough would have been hard enough without the timed portal. I really got frustrated about doing everything over and over again; missing the first jump by an inch, and immediately returning to the button to wait for the portal to close so I can try again...


I like Portal for its puzzle-based, slow-pace gameplay, not for reflex test flings and bunny-jump practice.

appunxintator • Aug 12, 2008 • #66744
142 posts

wow, I forgot how old LP 4 was.

Funny thing is, I never actually beat it. I was always getting stuck on the last room.

WackoMcGoose • Aug 15, 2008 • #66745
71 posts

This map is so hard my brain almost asploded.
But I really like the new gameplay mechanics. Great job with the map, and I hope you expand it a lot more.

jrlauer • Sep 04, 2008 • #66746
545 posts

Am I doing something wrong. I made the first jump after several tries, then it became impossible. It looks like I have everything lined up right, but I just can't make the jumps.

Hurricaaane • Oct 29, 2008 • #66747
189 posts

Just to reply, I agree this map is a failure in terms of playability, mostly because it didn't get any architectural restructuration to make the puzzle simpler (And I had an idea about a fling to the side, in the last room placing the hole on the far right, idea gave by Fractal). And also, the map was placed in the wrong moment.

The whole chamber was only a training room for future puzzles.
The first 4 rooms are only a preparation to solve the final puzzle of the chamber, which for me contains enough thinking in order to call it a puzzle. But still, it should have been made easier to reach the button and the floor hole. Also, I should have placed a light spot going through the hole from the bottom to the top to highlight it.

That's mostly why I stopped the first take of Logic Portals to try to make a fluid evolution one. Starting from very easy to hard.
Well, I don't know If I'll continue Logic Portals, but I still have in mind the idea to make a map to show I'm stayin' alive.

Bosf • Dec 23, 2008 • #66748
48 posts

I know that someone will kill me but:

I wasnt here for a long time...Do Huricaneeeee released the new map he was working on?If you did please tell me where i cant find it

lifeson99 • Jun 08, 2011 • #66749
102 posts

Am I the ONLY ONE who could not reach the high floating cube in time ??
The stepping jumps and timed so tight. For me it is an absolute impossibility to walk all the way around to get there and then to get that high that quickly. I believe only the top players can succeed there. I cannot jump into the bottom portal and up out of the top portal (where you only go up about 2 feet) and move that far sideways and spin around all in one smooth motion. I have to climb up to the top and jump down into the bottom portal . . . then I have to get my bearings straight before moving sideways. Oh well - this is my skill level after approx 200 hours of playing.

I am wondering if it is because I use a PC instead of the PS3 ? I have trouble with all the fast, tight turns in mid-air coming out of portals and having to land or shoot accurately all in one fell-swoop. Or maybe I just suck - because everyone else except for one other guy is saying they got through it.

I did get the last timed test of shooting a portal through the grate and then reversing back through the Orange portal . . but just barely since there was only 4 seconds.