Overture

by geekofalltrades · Uploaded Jul 25, 2009

Screenshot 1

File Size: 10.61 MB

Downloads: 194

Rating: (2 votes)

Description

The extended version of "Geekofalltrades' Portal Map," released almost a full year ago. This map contains test chambers 00-02. The map will eventually contain custom content, 5-7 maps, and a custom storyline. This is an updated version that fixes a handful of bugs from version 0.2. See the readme for the full list.

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geekofalltrades • Jul 25, 2009 • #66556
11 posts

Release 0.2.1: Download

This release fixes a handful of bugs from version 0.2, including the impassible invisible wall that prevented most players from proceeding.

***

Release 0.2:

The continuation of "Geekofalltrades' Portal Map" - which I originally stated should be done within the next few weeks - is now done, 11 months later. This map is the first of hopefully five to seven maps that should be released in a more timely manner from here on out. The project will eventually also have a custom storyline with custom voice acting, set before the events of the original game.

This is a work-in-progress, and there are a handful of known issues, which I won't repeat here, as they're listed in the readme. (Don't worry... none of them are game-breakers [EDIT: NOT!.) If you download and play this map, I would appreciate it if you would glance at this list and, if you know of solutions to any of the problems, let me know.

Screens:






portalgrinder • Jul 25, 2009 • #66557
44 posts

This map pack is really awesome. The environment is really detailled and beautifull. Sadly i wasnt able to finish it because i'm stuck. There is some kind of invisible wall that prevent me from going back into the orange portal shown in my pic. It occured as soon as i put the cube on the button. I'm not able to go back even if i remove the cube. I tough i should mention it.

geekofalltrades • Jul 26, 2009 • #66558
11 posts

Huh... well, there is actually an invisible wall there, but it should be disabled when you're standing up there. May I ask how you went about putting the cube on the button?

EDIT: Okay, I think I know what's going on. Did you stand on the unstationary scaffold and drop the cube onto the orange-toggle button from above? If so, that's one of two solutions that I had anticipated, but it wasn't the one I had originally intended when I designed the puzzle. And I apparently I didn't take the proper measures to make it a workable solution... so, that's my bad. I'll try and have it fixed in the next week or so (along with a few other small things I noticed).

In the meantime, that puzzle does have another solution, and the fact that just about everyone I've talked to seems to have tried to do it the broken way described above makes me kinda proud of it... It's a fairly obvious solution, it just doesn't really fit in with the "normal" Portal logic. Good luck!

portalgrinder • Jul 26, 2009 • #66559
44 posts

geekofalltrades wrote:
Huh... well, there is actually an invisible wall there, but it should be disabled when you're standing up there. May I ask how you went about putting the cube on the button?

EDIT: Okay, I think I know what's going on. Did you stand on the unstationary scaffold and drop the cube onto the orange-toggle button from above? If so, that's one of two solutions that I had anticipated, but it wasn't the one I had originally intended when I designed the puzzle. And I apparently I didn't take the proper measures to make it a workable solution... so, that's my bad. I'll try and have it fixed in the next week or so (along with a few other small things I noticed).

In the meantime, that puzzle does have another solution, and the fact that just about everyone I've talked to seems to have tried to do it the broken way described above makes me kinda proud of it... It's a fairly obvious solution, it just doesn't really fit in with the "normal" Portal logic. Good luck!

Yeah i did exacly what you said in your spoiler tag.
I'll try find the other way around.

Ok another thing i tried with the same result : I jump on the unstationnary scaffold right away and wait until it crosses the fizzler so the portals appear on the other side. Still on the scaffold, i let it go back so i cross the fizzler again. The portals switch places again, but the blue one reappears down below near the orange-toggle button. I drop down and i put the cube on that button. I go through the blue portal and ... stuck again by the invisible wall.
Still there's something else i'm gonna try...

Ok I just realized that the first two techniques i used were the same. It doesnt matter if you drop the cube from the scaffold or if you just go on the scaffold and place the cube on the orange-toggle button afterward. You get stuck anyway. You should remove that invisble wall and the problem would be solve. What's it's purpose in the first place ? You could also put a solid fizzler (the one you can't go through) that would prevent the player from going into the blue portal without pressing the blue-toggle button.

Anyway i found your intended solution i and slapped my forehead. It is easier than messing with the scaffold and fizzler... It needs some tweaks but it is a nice puzzle.

Overall its a really great map pack, you prevent us from using a portal gun and yet manage to make this entertaining. Nice work !

geekofalltrades • Jul 27, 2009 • #66560
11 posts

The blue portal switching places when you go through the fizzler was actually another bug...

Anyway, I've uploaded a new version, which fixes that bug, the invisible wall bug, and a handful of others. (Although I still think that puzzle is gonna need some tweaking.) See the original post for the updated version.

portalgrinder • Jul 27, 2009 • #66561
44 posts

I just tried your version 0.2.1 and still manage to get stuck. I downloaded it from the MyApertureLab website but i figured that it should be the same files that you posted here.

I jumped on the scaffold with the first cube, droped it on the orange-toggle button, crossed the fizzler. This time the blue portal reappeared in its formal position. But when i entered the blue portal, i found myself trapped by that invisible wall again...


This time around i found a second rat deni had not seen the first time around

theVDude • Jul 29, 2009 • #66562
120 posts

I think I got stuck or did some things that weren't supposed to happen, I'm not sure... But the emancipation grills don't always emancipate the radio.

geekofalltrades • Jul 31, 2009 • #66563
11 posts

Well, as to the radio, I can't seem to get my fizzlers to dissolve func_physbox entities.

And as to your getting stuck again... argh. I'll look at it again, and I think I may know how to fix it for good this time (func_wall_toggle became func_brush for a reason, I guess).

theVDude • Jul 31, 2009 • #66564
120 posts

One of the fizzlers killed the radio. After the flinging part, I hopped back down and got it, and the next fizzler got rid of it, I think. I'll go back through and check in a bit.

theVDude • Aug 03, 2009 • #66565
120 posts

Sorry for the double post, but I just played through again and you can keep the first box until the flinging chamber. Saves a bunch of work. But yeah, it's the fizzler at the end of the flinging part that works correctly. Make them all like that?

ASBusinessMagnet • Aug 04, 2009 • #66566
490 posts

portalgrinder wrote:
I just tried your version 0.2.1 and still manage to get stuck. I downloaded it from the MyApertureLab website but i figured that it should be the same files that you posted here.

I downloaded the map from here and I didn't get stuck anywhere in this map.

I see the map is basically teaching flings. I especially like the lowered floor in Chamber 01: start from floor, jump, get on platform, another portal opens, jump, get on another platform, third portal opens, jump, ..., finally reach the chamberlock. No challenge, just teaching.

geekofalltrades • Aug 05, 2009 • #66567
11 posts

theVDude wrote:
Sorry for the double post, but I just played through again and you can keep the first box until the flinging chamber. Saves a bunch of work. But yeah, it's the fizzler at the end of the flinging part that works correctly. Make them all like that?

Hang on, you kept the first BOX until the fling (Chamber 02)? Which box, exactly? I'm kinda hoping that was a typo, otherwise that would really be something....

theVDude • Aug 06, 2009 • #66568
120 posts

Nope, the first one. You can lean it against the door and take it with you, since the fizzler doesn't work. Just lean it on the door, hit the button, the door opens, then you run through and crouch and walk through, and wait for the box to follow. In the next room you now have two boxes, so just put one on the button and carry the other with you to the elevator, since the fizzler doesn't work. Then you just solve the portal puzzle in the next room and take a box with you, then the fling chamber, right? It's too hard to keep a box with you or throw it from the last fling into the ground portal, but even if you could get a box to the fizzler (use noclip) that one destroys it.

I like keeping boxes as long as I can.

Mek • Sep 26, 2009 • #66569
459 posts

Just played it, the puzzles are fantastic. I have read the readme, and I have another bug for you and that is, all your lights are white, but portal lights should be blue-ish (I don't know the rgb combination by heart but you can find it somewhere, probably in the wiki). Really, this killed the atmosphere

pestchamber • Sep 26, 2009 • #66570
614 posts

Mek wrote:
Just played it, the puzzles are fantastic. I have read the readme, and I have another bug for you and that is, all your lights are white, but portal lights should be blue-ish (I don't know the rgb combination by heart but you can find it somewhere, probably in the wiki). Really, this killed the atmosphere

Kayaia wrote:
This may be a bit late but anway...

If you want to have the water change then make 2 func_brushes.

One of these has the posinous texture and the other has a normal water texture, the poisonious one should be enabled and the normal should be disabled. Now, once the chemicals have been put into the posionous liquid have it so that the posionous one become disabled and the normal water one becomes enabled.

And thats should be your interchanging water.

Edit: Now here's a lesson that every mapper should learn before they start mapping.

When you create a light source go into its properties and set the constant option to "200,000" this will make it so that areas are neither overbright or underbright.

Now, for something more portal related:

The standard colour for all portal chambers is "183 204 218"

For BTS areas, buttons and box dropper parts the colour used is "251 159 57"

Now, if you ever forget this, i will murder you.The amount of people i see don't do this is really, really annoying

BenVlodgi • Nov 05, 2012 • #66571
633 posts

Nice Portal 1 map, it was really great to play some 0p levels with mounted autoportals. there were a lot of puzzles that could have reused its own elements more... like taking a cube with your through a fling, however that is probably something more done in portal 2 maps, because of how easy it is to hold onto cubes.