Snakepit

by Duffers · Uploaded Jan 19, 2008

Screenshot 1

File Size: 4.09 MB

Downloads: 2024

Rating: (0 votes)

Description

A difficult map based around flinging To play this map, extract the .rar file to the portal/portal/maps folder and open via the bonus maps menu.

Comments

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Duffers • Jan 19, 2008 • #66052
474 posts

Finally \o/

This map is mostly concentrated around flinging, introducing new techniques, as well as adding on already known techniques.

This is a relatively difficult map, be warned. It "can" take 2 hours upwards to finish (not likely, but it has happened).

Screenshots:
http://i27.tinypic.com/25jegpz.jpg
http://i27.tinypic.com/spdk4w.jpg
http://i27.tinypic.com/10i9y7n.jpg
http://i29.tinypic.com/qys9bt.jpg
http://i32.tinypic.com/bgpuzq.jpg

(Note that I am using custom-made skins in Portal, so my gun and boxes are black.)

If you find any way to improve this map, please let me know, or just post about what you thought of it.

DOWNLOAD: dload.php?action=file&file_id=148

Good luck, you might just be needing it.

Video: (do not watch if you don't want spoilers.) http://www.youtube.com/watch?v=pvAJlMn9z2c (posted by infernet)
This is a decent speedrun but not really intended solutions. I'll post a video tonight with the intended solutions.

sKoToSa • Jan 19, 2008 • #66053
37 posts

Thanks, I have been looking for a new map. I'll tell you what I think when I am through with it.

taco • Jan 19, 2008 • #66054
504 posts

Not bad. Took me 24 min to play though and I found it to be moderately difficult.

This map pretty much has it all, which is both a good thing and a bad thing.

The flings are mostly interesting, though a few parts of the map seemed unnecessary to me (at least the way I solved some of the puzzles).

I liked the turret section and how you worked a wcc portion into the middle of the map to break up the pacing, though the incinerator seemed unfinished, which leads to the issues I had with the map...

On top of the incinerator, there were numerous misaligned textures, overlapping textures, visible nodraw textures, inconsistencies in lighting, etc.

I would really encourage you to follow a few design standards when building your levels (e.g. standardized brush sizes) in order to avoid most of these issues (esp when building a level as big as the one you built here).

I really did enjoy it though, and I look forward to your future maps.

P.S. If you fall into the red area below the large fan, portal crashes.

Leck • Jan 20, 2008 • #66055
71 posts

Nice map, but I couldn't get past the second room :\ (I think that says more about my portalling skills than it does your map :p)

Lorithad • Jan 20, 2008 • #66056
240 posts

I got to the part where there's a glass wall, a button that deactivates a field on the other side of said wall, and a broken sparking door. No idea what to do from that point on. But I'm tired as hell right now, so I'll give it another shot in the morning.

taco • Jan 20, 2008 • #66057
504 posts

Lorithad wrote:
I got to the part where there's a glass wall, a button that deactivates a field on the other side of said wall, and a broken sparking door. No idea what to do from that point on. But I'm tired as hell right now, so I'll give it another shot in the morning.

That was the most confusing part of the map for me, esp since you can skip the button in an earlier room that gives you access to the room with the button on the other side on the glass (See? Confusing.).

And since you can skip it, you have no frame of reference and thus, no clue as to what you are supposed to do.

infernet89 • Jan 20, 2008 • #66058
174 posts

Yay!

Very hard map, whenever i was solving a puzzle, i think:
"that's not the way who intended to be solved, i'm sure there is another solution"

I want to make a run on this map, but i need more time to learn faster solution.. stay tuned

Duffers • Jan 20, 2008 • #66059
474 posts

taco wrote:
That was the most confusing part of the map for me, esp since you can skip the button in an earlier room that gives you access to the room with the button on the other side on the glass (See? Confusing.).

And since you can skip it, you have no frame of reference and thus, no clue as to what you are supposed to do.

That's a good point. I'll work on fixing that soon.

Deviant • Jan 20, 2008 • #66060
17 posts

Overall I liked it, but I have no idea what this button does or what this button does. They're the last two buttons just before the incinerator. I put the box on the big red button, but it didn't seem to do anything (although I heard noises). It wouldn't even let me press the other one.

Also, I'm stuck in the room just after the incinerator. It might be good to add some kind of clue there if possible.

Duffers • Jan 20, 2008 • #66061
474 posts

Deviant wrote:
Overall I liked it, but I have no idea what this button does or what this button does. They're the last two buttons just before the incinerator. I put the box on the big red button, but it didn't seem to do anything (although I heard noises). It wouldn't even let me press the other one.

Also, I'm stuck in the room just after the incinerator. It might be good to add some kind of clue there if possible.

No clues

also, both those buttons de-activate the forcefields, but they are pretty much useless once you get past them as the grids automatically shut off.

DelphiAegis • Jan 20, 2008 • #66062
38 posts

Excellent map. I got a bit confused because your WIP release was snakepit.zip, and your finished release was snakepit.rar. Needless to say I was confused as to how you had made so little progress!

Aside from the afformentiond room skipping (Perhaps jutting the wall panel out after you explore the tall room?), the only part I had frustration with was the jump from the piston to the stairs. I knew it was possible to make it, and I knew you had to jump from the bulkier part of the piston, but it still took a fair number of quickloads to pull off. Maybe that was your intention, but it still felt .. I dunno.. Mean.

The forcefield area was fine, but some indicator strips might do well to give some hint of what is off and what is on. I didn't get stuck in it at all (And very nice planning for every eventuallity!), though I could see how someone would see where you were supposed to go but not neccisarily know how to get there.

Deviant • Jan 20, 2008 • #66063
17 posts

Alright, I figured it out. When you put in that much backtracking, it'll take me a while to figure it out, but I'll get there. It just never occurs to me that you're capable of doing that within this game for some reason.

E1025 • Jan 20, 2008 • #66064
104 posts

the end to the level is cruel

sKoToSa • Jan 20, 2008 • #66065
37 posts

I don't kow guys, I am at the part where there is a button and I Use momentum to fall and get behind the glass to get to the button with the cube. However, when I place the cube on the button nothing happens??

Is it not suppost to open the gate? I wouldnt want anyone telling me how to solve, just want to make sure that pressaure on the button should open the gate, which it is not....

Duffers • Jan 20, 2008 • #66066
474 posts

sKoToSa wrote:
I don't kow guys, I am at the part where there is a button and I Use momentum to fall and get behind the glass to get to the button with the cube. However, when I place the cube on the button nothing happens??

Is it not suppost to open the gate? I wouldnt want anyone telling me how to solve, just want to make sure that pressaure on the button should open the gate, which it is not....

That's strange... Unless you noclipped back into that room after solving it that shouldn't happen... and i don't think it has before either. Odd.

Browen • Jan 20, 2008 • #66067
73 posts

can someone write a guide or a video on how to beat this map?

Kiavik • Jan 20, 2008 • #66068
81 posts

ok, so the map was really awesome. I really liked that it branched at one point, only to find out it was part of a grander scheme at the end. Kudos for you.
However, I'm going to list some things you may have forgotten during development.

-You can enter this room by destroying the glass:



You havent textured the wall! It's transparent!
Since its kinda easy to miss it, you could put some easter egg in there. What do you think?

-What's up with this glass?



Correct it

-You could easily make a mistake and dump the chair in the waste water. Since it's needed to complete the level, please do something to prevent it happening, or at least give an alternate solution

-Finally, this:



This is the inside of a vent in the "Big fan" room. I was so sad when I saw this... it SCREAMS "Get inside me!" and then when you finally do it you find nothing inside

All in all, excellent map. Correct these small things here and it will be perfect.

Beer-Me • Jan 20, 2008 • #66069
137 posts

Amazing map, still havent finished due to the fact I need sleep lol. Very long and you need to think alot about how to work it out.

Duffers • Jan 20, 2008 • #66070
474 posts

Kiavik wrote:
ok, so the map was really awesome. I really liked that it branched at one point, only to find out it was part of a grander scheme at the end. Kudos for you.
However, I'm going to list some things you may have forgotten during development.

-You can enter this room by destroying the glass:

You havent textured the wall! It's transparent!
Since its kinda easy to miss it, you could put some easter egg in there. What do you think?

-What's up with this glass?

Correct it

-You could easily make a mistake and dump the chair in the waste water. Since it's needed to complete the level, please do something to prevent it happening, or at least give an alternate solution

-Finally, this:

[img=http://img137.imageshack.us/img137/7010/snakepit0005zp5.th.jpg]

This is the inside of a vent in the "Big fan" room. I was so sad when I saw this... it SCREAMS "Get inside me!" and then when you finally do it you find nothing inside

All in all, excellent map. Correct these small things here and it will be perfect.

... I have no idea what this chair is that you're babbling about, but I sure can correct everything else you mentioned.

Kiavik • Jan 20, 2008 • #66071
81 posts

Duffedwaffe wrote:
... I have no idea what this chair is that you're babbling about, but I sure can correct everything else you mentioned.

sorry, I'm just dumb. I was referring to this:

didnt notice the pipes on the left till now.

Darksoul • Jan 20, 2008 • #66072
10 posts

Kiavik wrote:
sorry, I'm just dumb. I was referring to this:

didnt notice the pipes on the left till now.

I flinged my self into the vent...

The map is really interesting, the setup was great although it felt arbitrary, I liked the backtracking. The cube part felt out of place, I believe it could have been a regular cube and I really loved the ending it's different from the clich? that roams Portal custom maps, the typical "heres your cake ending" I find this ending to be more Portal style: "the cake's a lie".

sKoToSa • Jan 20, 2008 • #66073
37 posts

Duffedwaffe wrote:
That's strange... Unless you noclipped back into that room after solving it that shouldn't happen... and i don't think it has before either. Odd.

no... I have done nothing of the sort. Have not typed anything in the consol or anything. OH well...

Kingpin • Jan 21, 2008 • #66074
34 posts

This is for those of you who haven't yet figured out how to complete this map. I have made a video of me doing the whole map, some parts can be done better using different strategies however it should be handy. Heres the link:

http://www.youtube.com/watch?v=eXKZ-3brqxo

Beer-Me • Jan 21, 2008 • #66075
137 posts

Kingpin wrote:
This is for those of you who haven't yet figured out how to complete this map. I have made a video of me doing the whole map, some parts can be done better using different strategies however it should be handy. Heres the link:

http://www.youtube.com/watch?v=eXKZ-3brqxo

Nice, managed to miss alot of the turret work from a fling

Unbekannte • Jan 21, 2008 • #66076
3 posts

Kiavik wrote:
-You could easily make a mistake and dump the chair in the waste water. Since it's needed to complete the level, please do something to prevent it happening, or at least give an alternate solution

The chair isn't needed if you use the fan to gain lots of momentum, arrange the portal across the room in front of it and crouch, it rockets you into that room.

(Sorry if the spoiler tags are unnecessary, but I'd like to be cautious.)

Kiavik wrote:
-Finally, this:

This is the inside of a vent in the "Big fan" room. I was so sad when I saw this... it SCREAMS "Get inside me!" and then when you finally do it you find nothing inside

All in all, excellent map. Correct these small things here and it will be perfect.

This. Omigoodness, this.
I spent a good 5-10 minutes jumping along air just right so I could land in there and when I did, it leads to NOTHING.

iamafractal • Jan 21, 2008 • #66077
272 posts

DelphiAegis wrote:
...the only part I had frustration with was the jump from the piston to the stairs. I knew it was possible to make it, and I knew you had to jump from the bulkier part of the piston, but it still took a fair number of quickloads to pull off.

do you have a pic of the room you're talking about? because i don't remember there being any difficult jump from a piston to a stair anywhere in the map. maybe you missed a fling opportunity?

iamafractal • Jan 21, 2008 • #66078
272 posts

Kiavik wrote:
-You could easily make a mistake and dump the chair in the waste water. Since it's needed to complete the level, please do something to prevent it happening, or at least give an alternate solution

you don't need the chair to complete the level.

Unbekannte • Jan 21, 2008 • #66079
3 posts

iamafractal wrote:
do you have a pic of the room you're talking about? because i don't remember there being any difficult jump from a piston to a stair anywhere in the map. maybe you missed a fling opportunity?

http://www.youtube.com/watch?v=eXKZ-3brqxo

I don't have a screenshot on hand, but I'm fairly certain he's referring to 3:30 in this speed run. I remember this being a little tough for me too, tough, but possible.

iamafractal • Jan 21, 2008 • #66080
272 posts

Unbekannte wrote:
http://www.youtube.com/watch?v=eXKZ-3brqxo

I don't have a screenshot on hand, but I'm fairly certain he's referring to 3:30 in this speed run. I remember this being a little tough for me too, tough, but possible.

ya i looked at that. i guess duff could make that goo a little wider so you HAVE to fling.

Ralen • Jan 21, 2008 • #66081
67 posts

iamafractal wrote:
ya i looked at that. i guess duff could make that goo a little wider so you HAVE to fling.

I thought the "X" on the wall was a pretty good indicator that you were supposed to fling there.

I liked this map a lot. It was lengthy, but never got boring. My only complaint is that all the backtracking and portal tunneling required to solve the puzzle after the incinerator left me feeling like I had cheated, since traditional portal puzzles don't require that sort of thing (and if you do do that sort of thing, it usually means you're doing it wrong).

Duffers • Jan 21, 2008 • #66082
474 posts

Ralen wrote:
I thought the "X" on the wall was a pretty good indicator that you were supposed to fling there.

I liked this map a lot. It was lengthy, but never got boring. My only complaint is that all the backtracking and portal tunneling required to solve the puzzle after the incinerator left me feeling like I had cheated, since traditional portal puzzles don't require that sort of thing (and if you do do that sort of thing, it usually means you're doing it wrong).

... No portal tunneling needed.

DelphiAegis • Jan 21, 2008 • #66083
38 posts

iamafractal wrote:
ya i looked at that. i guess duff could make that goo a little wider so you HAVE to fling.

I think I didn't fling mostly because the doors closed behind me after I entered the room, so I didn't know that it would open again upon getting close to it.

In fact, I was at the disable forcefield switch wondering what to do before I backtracked and flung myself to the switch that opened the tall, final room, figuring that I had to have some vertical momentum somewhere to hit the switch, besides the fan room. :p

Making the doors permanently open would've made me fling that goo-pit for certain.

iamafractal • Jan 21, 2008 • #66084
272 posts

Ralen wrote:
I thought the "X" on the wall was a pretty good indicator that you were supposed to fling there.

I liked this map a lot. It was lengthy, but never got boring. My only complaint is that all the backtracking and portal tunneling required to solve the puzzle after the incinerator left me feeling like I had cheated, since traditional portal puzzles don't require that sort of thing (and if you do do that sort of thing, it usually means you're doing it wrong).

oh i LOVE to have a feeling of having cheated. and i love back tracking... and i love bts... and i'm waiting for ... outside...

Warchamp7 • Jan 21, 2008 • #66085
7 posts

Darksoul wrote:
Kiavik wrote:

sorry, I'm just dumb. I was referring to this:

didnt notice the pipes on the left till now.

I flinged my self into the vent...

The map is really interesting, the setup was great although it felt arbitrary, I liked the backtracking. The cube part felt out of place, I believe it could have been a regular cube and I really loved the ending it's different from the clich? that roams Portal custom maps, the typical "heres your cake ending" I find this ending to be more Portal style: "the cake's a lie".

Yeah, them pipes are there for a reason XD

Great map Duffe, a few parts had me for a bit, especially the first part you need to back track (It was 11 pm and I couldn't think XD)

Edit: lol <(^^,)>

http://www.youtube.com/watch?v=wc_vRAY-LKg

Duffers • Jan 21, 2008 • #66086
474 posts

Ninja solutions are always welcome \o/

Unbekannte • Jan 22, 2008 • #66087
3 posts

Ralen wrote:
I thought the "X" on the wall was a pretty good indicator that you were supposed to fling there.

I solved that particular part by jumping forward, and then crouching.

I thought the X was supposed to lead me to jump onto the near pipe, and then onto the far one, and then across the room. Now that I look at it a fling is REALLY obvious though.

Definitely agree on making the doors stay open. I was always afraid that I'd be unable to open it, or it'd crap out on me and fall apart since that seemed to be a running (and very cool) trend throughout the map.

Talgoran • Jan 22, 2008 • #66088
16 posts

Great map!
Nice puzzles, albeit pretty hard.
I gave up after the incinerator. Watching the video showed me the real solution which is a bit...odd. No other complaints though. Hard is good! That just threw me off because I didn't suspect so much backtracking was needed.

Hober • Jan 23, 2008 • #66089
1,180 posts

Come on, guys. Someone who has made it through this map, get me a freakin' review already.

Please?

BlackSphinx • Jan 23, 2008 • #66090
24 posts

Cake DENIED.

Great map.

Fun to leave for a month and come back to such a great, challenging map. Great job!

Ah, yes, when you jump into the ventilator to fling yourself there is a part where you can just jump down under. Instead of killing you, it crashes the game completely.

I suggest fixing that part.

Crabclaws • Jan 23, 2008 • #66091
3 posts

Can you please tell me where you got those skins? Or if you made them can you please send them to me? I would appreciate it. One last thing can you tell me how to apply them?

Duffers • Jan 23, 2008 • #66092
474 posts

Crabclaws wrote:
Can you please tell me where you got those skins? Or if you made them can you please send them to me? I would appreciate it. One last thing can you tell me how to apply them?

http://www.fpsbanana.com/games/296

Crabclaws • Jan 24, 2008 • #66093
3 posts

Thanks a lot Did you have the recongr's black one with the normals or the suicide guy with the smooth one? From the picture it looks like urs is the recongr's.

Duffers • Jan 26, 2008 • #66094
474 posts

Hober wrote:
Come on, guys. Someone who has made it through this map, get me a freakin' review already.

Please?

I agree with Hober.

Tigger • Jan 27, 2008 • #66095
100 posts

Huh... I'm at the incinerator, I've nuked the cube, and I'm stuck.

I tried to backtrack to get some air space on the jump, but I can't go back through the door with the first force field floor. The button doesn't respond. And I can't think of anything else to do short of throwing myself in the incinerator.

Am I missing something?

iamafractal • Jan 27, 2008 • #66096
272 posts

Tigger wrote:
Huh... I'm at the incinerator, I've nuked the cube, and I'm stuck.

I tried to backtrack to get some air space on the jump, but I can't go back through the door with the first force field floor. The button doesn't respond. And I can't think of anything else to do short of throwing myself in the incinerator.

Am I missing something?

if you played through the level normally, that force field would be off. and you can get back past that point. worst case scenario go to youtube for walkthroughs...

Tigger • Jan 27, 2008 • #66097
100 posts

The force field is gone. Did that part correctly. I can get past the "U" and back up to the door. I just can't get the door open.

Duffers • Jan 27, 2008 • #66098
474 posts

Tigger wrote:
The force field is gone. Did that part correctly. I can get past the "U" and back up to the door. I just can't get the door open.

Push the button.

Tigger • Jan 27, 2008 • #66099
100 posts

I pushed the button. Several times. Nothing happened.

Duffers • Jan 27, 2008 • #66100
474 posts

Tigger wrote:
I pushed the button. Several times. Nothing happened.

Well then I have no idea. I need some kind of video or picture or... something explaining what button you're talking about. I've played through the map thousands of times and that has never happened.

Tigger • Jan 27, 2008 • #66101
100 posts

I don't have the ability to upload images at the moment, so...

http://www.youtube.com/watch?v=HU5BquQ0 ... re=related

This snakepit room 9 run on YouTube. The button is 21 seconds in.

I press the button, it doesn't depress, and I get the "disabled" noise.

Duffers • Jan 27, 2008 • #66102
474 posts

No clue dude. Nothing I can do about that, it's never been a problem to me.

EDIT: Just figured out what happened, I'll fix that in my next version. For now, though, just noclip.

Tigger • Jan 27, 2008 • #66103
100 posts

Great! Thanks.

elt • Jan 28, 2008 • #66104
34 posts

I'd love to be able to play through this level, it looks quite good. However, I'm stuck on the second room. I watched the youtube video of the level being solved, but that didn't help. Is that supposed to be a 'speed run' or something? It's way too fast for me to follow. I kinda see what you're supposed to do in the second room, but I can't react that fast. If I fling myself into the air upside-down, by the time I've got the camera pointed down to see where I am, I've hit the floor. I'm just not fast enough I guess. I can't do that 'tunneling' trick either, I have no idea how you people manage it. Can someone maybe do a slower walkthrough video? I'd hate to have to resort to clipping, just to see what the next room looks like.

Feel free to call me lame, that's pretty much how I feel.

Duffers • Jan 28, 2008 • #66105
474 posts

elt wrote:
I'd love to be able to play through this level, it looks quite good. However, I'm stuck on the second room. I watched the youtube video of the level being solved, but that didn't help. Is that supposed to be a 'speed run' or something? It's way too fast for me to follow. I kinda see what you're supposed to do in the second room, but I can't react that fast. If I fling myself into the air upside-down, by the time I've got the camera pointed down to see where I am, I've hit the floor. I'm just not fast enough I guess. I can't do that 'tunneling' trick either, I have no idea how you people manage it. Can someone maybe do a slower walkthrough video? I'd hate to have to resort to clipping, just to see what the next room looks like.

Feel free to call me lame, that's pretty much how I feel.

The second room is pretty much a repeat of the first room.

iamafractal • Jan 28, 2008 • #66106
272 posts

the first and second rooms involve a simple type of fling that wasn't used in the game really, but its one you should get to know.

you make a lets say orange portal in the floor where you need to shoot up. then you make a blue one in a ceiling that has a portable floor under it.

then walk through the orange one. you will come out of the blue, accelerating towards the floor.

then before you hit the floor, shoot a new blue portal in the floor under you.

you will enter the new blue floor portal rapidly, and thus fling upwards out of the orange one you placed before.

in the case of this map, all you need to do is while you're flying up, go in the direction of the glass, so you end up going over it.

once you're on the other side, you can shoot a blue portal into the floor to get back and forth more conventionally.

elt • Jan 28, 2008 • #66107
34 posts

wow. Kudos to you guys, I never even considered that kind of technique before. I'm gonna go try it right now...

...and wow again. Neat! You've taught me a new technique. Thanks! On to the next room!

elt • Jan 28, 2008 • #66108
34 posts

<laughing>

And, stuck again. I managed to get through the bit with the angled energy ball by pure chance and dumb luck alone. The next part, doing a big fling through a tall forcefield into the room with the button in the corner and the broken elevator... I've watched the youtube video several times, somehow the person there is able to fling at an angle so they end up on the ledge across the room where the cube is... I can't seem to duplicate that feat, I fly out, hit the pillar in the middle of the room, and fall to the floor. When I try to do it like in the video, letting myself drop ceiling-to-floor several times before firing a portal into the wall and fling horixontally... well, I usually end up falling into the nasty water, or just end up on the floor in the far room again. How, exactly, does one alter horizontal trajectory mid-flight when merely getting to face forward is a near-impossibility? Am I just too slow? Maybe I could slow down the framerate of the game or something...

Duffers • Jan 28, 2008 • #66109
474 posts

elt wrote:

And, stuck again. I managed to get through the bit with the angled energy ball by pure chance and dumb luck alone. The next part, doing a big fling through a tall forcefield into the room with the button in the corner and the broken elevator... I've watched the youtube video several times, somehow the person there is able to fling at an angle so they end up on the ledge across the room where the cube is... I can't seem to duplicate that feat, I fly out, hit the pillar in the middle of the room, and fall to the floor. When I try to do it like in the video, letting myself drop ceiling-to-floor several times before firing a portal into the wall and fling horixontally... well, I usually end up falling into the nasty water, or just end up on the floor in the far room again. How, exactly, does one alter horizontal trajectory mid-flight when merely getting to face forward is a near-impossibility? Am I just too slow? Maybe I could slow down the framerate of the game or something...

That's actually not the intended solution. Just stand on the lift and look around. You'll see.

elt • Jan 28, 2008 • #66110
34 posts

as far as i can tell, there are only 2 portal-able surfaces in the room, the square on the wall that's been revealed by (presumedly) a panel that fell, and the square leaning against the wall next to where you come in. I don't see much else to do, here. Neither or the portal panels are of any apparant use, since there's nowhere to do a fling from... standing on the broken platform doesn't seem to reveal anything. I tried looking under it too.

Duffers • Jan 28, 2008 • #66111
474 posts

elt wrote:
as far as i can tell, there are only 2 portal-able surfaces in the room, the square on the wall that's been revealed by (presumedly) a panel that fell, and the square leaning against the wall next to where you come in. I don't see much else to do, here. Neither or the portal panels are of any apparant use, since there's nowhere to do a fling from... standing on the broken platform doesn't seem to reveal anything. I tried looking under it too.

http://ca.youtube.com/watch?v=pvAJlMn9z2c

That video at 0:45 shows where to go.

elt • Jan 28, 2008 • #66112
34 posts

One more obstacle down, one more obstacle met. I envy the person who can get the companion cube to fling straight out like that. I can fling -myself- into the little alcove no problem, but...

Anyway, it's silly to post here every time I get stuck, so I'll just play a different map instead. Thanks for teaching me that initial trick from the second room, though.

iamafractal • Jan 29, 2008 • #66113
272 posts

elt wrote:

And, stuck again. I managed to get through the bit with the angled energy ball by pure chance and dumb luck alone. The next part, doing a big fling through a tall forcefield into the room with the button in the corner and the broken elevator... I've watched the youtube video several times, somehow the person there is able to fling at an angle so they end up on the ledge across the room where the cube is... I can't seem to duplicate that feat, I fly out, hit the pillar in the middle of the room, and fall to the floor. When I try to do it like in the video, letting myself drop ceiling-to-floor several times before firing a portal into the wall and fling horixontally... well, I usually end up falling into the nasty water, or just end up on the floor in the far room again. How, exactly, does one alter horizontal trajectory mid-flight when merely getting to face forward is a near-impossibility? Am I just too slow? Maybe I could slow down the framerate of the game or something...

ya well that was a cheating ninja.

there is a much more conventional solution.. just look around carefully and you'll get past it.

iamafractal • Jan 29, 2008 • #66114
272 posts

elt wrote:
One more obstacle down, one more obstacle met. I envy the person who can get the companion cube to fling straight out like that. I can fling -myself- into the little alcove no problem, but...

Anyway, it's silly to post here every time I get stuck, so I'll just play a different map instead. Thanks for teaching me that initial trick from the second room, though.

it's not silly. we're right here for ya.

elt • Jan 29, 2008 • #66115
34 posts

it would be cool if there was a sort of training level for all these advanced techniques you guys use. Like, the same way the early valve levels teach things, one bit at a time. like:

How to 'portal-bounce' (the trick needed for the second room to get over the glass) and how to drop a weighted companion cube off a cliff down at a portal at the bottom, and not have it hit the sides and fly straight through. Or maybe tunneling, that seems like a pretty advanced technique. I looked at the 'Tunneling map' and I was like, WTF? Some instructions would be nice, thanks! Not even any little pictures on the wall! Anyway, please assume I'm an idiot, and need to be shown things explicitly over and over to learn them. Thanks.

Just as a note- I found the initial valve levels, in terms of difficulty, to be barely playable at points. The only downloaded level I've managed to finish is the one where you end up in companion cube heaven in the end. I sure did enjoy Renmiz' both puzzles, even though I couldn't finish them. People here are great level designers. I need to find the SDK somewhere so I can play with HAMMER.

Beer-Me • Jan 29, 2008 • #66116
137 posts

Hi elt.

The problem is, most of these mappers are trying to continue on from portal, trying to give more maps to be done. Thing is this is assuming everyone has completed portal and is bored of playing it over and over. Which means you should be pretty good at doing hard challenges. Most try to cater for people will less capabilities by adding easier puzzles at the start to work there way in but still the point of these custom maps is to be hard.

Teh other problem is mappin takes time, if you see some one do your map in like 20 seconds, and it took you a good few days to make, its annoying. Sure it was fun to make, but you try to get people to have to think about the puzzles.

To drop the cube, press e when looking STRAIGHT forwards, dont look down try to judge it so you let it down near middle, its hard but you get used to it over time.

elt • Jan 29, 2008 • #66117
34 posts

Oh I can understand that. If I spend 20 hours putting together something that could be solved in 20 seconds, I'd be disappointed too. I do enjoy being challenged and learning new techniques. I just need, perhaps, a bit more instruction than most. In the very first room, for example there's the marks on the floor and ceiling as a hint to put portals there... I'd like to see more use of the little picture-signs all over the place. Maybe even multiple signs, if it's a puzzle that has more than one solution.

Figuring out the logic of a solution (like the puzzles on the valve companion cube level) isn't quite the same thing as having to use Halo-like reflexes and twitchiness.

Heh, all that being said, I have yet to get HAMMER and start trying my own hand at it. I'm sure, reading that sentence, a lot of people are probably nodding and going 'yeah, then he'll get it'.

Umm... the SDK thingy with Hammer in it... you can only get that from Steam, right? OR can I download it somewhere?

Beer-Me • Jan 29, 2008 • #66118
137 posts

Via steam yes. Also my map that I'm making the first few stages introduces "techniques" quite easily I suppose, got the plans sorted just time to make it.

Duffers • Jan 29, 2008 • #66119
474 posts

Please take this discussion to another topic or PMs. If you're going off-topic here I don't want mail notifications about it. Thanks.

iamafractal • Jan 29, 2008 • #66120
272 posts

elt wrote:
it would be cool if there was a sort of training level for all these advanced techniques you guys use.

there is. try out logic portals.

Grudge • Feb 18, 2008 • #66121
307 posts

This map is going to be reviewed, if you would like to endeavour in an oh-so intelligent interview or you'd like to add some producer notes to the review, message me.

claguey • Jun 21, 2009 • #66122
28 posts

Great map thanks a lot, I only had to noclip once and that was near the end when you had to jump from a piston onto a jutting out section of wall down onto a landing, I COULD NOT catch that bit of wall, i tried a hundred times! Anyway, completed the rest with no drama, excellent map thanks a million

Phil

iamafractal • Jun 22, 2009 • #66123
272 posts

claguey wrote:
Great map thanks a lot, I only had to noclip once and that was near the end when you had to jump from a piston onto a jutting out section of wall down onto a landing, I COULD NOT catch that bit of wall, i tried a hundred times! Anyway, completed the rest with no drama, excellent map thanks a million

Phil

noclip? booooooooooo

jrlauer • Jun 23, 2009 • #66124
545 posts

claguey wrote:
Great map thanks a lot, I only had to noclip once and that was near the end when you had to jump from a piston onto a jutting out section of wall down onto a landing, I COULD NOT catch that bit of wall, i tried a hundred times! Anyway, completed the rest with no drama, excellent map thanks a million

Phil

You had to noclip on this map?

Siiig • Jun 24, 2009 • #66125
98 posts

jrlauer wrote:
You had to noclip on this map?

Like honestly, I know the jump hes talking about, and it was much more of a pain in the ass than it was tricky or run. LOVED the logic portals maps, didn't care for that particular puzzle.

jrlauer • Jun 24, 2009 • #66126
545 posts

Siiig wrote:
Like honestly, I know the jump hes talking about, and it was much more of a pain in the ass than it was tricky or run. LOVED the logic portals maps, didn't care for that particular puzzle.

I know which jump he means to, and even though it's a pain, it is possible, I did it.

Siiig • Jun 26, 2009 • #66127
98 posts

jrlauer wrote:
I know which jump he means to, and even though it's a pain, it is possible, I did it.

Not my point though. There have been quite a few custom maps that I just didn't do because when you look at it, you think to yourself...yeah of coarse I could do that, it's going to take me an exorbitant amount of time, and there for it isn't going to be fun, but I could do it.

btw j: The winky face being in your sig gives it less intensity (IMO!). Now it's at the end of every post, but what if you didn't want it there!?

jrlauer • Jun 26, 2009 • #66128
545 posts

Siiig wrote:
Not my point though. There have been quite a few custom maps that I just didn't do because when you look at it, you think to yourself...yeah of coarse I could do that, it's going to take me an exorbitant amount of time, and there for it isn't going to be fun, but I could do it.

btw j: The winky face being in your sig gives it less intensity (IMO!). Now it's at the end of every post, but what if you didn't want it there!?

Granted, but I played through it the other night thinking about it and I did it in only two tries. I understand what you're saying about it being a pain and taking a long time but isn't that how you get good at it?

I always put the winky face there before, it's easier this way.

Siiig • Jun 26, 2009 • #66129
98 posts

jrlauer wrote:
Granted, but I played through it the other night thinking about it and I did it in only two tries. I understand what you're saying about it being a pain and taking a long time but isn't that how you get good at it?

I always put the winky face there before, it's easier this way.

There are things you can get good at... and there are things you learn through muscle memory.

To side note for a second, I was thinking about the wrong jump XD. I was thinking of the last jump in Logic Portals, my bad haha.

Truth.