File Size: 8.94 MB
Downloads: 24376
Rating: (80 votes)
Description
While waking up from a cryosleep she thought it was a good idea to go on a "adventure" with Rick the adventure sphere. Things you can expect: EXPLOSIONS!!! Rick the adventure sphere, fully animated with his witty comments. Turrets flying all over the room, from the EXPLOSIONS!!! Companioncubes taking to the sky, because of EXPLOSIONS!!! A witty maze where you have to avoid... EXPLOSIONS!!! A interactive scanner that lets you scan all things in the room. Some behind the scene moments. This map is like chr!stmas, no its better than chr!stmas! Try it out, and be sure to let me know what you think in the thread. Have fun playing!!! Playthrough video [spoiler]StI11uB8LoM[/spoiler] BUGS FIXED: V1.06 (03-07-11) Fixed an exploit where players could portal on the bts ceiling and bypass a trigger. Added a hidden door leading the player to the bts area. Added a cutting effect for the emergence of the maze puzzle. Added windows infront of the hint area to prevent players wanting to get there. (caused more confusion than help) V1.05 (01-07-11) fixed an exploit where you could send a bomb through the grates. Added sparks on different locations to attract attention the hint panel is triggered imidiately insteaf of after 20 mins. Added a fizzler to the entrydoor so you cant get stuck anymore. Added a playerclip to the hardlightbridge "gate" to prevent players getting stuck Fixed an bug with players getting stuck after jumping off the scanner generated hardlightbridge V1.04 (01-07-11) Fixed an exploit where you could place a portal at the cube receptacle. Added a subtle hint system for players getting stuck for longer than 7 minutes (and staying alive aswell). (it is known that the demo funnel is rotating/stopping in sync with the puzzle funnel, this is to avoid visual glitches) V1.03 (30-06-11) The trigger closing the door behind you at the start of the game wasnt fully covering the briefing room, so it could get players stuck behind closed doors if they ventured too far. V1.02 (30-06-11) A invisible wall that prevents you from using the second catapult didnt deactivate at mapswawn... Version 1.02 has it fixed!
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as you enter the secconed puzzle, the right throwy thingy dose not let you get on (inviziwall?)
I dont know exactly what you mean,
I assume you are talking about the deliberate "misalignment" of the portalable panel on the far upper right of the puzzle with the excursionfunnel "in front" of it???
That is part of the puzzle, figure out how you can both get a bomb to the puzzle while standing on a good place to solve it...
Note that the map is focused on logic puzzle solving, so its not required to jugle props or do any midair portal manouvres or anything like that. so, trying to fling those bombs straight from that panel into the excursionfunnel won't get you anywhere....
Ill give a hint if you are stuck:
Chase the bomb through the map!
Note that i do intend to actually modify the end scene (the one with the fadeout to a disconnect)
So not a elevator room, but this will be something more typical to rick, ill put it in a later release, currently the puzzle is playable from start to finish, it has lots of triggers to detect and keep players from getting themselves stuck (except when they try to jump down on one of the turret platforms, ill fix that one in a later release). Also the map has incorperated most applicable quotes of Rick.
If youre still stuck, let me know...
Great map, had alot of fun purely because of the concepts. Just a few pointers though.
1) Cube dropper in laser room needs a respawn button. Quite annoying to kill all the turrets again to get the cube again.
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.
3) The cube maze puzzle needs ALOT more explanation. Unless its just me I could not figure it out for the life of me. I got over there using the funnel and dropped down just short of the laser grid but other then that idk.
The bombs and the sphere. OMG awesome. Really got map but needs more work
Invisiwalls
iWork925 wrote:
Great map, had alot of fun purely because of the concepts. Just a few pointers though.1) Cube dropper in laser room needs a respawn button. Quite annoying to kill all the turrets again to get the cube again.
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.Invisiwalls
Why would you have to kill all the turrets "again" in order to get a new cube???
as soon as the cube is fizzled, it gets respawned.
The invisiwall near the catapult is there to prevent the WCC from getting launched into a fizzler field straight after retrieving it because it is just done with physics, once every few games that would happen, and it looks quite stupid. That wall is deactivated, then get's activated for 2 seconds after the glass breaks, after wich it gets removed from the game.
The other invisiwall, near the exit is there because the curled up mesh doesnt have a proper collision model
If you didnt decompile my map, you wouldn't even know they were there...
For the "cube maze"... partial solution:
try getting a bomb to run through the maze while shooting portals from the hardlight walkway, look at the template in the scanner to see the "bomb" being a requirement, the blast of the bomb will push the WCC out of the maze.
Ok thanks for the last part. I thought i was just me.
The invisiwall doesnt activate/deactivate. its always on. You need to change it to a func_clip_vphysics. a startdisabled won't effect a func_brush.
OMG WTF... that that i didnt notice that... OMG... fixing NAOW!!!
EDIT: Fixed it, it's uploaded and processing, it should be up any moment now.
Thanks btw for noticing me, i didnt know that func_brushes couldn't deactivate.
I actually added that box as one of the last things, because i kept seeing those cubes getting fizzled.
didnt got around testing that part properly though... 
I have to say that I loved playing this! Making Rick like Wheatley was just an awesome idea, and you used the default sounds that came with him so well! It was also very fun and different to blow up the turrets with the bombs.
A couple of things you could improve:
When you have to put the bomb through the funnel in the maze either make a place on the wall to portal back up to the lightbridge so that when you spawn the bomb you can get back up (I had to noclip up there to do it properly) OR make the other button to spawn the bombs sink into the ground and have the button appear from the wall at the end of the lightbridge. If there was an obvious way to do it, I didn't notice it :S
Also too, it took ages for the bomb to float across the room on in the funnel into the maze. So it might have been better to have the roof (just behind the laser grid thing) to be portable rather than making it float across the room. If you are to do that then make sure it is obvious with a target or something that you can place a portal on it.
Overall your ambience was fantastic! It was humorous like Portal should be, and you felt rewarded when Rick said things when you blew up the turrets etc. Love to see more like this, especially exploding things
. A 4/5 from me 
Woha, that was fun!
But.. The door that lead me to the turret room, can be used only as it open.. If you wait some time before entering it will close and stay close forever.
ChickenMobile, Thanks for you review!
About that point where you had to get the bomb into the maze, its actually pretty simple.
Though it requires some logic!!!
intended solution
you need to jump in through the same portal that you use to get the bomb in the bottom of the funnel, then aim the funnel in the maze and jump off when hovering over the lightbridge
Brilliant map full of humor and genious originality, pairs up the gameplay of Antimatter with the personality of Core IV. Only it's less difficult than the former, and the adventure sphere's lines are more spot-on and fleshed out here. Instant spotlight material, or in the very least the grand prize of the jury at the Cannes film festival.
Frankly embarassing to try and find flaws in this one, furthermore that I played the updated version and never got stuck - all's good and even if not perfect, all is forgiven. Probably there should be a way for a player who gets by the cube himself to get out alive, without the cube ofc. Strangely at one point I portaled a bomb from its target to the bottom of the pit leading into its maze scanner, but later I couldn't do it again. Best of luck, you have my support for any future projects! 
chickenmobile wrote:
When you have to put the bomb through the funnel in the maze
100% chance that I did not get what you meant, but I brought myself to the bridge and the bomb to the maze by: portaling the bomb and myself to the wall of the funnel; funneling from the funnel ceiling to the far right wall, which brings both toward the maze\bridge.
xdiesp wrote:
100% chance that I did not get what you meant, but I brought myself to the bridge and the bomb to the maze by: portaling the bomb and myself to the wall of the funnel; funneling from the funnel ceiling to the far right wall, which brings both toward the maze\bridge.
Can't believe I didn't think of that! I thought it was impossible to get myself and the bomb in lol 
xdiesp wrote:
100% chance that I did not get what you meant, but I brought myself to the bridge and the bomb to the maze by: portaling the bomb and myself to the wall of the funnel; funneling from the funnel ceiling to the far right wall, which brings both toward the maze\bridge.
yep you got the correct solution, you can use
the upwards part of the funnel to get both you and the bomb/cube/turret in the maze and on the bridge.
Also did you notice that you can actually scan turrets, boxes and even the player itself
(including some very witty comments, where the player gets a "TSA bodyscanner" reference)
chickenmobile wrote:
xdiesp wrote:100% chance that I did not get what you meant, but I brought myself to the bridge and the bomb to the maze by: portaling the bomb and myself to the wall of the funnel; funneling from the funnel ceiling to the far right wall, which brings both toward the maze\bridge.
Can't believe I didn't think of that! I thought it was impossible to get myself and the bomb in lol
Me too, that part took me more time than the entire map itself.
First thing I tried was to bring myself to the cube, which is a no escape scenario - instead the map unstucks you if you enter the scanner.
Just a thought: I didn't spot all monitors before a 2nd playthrough, it would be cool if Rick turned the monitor (or came out of a wall) like in that scene in HL2: http://youtu.be/WEL49vFqB58?t=8m4s
that is actually quite a good idea, i've been toying with ways to get people to notice the monitor in the lab in time. but this seems like a fun method.
Also i was thinking of adding some more of those "wall popout" monitors like the one you have at the bomb button.
An excellent map, extremely creative and while lacking some artistic flair was very humourous and fun to play, despite
the frustration dropping the bomb caused. Also you should have tried to teach the player that bombs can go through light bridges through some method since it took me a while to figure that out.
I think the turret destruction could have been much more interesting and less of a chore, maybe making some of them explode or using ambient_generics to make them speak as they got hit.
The Rick dialogue was spot on. Definitely. Having him berating me for taking too long was quite amusing and the bomb concept could work in several maps.. "I wouldn't have let it get this far".
The Irate Pirate wrote:
An excellent map, extremely creative and while lacking some artistic flair was very humourous and fun to play, despite
||the frustration dropping the bomb caused. Also you should have tried to teach the player that bombs can go through light bridges through some method since it took me a while to figure that out.I think the turret destruction could have been much more interesting and less of a chore, maybe making some of them explode or using ambient_generics to make them speak as they got hit.||
I'm not aware that they can move "through" lightbridges, maybe it was a glitch? (just tried it out to be sure)
Also i did have plans to add voices to the turrets, and theres actually already a "killstreak" mechanism in place to fire the voices. Though in all the rush i forgot to actually add voices to them.
Currently used for the "Allright your funeral" for when you jump with more than 5 turrets still active
(especially one saying "you have excellent aim" once you performed a perfect streak)
very nice map! a few issues I had:
I could clip through the faith plate.
I jumped from the second hard light bridge into the second part of the maze, grabbing the cube and getting stuck.
Other than that, great map!
Greetings,
~Lp
happy you liked it! 
also, i put up a youtube playthrough of the entire map!
Playthrough video
StI11uB8LoM
Walkthrough video (fixed link):
StI11uB8LoM
(btw you have to copypaste the letters after the "=", then use the youtube tag)
I used quite some time to figure out how to get myself and the bomb to the upper area and I was very close to just quit the level really... Might be an idea to add an extra bomb button close to the light bridge so that casual players are able to finish it. I mean.. the really fun part of the puzzle is the maze. Not getting the bomb there 
Edit: Forgot to say that I really enjoyed the map 
I am actually now working on a "hint" that shows a big hole in the right wall of the chamber with a funnel combined with bombs and a dummy 
I tried my best at breaking it, to replicate that bug I mentioned earlier. See what happens with the funnel and the bomb in the maze. But rest assured there's no chance players find all of these at once. The first maneuver I did as fast as possible, but could be done much easier by anyone who first destroys all turrets and then 1) takes a peek from that same wall in the beginning (one high above, one at the funnel emitter level) or 2) snipes the white wall while catapulting back.
n_q0qVXnLpc
There's a couple other bugs which sometimes happen and require a quickload to solve: the first door not opening at all and the bomb dispenser not opening fast enough for the bomb to come out (both seen in v1.03) .
haha thanks that you took the time to find those indeed! 
I did try to get all of those out of the way, still i think ill fix the "portal at the cubereceptacle" asap.
Also do you maybe have a idea on how to foil the "bomb trough grate" trick?
I tried different things, including vphysisc clip brushes and other stuff...
EDIT:
V1.04 is online now! 
I fixed a exploit and added a hint system:
I put up a mockup of how to solve the puzzle behind a wall.
The panel will open up after 7 minutes have gone by after opening up the big puzzlemaze.
It should show the player that he can travel on the same funnel as the bomb
Please let me know if this hint is actually understandably for those who get/gotten stuck.
Here is a picture of how it looks:
Explosions are fun indeed!! This is perhaps the first map I've played that involves bombs. Using bombs to kill turrets and get the companion cube is a good idea! And the scanner is creative and have much potential to use in some other maps. Having the core talking to you all the way like GlaDOS is fantastic, too. In my opinion, it is not a very hard map. Using funnel to convey both the player and the bomb seems well-reasoned. Thanks for mapping. 5/5!

The bombs do crash on the grates when you are on the lightbridge, right? They don't when you are far away: could it be that at some range, the level of detail of the grates makes them not solid?! Check what happens by setting their LOD to max (a faux pas...): add xdiesp to steam, I can test for you since others might not get this bug. In the end you will probably have to ask the mappers in here though.
Also: damn, I forgot to mention that the first door needs a fizzler or open-again trigger. Now if you portal back inside, you're stuck.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only
intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone
playing this map for entertainment.
Anyways, here is the recording:
e8dR9RVF55k
(Link: http://www.youtube.com/watch?v=e8dR9RVF55k)
Also note the video description for more feedback and my signature for additional project information.
Hey djindrache Thx for testing my map!
I think ill add some sparks falling out of the scanner to signify that objects can move inside it 
also I'm thinking about adding a target decal to the bottom of the funnel elevator
xdiesp wrote:
The bombs do crash on the grates when you are on the lightbridge, right? They don't when you are far away: could it be that at some range, the level of detail of the grates makes them not solid?!Also: damn, I forgot to mention that the first door needs a fizzler or open-again trigger. Now if you portal back inside, you're stuck.
Hmm, I'm assuming the problem is caused by the velocity of the bomb.
And the time between the bomb leaves the portal and meets the grate.
Mayb because of some complex physics blending?
The problem also occurred when I was using a debug button on the bridge.
Also, ill add a fizzler indeed
Okay, this is one I seriously fail to get...
Is it right that if one tries to grab the cube the obvious way, one is stuck?
What does the Rick quote when I scan myself want to tell me?
Also, re: travelling together with the bombs: there is some extreme timing required, or am I off track here?
I liked this one, but getting the bomb over to the maze is a tad on the tedious side, especially because it requires the player to drop back to the start area and get back over there after spawning the bomb. I didn't find it all that difficult to get it over there, but it was a pain because it takes a little while.
Other than that, this was a pretty cool concept. The Rick lines were well-chosen; he's a fun character who didn't get nearly enough exposure in the default SP campaign. I was a little concerned when I saw that ending room though ... what happens next? Is there an exciting conclusion, or did Chell get exploded by all those wall-bombs after the fade-out? Will we ever find out?!
Er, yeah ... nice stuff. With a little tweaking it can be even better, but you're definitely going in the right direction. 
Will T, yes, you will find out eventually, i plan on making a more fitting ending.
though now i just want the map as "playable" as possible, before im taking it apart for major construction work.
Arivisrend, the "quote" is actually implying, in this context atleast, that chell isn't wearing underwear and has a small but and that is something rick would notice on the "bodyscanner" 
also in 1.05 i fixed players being able to obtain the cube in the traditional way 
Ah, I see.
I am divided about this map. On the one hand, seeing your video, I would no longer claim that difficult timing or other unfair stuff is involved. And this is a very creative map, with dialogue cutting done right (I didn't ever think this was possible!). On the other hand, this is the hardest Portal2 map that I have played, excluding possibly "Suspended" which I have never completed. The possibilities to get stuck/stranded don't help (NB: I'm referring to v1.04, apparently this is fixed now), and neither does your description sounding like one is about to download an anger management bombfest ("EXPLOSIONS!!!"). Then again, the description itself is a piece of art, so I wouldn't want it to be altered...
Oh, and you've got a bug in your changelog. Unless you have discovered time travel. 
Lol, every time I see your map title I read Angry Birds.
Based on what's been said about your map so far, I'll try to play it soon and report back.
Another Bad Pun wrote:
Lol, every time I see your map title I read Angry Birds.![]()
Based on what's been said about your map so far, I'll try to play it soon and report back.
Same, I played angry birds last night. How weird xD
Good map, hilarious use of Rick dialogue. I like the ending just as it is, although I can't wait to see what else you come up with. Great use of prop_dynamic animations, too, especially with that metal grid.
I did stumble across one problem in version 1.0.5 that may need fixing. If you die, when you reload sometimes the bomb dropper malfunctions and causes the bombs to explode before they are dropped. The easiest way to replicate this is to jump in to the goo immediately when you enter the test chamber and then reload from the autosave.
I found this out because a bomb blew a live turret still upright on to the platform with the switch where I was, and I wasn't fast enough to portal it away.
Also, I slipped off the light bridge and landed on one of the former turret platforms, and I couldn't figure out a way to get back.
Keep up the good work.
hmmm strange, i have tested it, and it only started after dying about 3 times, after each save moment.
Though i managed to "unstuck" it by spamming the button and trying out different short intervals in spamming it.
Ill look into a fix, but thats what you can do to unstuck it without redoing the map.
Also i think i might "lower" all the platforms below water level once they are emptied, this way players dont have to kill them selves (the level will do that for you
)
Hey MissStabby
I see i'm not the first to do this, but I am going to do a gameplay / commentary of your map, I had to do this in 2 parts as yours is the hardest i've done thus far, i hope you keep on making maps, you have a really unique and good style for maps!
Youtube video will be on my channel (http://www.youtube.com/user/Pricee123?feature=mhum) If you wish to view it! But one thing is that I notice your map has the lowest fps of all the maps i've played, could be my side or yours, i don't know. The second part will be up tomorrow.
Thanks for videoreviewing my map, i always appreciate it a LOT, i like to tweak and streamline my maps or fix bugs.
Pricee wrote:
Hey MissStabby
I notice your map has the lowest fps of all the maps i've played, could be my side or yours, i don't know. The second part will be up tomorrow.
That could be correct, as i havnt gotten started uptimizing the map to begin with.
at 1.05 it still has no nodraws on the outside or areaportal brushes installed.
Also having the big pool of water in the center i meant i had to enable the drawing of nearly all objects and brushes in the central area and puzzle in the water reflections.
I might make a "low spec" puzzle that disables it, but isnt that already done when you set your graphics settings to a lower spec?
Thanks atleast on the video reviewing! ill watch it as soon as part 2 is online, then ill watch them back to back 
EDIT: just watched it anyways.
nice playthrough, i've seen you managed to bypass a part of the puzzle, nice,
i never knew that "hole" existed, im patching it up now 
Thats why the crow happened "behind you" since you spawned past the trigger that starts it.
I was meaning to provide a "believable" method of entering the backstage area, so now there will be panels in front that get removed once you have solved the puzzle.
Hi,
I do not see the utility of turrets at the beginning ? And the speed is slows down when the bomb is in the tunel ?
Otherwise good map 
the speed slows down so "most" people can solve the maze, if the speed is at it's original speed, the bomb tends to not fall straight down but in a launched trajectory once you remove the funnel from the bomb.
Maybe, but the focus of this puzzle (and how i see a good map) is:
Being hard to figure out, Being easy to perform the motions.
One of the best custom map I've played! And I agree with you, I find map where the "difficulty" is in finding the solution not in the execution, the most fun.
Maybe make the destruction of the turret behind Rick more center stage. As is, I saw it whole at first, then later noticed half was missing. It made me wonder if I missed something.
PS: in your changelog, the date of the last two entries is wrong (unless you figured out time travel of course, which I hope you did, it would make for a very fun future... or not if someone kills my father... but I digress
)
I'm afraid the hint didn't work for me, unless it did so sub-consciously. Still, fun and creative map. Very nice.
Nahor wrote:
One of the best custom map I've played!
Thanks Nahor and Marise for those lovely comments!
Nahor wrote:
As is, I saw it whole at first, then later noticed half was missing. It made me wonder if I missed something.
That is actually a easteregg, it gets swapped out when you are busy with putting a cube on the button.
Theres also the bird that you see flying away, it ends up near Rick.
On a different note...
I updated it again! (and fixed the changelog)
Now there's a hidden door leading you behind the scenes, it will automatically open for you!
Also i added sparkly cutting effects to the big panel covering the maze! 
Players were turning around to find a route to the hard light bridge, only discovering afterwards that the room had changed, instead of observing it change.
Be sure to check it out and let me know what you think 
EDIT:
yay 1000+ downloads, to the over 9000!
The second part of my video will be up soon, check my channel to view it: http://www.youtube.com/user/Pricee123?feature=mhum
video up now
@ Those wondering if Miss Stabby has figured out time travel because of the changelog...apparently you didn't see this on her Deviant Art page.
Angybombs is simply awesome! I feel like I just played a short DLC from Valve.
I saw the funnel with bombs + dummy in it and just thought it was an interesting distraction, so the hint didn't work, but I figured out what to do after a couple of minutes anyway. That one part of the puzzle reminded me of one of the last proper Wheatley chambers in Portal 2 single player. The one where you have to use blue gel to deal with 3 turrets, but you have to jump in the funnel in front of the blue gel to make the solution work.
Unfortunately this map ran worse than any other map I have played on my PC. It was still playable, but felt a bit sluggish the entire time. I did not try turning down any settings though, just used the same settings I used for all other Portal 2 playing.
I'm eager to see any revisions/optimizations and future projects.
Thanks
hahaha, thx for your review, im glad you liked it so much 
Indeed i also got reminded of that "trick" from the wheatly chambers, though only after i started playtesting it. I still remember that back then it was a huge braintease to get that principle in my head.
I indeed intend to optimize it a lot because it now runs horribly.
though im still working on a better ending than what you have now.
after i got that one up and running ill optimise the sh!t out of it
You're welcome. I just replayed it to see all the scanner reactions for myself, funny stuff.
Also I found that turning my Shader setting down to Medium took away most(but maybe not quite all) of the sluggishness. I had it on Very High before and I also tried High, but that didn't help it.
haha nice,
Also here's a little teaser on the ending of this map im working on.
Take a guess on what it is, and what it's made of 
Oh wow, that's a uhmm, a uhmm. What the heck is that thing?
I see an abundance of spherical anti-safety devices inside of it. Not really sure what it does though. My guess is it's some sort of bomb turret...perhaps a boss character?
Well, whatever it is, I'm guessing it doesn't want to have me over for afternoon tea.
...maybe it wants to adopt a kitten?
Okay, this one was really fun.
Was I supposed to destroy the screens? I couldn't.
Quick-fix: When the bomb is scanned and the light bridges go up, there should be another one of the deadly red fields so that the player doesn't try to go through.
Screenshot
I just noticed i got in the community roundup and frontpage... AWESOME!
I'll try to get out the next series of "bugfixes" out asap.
The "proper" ending is still buggy so i cant get that one out yet, but it's comming!
Still thanks to everyone who put me into the roundup!
MissStabby wrote:
Take a guess on what it is, and what it's made of
Judging from the rest of this map, I'd have to say it's a bomb. Made entirely from other bombs.
Awesome.
"I'm going to get my engineers to invent a combustible lemon that burns your house down."--from P2 So we have found one of those engineers at last. I just hope your not Glados who shortly after said, "Burning people! He says what we're all thinking!"-- from P2 Dark, dark, DARK, I say, since there's a real history of it and I love people and LIGHT!!
The design of depth of space and textures was excellent. The added intro was exciting, with the presence of Deja vu. I did sense that the game quickly gave the arcade video feeling. So to make it more interesting, I tried to "be the lemon" and found that before the "lemon" scanner I could get behind the aerial plate and hide from the scanner. I did my best to make it to the cube, late as it was last night, and so far I have failed, but I came very close. The trick I think is to see if I can get the "combustible lemon" ahead of me, without running into it, then fire a portal somewhere else in the room to get the "lemon" to fall to the floor so I can get through. But I'll try that some more, maybe...
Eastward
P.S. Wow you have mastered a lot to techniques and skills. It would be totally cool if you had a Youtube tutorial (behind the scenes look at how the production was made.) 
P.S.2 Your ending was not bad either, a small time out chamber as it were. 
Eastward wrote:
I tried to "be the lemon" and found that before the "lemon" scanner I could get behind the aerial plate and hide from the scanner.
wow, that's a very... philosophical way of saying it!
Thanks btw about noticing that, ill put some collision brush in place.
Also i could try to make some video that shows some production info about the map.
Though i do have to say that this is my first "released" map.
Before i made about 3 chambers that are still in limbo somewhere because i wanted to put them in a chain together, though the quality and polish doesnt even approach this room.
I think ill try to create a video that "describes" some design choices i made and why i put certain elements where. Also ill describe how i did the "animate a core" section as i would love to see others using it to make the room more... immersive.
I dont know when ill be making the video though, some busy times ahead, but still i think ill eventually make one for the ones who are interested!
wow awesome!
now i really cant rest until i get that finale up and running!
it's going to be soooo awesome!

HOLY MOTHER OF ANIMAL KING!!!
There are maps, and then there are inventive, evocative, blinding works of creative genius. This is one of those. The work of a true auteur. I played it when I saw it in the roundup, and now I've read the comments in the forum. It's like xdiesp said up above, this deserves more than a spotlight, this thing is the Palme d'Or at Cannes.
BRAVO!!!!! Please, please make more like this!
MissStabby wrote:
Take a guess on what it is, and what it's made of
It looks like a core's eyeball made out of bombs? Or maybe some kind of death trap?
MissStabby wrote:
Take a guess on what it is, and what it's made of
I think it's a cannon that will shoot you or Rick to space.
Hey there.
Thanks for sharing this awesome map with us.
It was nice to see Rick on the monitors and you used the sounds for him very well.
It was fun to play this map and it needs some good thinking - good job!
Map design / mapping is well done and the panel movement was very nice.
Your ideas on 'new game elements' and the use of them are great.
Regards
PortalCombat
Great map. Didn't want it to end. I love how you gave all of his lines a context... even the one where he mentions a clock. That was so funny.
I got a really over-the-top feeling from parts of it, which is exactly what it needed. The lighting when you put the cube on the last button was an example of this... and there were some other things. If you're making another map like this, I think you could make it even more obvious.The fade out ending doesn't do it justice though. Everything needs to explode after he says the final line! Edit 4: yeah I read about the ending you're still finishing. I hope it's explosive!
Edit: also, you need to make it more obvious that your hint is actually a hint. Like someone else has said, it was more of a distraction. It's usually a better idea to follow the design principles of the game you're modding though. The Portal games helped you by priming you with simple situations. In a map I'm working on where you use light bridges in a different way, I start by forcing the player to accidentally use them in this way, in hope that they can use this experience to solve the rest of the chamber.
Edit 2: I'm probably sounding a bit too know-it-all-y for only my second post, aren't I? I'm sorry. Go ahead and disregard this entire post.
Edit 3: I might also post the unintended solution I used in my first play-though for getting into the funnel with the bomb tomorrow. You might get a laugh (or at best a bit of insight) out of it.
hey Blaizer, thx for your comments, even though you apologise for "being know-it-all-y" there's no need for, i absolutely like any help i can get!
Though i did think of that, but to create a "priming" situation i would have to change a lot of the map or add one infront of it.
i'd love to see that demo/playthrough you talked about!
Cool. I've uploaded it: http://www.youtube.com/watch?v=paXTbn0azD8
It's not an initial playthrough, but just the method I was using in it.
wow, really great map
i love the use of rick, i really like the maze as well. got to agree with some of the previous posts though, the hint was more distracting then anything. in fact i found a completely different way to get the bomb to the maze with me on the hard light bridge,i portalled the bomb to the base of the funnel, then put one portal at the top of the funnel and another near the doorway to get up to the grate, then portalled the bomb back to the base of the funnel, then placed a portal at the top of the funnel and another so the funnel would take the bomb to the maze, and then ran round to the bridge. felt like an idiot when i read the intended soloution lol.
relly great map, cant wait for a sequel.
Hello,
This was a very entertaining map. The puzzles are quite challenging but also fun and inventive.
I have a few comments and I apologise if they've already been mentioned: firstly, if I save and reload, the music doesn't come back on. Secondly, since the bomb was able to destroy the grate that you have to go through, I was expecting it to be able to destroy the grates that cover the targets in the maze. When I tried to do this, it actually looks as though the bomb goes through the grate and explodes beyond it, but the grate remains intact. Another thing is that for some reason, the map runs quite slowly on my computer, i.e. a bit of lag here and there, something I haven't experienced before. There's probably nothing you can do about it, but there it is anyway.
Well done on a really fantastic piece of work!
Blaizer wrote:
Cool. I've uploaded it: http://www.youtube.com/watch?v=paXTbn0azD8
Wow awesome solution!
i love how people manage to keep finding more ninja solutions
There is also a "solution" that uses the floor redirection to smash the grate to bits! without using the funnel
Also i'm still working on the finale, it's not very "interactive" but it does have some nice setpieces 
After i got the finale properly working and implemented ill optimise the entire level so it can run much easier.
p.s.
if anyone has a method of "resuming" the music that was playing during the quicksave, please notify me about it 
I really enjoyed playing this map. Especially the part that you initially don't think of as a puzzle element: how to activate the bomb dropper AND get back up to the bridge in time. That got me thinking hard!
The Rick lines were great too. That's one of the nice things of Portal 2: the abundance of speech material. (Oh, and I haven't tried putting other things in the scanner yet. Going to do that now...)
I really really really liked this map! The puzzle was really good, you had the right amount of turrets to blow up so that it was fun but not repetitive. There were a couple of aha moments when I got myself to the scanner and noticed realized what to do, and when I figured out how to solved the maze, i.e. get where I needed to be.
The dialog was well written and performed and was placed in good spots. Most custom dialogue in maps/mods is stupidly long and boring. This wasn't! The sound was really good and gave excellent feedback, I liked it especially when the final adventure music happened 
Unfortunately I died a couple of times "unfairly" when walking along the angled light bridge because there is no warning to the player that it will disappear, and no sound or indication of when it does. Also, I felt like you could have moved the right wall closer so that the trip through the funnels isn't so long as the player will probably go through it multiple times.
I think the death field on the maze confuses the puzzle. It is possible to get to the scanner and almost necessary to do that to understand. I could not see the scanner and understand the puzzle until I was in it. But the death field seems like a design decision you made to prevent the player from getting in there, or at least indicating to the player that it is unnecessary to get in there. These are contradictory, but also just a nitpick.
BTW someone posted a teaser trailer for a mappack and Angry Bombs is featured in it alot. The video creator also didn't give you any credit what whatsover in the description. I saw lots of other custom maps in there too.
nice idea but its very simple and very easy and very short, can we get something a bit more challenging 
jomin12002 wrote:
nice idea but its very simple and very easy and very short
glad you liked it, and good to see you managed to obliterate any logic that was barring the way between you and the solved puzzle!
Ill try to add more challenge in later maps, however, all the challenge i ever intend to apply to my maps will only be "logic" challenges instead of ninja coordination challenges.
I want the map to be "solvable" very quickly and easly once you get around the logic of the puzzle.
I got stuck in the bathroom at the very beginning -.-
then again in the chamber with the test sign :\
third time I got through all the way to the end finally. Your map was pretty fun, tho I was a bit disappointed that the scanner didn't even scan the radio or security camera I tried.
That was a very funny and clever level.
I'm not sure if it matters or not but the player can get through the red lasers on the side wall(second part of the map).
MadeyeMike wrote:
disappointed that the scanner didn't even scan the radio or security camera I tried.
whoa you got ahead of my plans
i was actually thinking about playing vilify upon scanning
and something random on the camera (though i didnt even thought of that!)
KingOfHeart wrote:
The player can get through the red lasers on the side wall(second part of the map).
thats true, i actually put it in place more for "instructional" purposes instead of really barring the player in. This way the player can even feel like he's "outsmarting" the chamber when he's bypassing the field.
you're all so aweseome for playing and testing my map to the extremes,
you come up with so many ways to complete the map and trying different things
keep up doing that stuff, ill make sure in later updates it will do those extra things.
just breached 5000, you guys are awesome!
still working on the finale, though some secret portal2 project just got piority, it seems to have a deadline. 
Thank you for making my first custom map experience awesome. Great map with good puzzles and EXPLOSIONS! No problems with any bugs or glitches, and Rick was amazingly entertaining. Thanks again!
--------------------------------
Hold Reset Gaming - It's for your mouth
Great map! We were totally confused by the maze though. We thought we were supposed to go inside it with the bomb (since you said "chase the bomb through the map"). I wouldn't have expected the exploding bomb to push the cube somewhere else.
I liked the design of this map, but for some unknown reason it was super laggy on my setup (I played a few other custom maps to test, and none of those lagged, same with the official maps)
thanks for your comment, though i am aware of the "laggyness" of the whole map.
Though i plan to optimise the map only after i finished the "finale", though that one has been put on hold until around the 20th this month, because om working on a different portal project with someone else, with quite the deadline... (it will be awesome though)
I really liked this map, really clever use of the excursion beam at the end!
I even made a video of it because I was bored: http://youtu.be/hgpbdMdekS4
Wow... your map is amazing! I thought it was going to be easy but then the wall opened and revealed another puzzle. You're a genius! I loved playing through your map! It's the best animated custom map I've seen so far and it's definitely worth playing! So, thanks for creating this map and I hope you'll continue this great work! 
The best head-scratcher I've played so far
. Some maps have good puzzles, but are somewhat dull otherwise. Some maps have exquisite detail, but not much challenge in the puzzle department. You've nailed both, exquisitely.
After I finally got through the map the first time, I watched your video. Boy, did I do it the hard way, walking the ex fu up the wall to get back to the lightbridge.
I was going to complain
that I couldn't see how to get to the scanner, but after reading this board, I finally learned you can go under the death grill. I have watched some others' playthrough videos, and none that I saw showed that. Now I have another reason to play it again.
Your map creation philosophy works very well for me, since I walk like a drunken sailor, have the reaction times of a stoner, and couldn't hit the side of a barn from the inside. I don't mind that others choose to create maps to challenge the skills of 13-year olds; it helps keep the little hoodlums off the streets. Just not my cup of tea. Your map was a delicious lemon cake for me.
I can't wait to see what you come up with next!
EDIT: I found a little irrelevant glitch (or it will be when you update the ending.)
After opening the exit room, I opened a portal in the wall and then launched bombs into it. I came back into the room through the same portal. There was no apparent damage, but Rick never appeared. When I walked out the door, it closed behind me and the game ended. I guess I triggered something from the wrong direction, since I never entered the room through the door.
Awesome that you liked my map so much!
I'm actually already working around the clock to make another portal map!
Though that map is for a "special" community assignment that i have kind of a NDA with the guy im making it for on.
It will get some headlines, i promise!
(also then the reason for the NDA becomes obvious)
Also that map isnt nearly as difficult as this map, though it is because of the audience i'm making it for. you'll see. Though still i try to make that map every bit as impressive and complete as this one.
When that project is finished i can finally make the finale of angrybombs 
Absolutely outstanding map! I like maps like this that take a long time to solve, because when you finally solve it, you go "Ohh! That's awesome!"
Again, great job on the map. I hope to see more! 
Hi,
I played your map and I don't like to leave negative comments but I said that if I played a map the least I could do is to leave a comment good or bad. Maybe you will see it as constructive criticism.
I didn't like your map and I didn't even finished because it was too frustrating. The main thing I like about Portal (official) puzzles is that is not about if you can actually do it but is about if you can think it (the solution). Here I mean that your map is more about the athletic side of play-tester and his reflexes and not about if he can solve it. I think this is why most of us play Portal when we love puzzles and not Tomb Raider.
At the part with directing the bomb through the "2D maze" I hit the escape button and loaded another map. I said is too much
Another
in my opinion. You used, basically, a 2D environment in a 3D one.
The good thing, I liked, about your map was the fact that it had the bed chamber at the start and other such visual elements that the majority of maps don't have.
for that.
Also I didn't like Rick's comments but this is also what other maps don't have: Custom design.
hyperion1is wrote:
Hi,
Here I mean that your map is more about the athletic side of play-tester and his reflexes and not about if he can solve it.
Srsly wtf dude,
I designed this map from the ground up to be "not" athletic and unfair, but more about being a mental mindfuck that you have to solve in order to proceed with the puzzle.
I actually slowed down the funnel whenever a item reaches the maze.
And yes i can take criticism about my map, though t's well it helps if it's well argued.
I have actually adapted many elements of this map according to some well funded criticism.
Assuming you raged after the maze opened and you couldn't get up to the lightbridge while the item was traveling to the maze, you didn't even solved that difficult mental puzzle since you didn't got onto the lightbridge with the item being on its way to the maze. ![]()
(and probably thought that mental puzzle had to be solved by aerobatics, which i deliberately made impossible just for that purpose)
I'd recommend you watch the playthrough video i put up at the download page and then reflect on it's
"difficult acrobatics" as you'd like to state it. As that playthrough will show you how slow and relaxed all the puzzle elements are.
If there's one thing i dislike about some maps it's indeed tedious manouvres that have to be executed to a 100% perfection in order to make a certain jump or reach a certain area.
Lemme know if you still think about my map that same way after watching the playthrough.
Yes, I saw your play-through right after I quit and unloaded the map. I was at 5:55 in your play-through when I quit.
This is your play-through I believe
StI11uB8LoM
I'm not saying that your map is hard compared with Tomb Raider or Super Mario is hard compared with Portal. You must admit that some coordination effort exist.
But that is not the issue. I was just saying what is your map like for me. The good thing is that you keep designing them and there will be enough players attracted to your maps. Taste is personal and you can please everyone.
Anyway I saw your map has huge success. Keep up the good work. Even if not for my taste that doesn't mean isn't good work.
PS. I don't know if is OK to talk about other designers maps here but you can check sp_patent_pending. That map has ONLY 1 athlethic in it, and involves jumping one feet aside
.
hey, thx for your comment,
from what i understood was that you got stuck by not being able to get to the lightbridge in time to solve the puzzle.
I do know the portals and the maze does require some coodination, though i did already help a bit by placing portal helpers on all the portalable panels.
Still im noticing that sometimes the portalbeam gets dissipated by the edge of the grate that is in front of those panels. I think ill fix that in the next update, though that update is still some time away since im so busy creating a big project with a tight deadline (about 1,5 week left).
Yeah i loved patent pending, it has a lot of puzzles, and also excellent use of those voice quotes from the "announcer".
Also i liked Delta Bunsen!
with CJ's quotes and that fire+water mechanic was something i quite enjoyed.
With this map i also tried to create a new mechanic that wasnt featured in any (custom or official) portal map. And that was the bomb flinging and bomb handling.
MissStabby wrote:
With this map i also tried to create a new mechanic that wasnt featured in any (custom or official) portal map. And that was the bomb flinging and bomb handling.
Yes you are right about that. Also I'm curious bout Rick. It is your own creation? The voice also? How did you do it?
Also what he said when the player was scanned, something about "but" and "underwear"?
I didn't understood. I don't know if you made subtitles.
Again, good luck!
All Ricks lines are from the game,
The thing is, he has so much to say, but most players just plug him into his socket the moment they get a hold of him and never hear them all.
Also the model of rick is just wheatly's model but with a different skin, so i could use all the animations that were made for him on rick's sphere.
Originally i wanted him in the big body though that one has only one skin, wheatly's.
Yeah and about what he was saying:
"If you had underwear? And a butt? I would pull your underwear... right up your butt."voiceclip
EDIT:
Also WOOOT 8000 downloads!
(only 1000 more before i can say...)
MissStabby wrote:
Also WOOOT 8000 downloads!
(only 1000 more before i can say...)
I MUST DOWNLOAD 1000 MORE TIMES.
Seriously, though, this map is full of win. The puzzles were nice and challenging, and the whole map had kind of a BTS feel to it. I absolutely ADORED how it opened in the motel room, I wish more maps did that.
Final Thought:
This map is epic. Keep mapping! 
I too really enjoyed this map. The flavor of the map really created a little action adventure for the player. Rick was awesome, the explosions were cool, and I just LOVED how you made Rick turn on the escape action music when the player is finishing the maze. I cannot wait for the next map you make, since it is so rare for maps to have such an enjoyable atmosphere. It's just your map and Lobster's Delta Bunsen that have been dripping with such flavor.
I had some issues with this map, I felt like it wasted a lot of my time.
My Experience
After I grabbed the portal gun, I didn't see any obvious portalable surfaces. After I realized nothing was happening, I did look for the grate, and eventually ended up trying to place a portal on the wall. Killing the turrets was fun, but the cube puzzle was trivial. Plus, after I put the cube in, I thought I might be able to jump into the funnel; nope. Then it took me awhile to think that, hey, that grate that I had never been taught to break might be breakable. So I used a portal behind the funnel, and waited for it to travel all the way across the room to miss the grate the first time. Great. Got it on the second try. Then I went up the funnel and got stuck on the grate for a bit. When I got to the cube button, I didn't wait to see the wall open up, and turned around to check out the cube from earlier, but it is indeed stuck behind fizzlers. Finally traveled back, saw the opening, and got the light bridge going. I thought at first I needed to drop into the maze to grab the cube, similar to the coop level, and it took me a long time to realize that, no, I needed to guide a bomb through, to have it magically propel the cube out. Ok. So I dropped down, to hit the button, and wait some more in the funnel. I messed up the first bomb, had to go back, do it AGAIN. And, thankfully, after that it was pretty smooth sailing. It's a good thing I had a mouse, because I think it would have been much more difficult with a controller, due to the fast aiming required.
Angrybombs was very frustrating, and I think it still needs some serious work. I was surprised to find this in the community spotlight, I'm not sure it deserves to be just yet.
Its over 9000!!!!!
anyways thanks for your comments meb900 and cookieninja,
About the tediousness in the map ndavidowm it actually quite surprises me you had much difficultly with the map.
i added things to the motelroom like the camera that you can see through the grate to attract your attention to guide you.
Though overal i tried to promote a lot of exploring and testing of the players, trying to think outside the box and different from most standard cube+button mechanics that you'd normally get in most portal 2 maps.
Also since this is the first map that uses bombs i dont blame you for not getting all the mechanics straight away.
I thought of a little intro level where you could see grates being smashed, and bombs being scanned ect. But i didnt manage to get a tutorial level up before i wanted this map to get released.
Also i did indeed just design (and test) it on the pc with mouse/keyboard, i can barely aim with controllers, i hate them for this kind of stuff.
still...
OVER 9000!!!!
thanks for playing/downloading my map!
So this post is huge. I didn't intend for it to be, but I just basically talked about everything in this chamber and added some constructive criticism at some parts. It's almost like a commentary that I typed as I played, which is exactly what I did, and probably not the best format for reviewing, but I'm extremely forgetful so it's what I'm doing.
Massive Review
The opening with Rick is great, although there's a lighting glitch where the radio casts a shadow but the table doesn't. I can't see that any of the other furniture is casting shadows either, but it's fine, the radio just stands out since it does. No idea what's casting the odd grating shadow on the wall, but it looks weird. Finding the portal gun on the toilet is funny, ignoring the misaligned black wall textures and ceiling.
The area where you portal to from the opening room serves its purpose, but the security camera hanging from the ceiling looks out of place. Most cameras in the official maps are located on the walls, and I think this one would look fine on the wall next to the sign, or on the wall by the grate. Speaking of the area by the grate, the floor, wall, and ceiling textures are all cut off a little bit. Moving the opening chamber and wall back a few units would easily fix this without disturbing the rest of the test. Also, the closed door in this room is sticking out of the wall too much, and, to be honest, looks a little strange without another row of tiles to its left.
The intro to the bomb mechanic is designed well, seeing what happens when you press the button before you actually have to use it in a puzzle. The first time I tried it, the turret was flung over to the faith plate and launched out into the goo which was hilarious 
It didn't happen the other times I tried it, so maybe you can script something so that always happens? Don't know how you could do that without it looking too fake, but maybe you can come up with something. It's fine how it is, really.
I can't say I liked the rest of this turret puzzle though. I didn't enjoy the part in the official story where you have to portal blue gel to take out the huge platform of turrets, so I guess this gameplay mechanic just isn't for me. Too much trial and error trying to place the portal in the right place so the bomb would hit the turret, although you did (thankfully) limit the possibilities with just two rows of white tiles for each line of turrets. Blowing up the grate with the bomb was cool though, I definitely liked that.
As someone suggested in another thread, using a silent dissolve in the goo looks much better than having it fizzle when it enters, so maybe you should consider doing that here too.
Your faith plates (at least on the main platform where you first enter) are slightly off the grid, and I'm fairly certain they should be flush with the floor instead of raised up a tiny bit.
I rode the excursion funnel from one end of the chamber to the other like an idiot, so that part was really boring. I'm sure I could have done the exact same thing I did with the bomb, but it didn't cross my mind until after I was floating over the goo. Lesson learned 
The crossed vents in the room with the crow look good, but I can't ever see them designed like that in a real building. Also, the curved vent in the corner connecting the wall to the ceiling doesn't actually connect with the ceiling, it's a few units too low. The two panels on the wall are a nice addition, but the one on the left has a support bar while the one on the right doesn't. Just something you might want to add.
I think the part where the maze is actually revealed to you is my favorite part of the entire level. The sections of the wall moving upwards as the other white tiles get taken away while the light bridge activates is very nice and looks great. Just walking out of the opening where the panels are is a great design choice to minimize backtracking, even if it's not a very far walk. I do have a minor complaint about this, I find it a little odd how the single panel arms can support those large(ish) walls, but I know you can't work around this since they'd get in the way of the Hard Light Bridge. Still looks good.
When I first saw the Companion Cube, I must have spent nearly half an hour trying to save it, doing stuff with the excursion funnels, trying to get the light bridge over there somehow. I never heard Rick say I have to send a bomb over there (or maybe I did, and just didn't think anything of it since he'd been saying things like that through the entire chamber xD), maybe you could make that dialogue play a little earlier?
Also, do you have a trigger_push by the Hard Light Bridge? I jumped off down to the window but I jumped too early and was sure I was going to miss it, but nope. I was pushed all the way to the wall and forward so I'd make it, and it looked completely unnatural. Maybe you should remove that and make an autosave when the maze is revealed? Also, it looks you have a placement_helper up by the Excursion Funnel. Seems a bit unnecessary since it's just a two tile section of wall (ceiling?), but if you keep it, you should make it perfectly straight instead of the odd angle it's at now.
I love how much you've managed to anticipate possible outcomes. The last thing I was expecting when I got myself into the scanner was a Hard Light Bridge to appear, so I want to commend you on that.
The Excursion Funnel puzzle was a little repetitive, but the break at the scanner and Rick's encouragement definitely helped to make it bearable. The adventure music was great too, although it seemed a little over the top for just placing Excursion Funnels. I guess it fit though, since Rick is a little ridiculous himself.
The pink light when you place the cube on the button looks a little out of place, especially considering the neutral/warm light just above it. Also managed to get the cube in the finishing room by placing a portal in there and running back with the cube to where I started, and portaling in. Maybe you should make the wall that's immediately visible black to prevent that? Unless it's intentional.
In summary, great map with a fantastic attention to detail overall. Didn't like the first puzzle with the turrets, but everything else was fantastic. Can't wait to see what you make in the future 
4/5
More
The way Portal 2 prompts you is by either making the route forward very obvious, or by making it obvious that you are stuck and need to find a way out (I remember a door breaking while alone). With Rick, I was kinda waiting for him to say or do something, but he never did.
I played it through again and figured out the fast way to do it, but experimenting is part of the fun; it's bad design to irritate the player by creating the situation where a bomb can take dozens of seconds to cross the room from the start of the funnel. I can see a similar issue with the faith plates, jumping down and funneling back up, and guiding bombs around the maze. Maybe speed up the funnel? Add another bomb dropper at the start of the maze? Instead of a grate, you could go with something from the campaign, a glass pipe? Or some cracked glass? Make the exit more visible? Add another faith plate that will throw onto the light bridge? Compartmentalize the cube puzzle so that it can't be left unless solved? Sit the companion cube on or in something breakable, so the need for a bomb is immediately obvious, preventing the idea that a player can go through the maze?
Also, what's with the poor framerate? I get 25 FPS or less, while I never dip below the cap with the huge vistas in the campaign.
Courier6 wrote:
So this post is huge. I didn't intend for it to be, but I just basically talked about everything in this chamber and added some constructive criticism at some parts. It's almost like a commentary that I typed as I played, which is exactly what I did, and probably not the best format for reviewing, but I'm extremely forgetful so it's what I'm doing.Massive Review
Just read the previous post!In summary, great map with a fantastic attention to detail overall. Didn't like the first puzzle with the turrets, but everything else was fantastic. Can't wait to see what you make in the future
4/5
Thanks for your elaborate review, i love it that you went to review it in such a extensive way, all well found and argued details.
I'll try to answer as much as possible:
MASSIVE REPLY
||for shadows i dont actually know why it's like this,
my gues is that the funiture hasn't got its shadows enabled, ill look into it
those texures on the toilet are indeed misaligned i intended to fix them but then forgot about them all together, i might fix it in afuture update
the camera was hanging on the ceiling on purpose, because when you first spawn, you will see a red dot from the camera through the grate. if it is on the wall you wont see that, so the subtle hint about the grate being a grate gets lost
about the alignment of the start room with the opening room, i did actually notice the misalignment but couldnt be that bothered with moving everything a few units and making everything come together to seal of the entire level again (and also finding a new suitable camera position).
The intro of the bombmechanic is actually pretty random, though the fact that it almost always flies into the catapult and gets fizzled was a coincidence, but i liked it so i kept it.
Though i didnt want to make it scripted so it would feel new to people who play it a few times.
Also there is a hidden reward for "saving" the (any) turret and letting it be scanned in the scanner.
I was thinking of creating portal helpers on the sweetspots at the wall to make the "bomb the turret" mechanic easier, though that was also making the puzzle (and the way the turrets would fly around the chamber) a lot less random and fun. so i just let it up to the player to discover these optimal points. there isnt a big penalty for missing a bomb. I am however thinking of adding reward messages from the turrets for killstreaks (if you were to call it that).
The silent dissolve is indeed nice to subtly get rid of the turrets (so is "kill !activator") though i thought this would create a nice confirmation to the player that the turret is actually neutralised.
i watched a few chambers though some had raised faithplates, i am btw aware of the fact that the faithplate is a unit or 2 out of alignment, though this is done on purpose so the wall that was in front of the faithplate could actually be made without intersecting the model. (the wall that is partially dipped in goo)
Thanks for the compliment about the bts room btw.
The curved vent was actually intentionally made as convoluted as possible, just to illustrate what a "twisted" place aperture actually is.
i dont know what you meant with " The two panels on the wall are a nice addition, but the one on the left has a support bar while the one on the right doesn't. Just something you might want to add." could you be more specific?
i have indeed spent a lot of time getting that "reveal" orchestrated as well as possible.
the 2 doors only being supported by one (floating!?) arm each is indeed kinda weird.
I was planning on adding 2 arms that would support the whole structure from below, though that would mean i had to increase the doors by another 128 unit panel (to keep all the textures nice aligned) in order to have room for the extra arms to be residing in. (and also creating that extra space)
It was actually quite the puzzle in finding the best way to reveal such a big space in a "aperture science" way. I was thinking about just 20 panels opening inwards like doors, though then i would have all these panels in the puzzle, looking busy and unorganised.
Though moving the entire wall seemed kinda lame aswell.
I was also thinking of just moving the entire puzzle from the side of the room. (like 2 half chambers rubbing together.
Though that would require a very complex setup, especially since some elements of that puzzle were still being tweaked at that time.
Then i thought about just having one chunk of walls just slide inwards and upwards, like it is now.
The fun thing is that the panels that contain the indicators were also hidden behind the retractable panel, and it actually solved the "problem" of having a big piece of wall floating upwards.
since now the big panel wall was connected out of sight with the ceiling, so for all we know, it could be connected by some gigantic unseen crane hanging above the test chamber.
I indeed had troubles indicating the "bomb pushes prop" mechanic,
I was thinking of just replacing one of the turrets with a cube, that (if struck) would fly into some funny location. For this i would have to redesign some of the puzzles mechanics and layout, so that might be something for later.
You are indeed being saved from landing on the other side of the glass by a special mechanic.
Its actually a catapult trigger that does that. The problem was, if i was to relocate the lightbridge you would be too far from the puzzle (and there wasnt enough space to have the panelarms that hold up the doors anymore). Also just landing on the other side would mean you got permanently stuck, so this had to be done in order to get it right. I do intend to make it more subtle though.
That ridge actually has to exist to support the collapsing glass animation, since the glass rests on the ground on both sides, so havin it float wouldnt look good.
The pink light is indeed a big bright, so ill tone it down later on.
The end room however is completely going to be replaced by a proper finale.
this will include a unportable room with a catapult sending you to the heavly scripted finale part.
Ill add a fizzler to that location as well.||
Thanks for that!
Response
For the support bars, I mean these: Supports
The support bar isn't actually mounted to anything, so placing one on the other side wouldn't have any effect since it's still floating either way, but it helps to make it more believable.
As for the oddly angled placement helper, I meant here: info_placement_helper
Adding messages for kill streaks would be awesome 
The raised Faith Plate is fine, I honestly never would have noticed if I weren't crouched near the edge of the start platform trying to see if I could place a portal on the white wall that's half-submerged in goo.
Good explanation for the curved vents; Aperture is terribly inefficient, so they fit in nicely. Also, the amount of effort you put into getting the maze reveal to look right definitely shows.
I decided to look around a little bit more to see if I could find any other bugs / graphical glitches.
Not a glitch, but I like your use of the closed fizzler models by the entrance door. 
In the room where you have to throw the box through the red laser field and then use the Faith Plates to get over there yourself, the two fizzlers are combined to produce one single field that is 256 units high. In official maps, fizzler fields are never more than 128 units high so the entire wall doesn't flash white when you shoot it with a portal gun. See: Emancipation Grill
Not sure if you can fix this, but if you save while the adventure music is playing and then reload that save, there is no adventure music. Although, oddly, it did fade in and immediately fade out while messing around near Rick's monitor underneath the broken grate.
thx for your reply,
the supports are indeed missing/not good attached, i should add them later on.
that infoplacement helper is indeed behaving strangely, though i did actually properly align it and parented it to the moving panel brush, i might need to fix that later on.
i have seen bigger fizzlers ingame, though i think that they are seperated in seperate fizzler brushes, so if you shoot the top half, only the top will light up.
Also i noted that the music didnt want to resume after loading, i still need to find the proper way of getting that to work.
and it went public:
SP Linking annex, the Portal 2 marriage proposal project that caused all the delays in the angrybombs map.
Linking Annex - The Proposal Project
hey, can you put a download of this with it being a .ZIP file, not .RAR?
i have problems with .RAR
ryo786 wrote:
hey, can you put a download of this with it being a .ZIP file, not .RAR?
i have problems with .RAR
Ask and it shall be given to you: http://www.mediafire.com/?na4oxfxfg6xe0az
Very good map. Initially I was frustrated because I thought this required near impossible superman speed twitch portal firing, then I saw the solution. Had a lot of fun with it. Look forward to your future maps!
xdiesp wrote:
ryo786 wrote:hey, can you put a download of this with it being a .ZIP file, not .RAR?
i have problems with .RARAsk and it shall be given to you: http://www.mediafire.com/?na4oxfxfg6xe0az
oh, wha, i mean
you deserve it: 
before it would take me into and endless loop of downloads, because it linked to its own download. but this on you gave me works
lol when you portal throught the broken window after you use the bombs to brake the grate, i never saw the red arrow to the window untill half an hour after i got there
yay i did it! happy exsplosion day
rick is even more hilarious than in the actual game. i can't wait for a sequel
Angrybombs was the first user made map I've played on a Portal game. I've seen some pretty horrible user made levels for various games over the years, and this was very impressive overall.
Pros: Very good puzzle mechanics. Using bombs to destroy turrets doesn't require as much thought as it does trial and error, but I still enjoyed doing it. Although, after reading some comments here, it should be a challenge to save a turret for the scanner. The uses of the excursion funnel were well thought out. It took me almost half an hour to figure out the right answer to the maze section alone. And, just like a good puzzle, once I did solve it, it seemed absolutely obvious. Very well done.
The level was pretty elaborate, if I say so myself. I'm sure it's not a walk in the park designing a map of this scale, but a lot of small details really make it seem like you put a lot of effort into it. Voice acting, monitors, scanner, BOMBS. Particularly bombs. Great idea there. The scanner was well done, creating a hard light bridge for you if you got into the scanner.
Cons: After destroying the turrets, the first cube-to-button section felt forced. For the effort of just pushing the block through the laser wall, faith-plating back and forth, it would've been more streamlined to just make the button easily accessible.
There was some clipping in the maze by the scanner. I clipped right through the faith plate on the wall behind the scanner. Dunno what it's purpose was.
I didn't realize the glass on the right side of the room revealed a hint, actually. A friend and I thought, for whatever reason, that C3PO was riding in the excursion funnel through the glass, like an easter egg of some sort. Not really a con, per se, but if it was intended as a hint, it didn't work for me. I personally thought the puzzle was well designed enough to stand alone without any sort of hint.
Finally, as another post mentioned, it's as if there were invisible barriers preventing you from falling into the goo at the end of the maze by the glass. It was unnatural looking and was thrown into sharp relief by comparison of the rest of the map.
I still give it a 5/5, despite the short list of cons. Amazing map, overall.
Ther's clearly plenty of criticism here, but I just wanted to say WOW! This was awesome. I got stuck on the maze for a bit, but then I figured it out one step at a time. That was an amazing use of Rick the adventure sphere. I had no idea what he was actually saying in the game, but you fit it together into a really neat standalone concept. 5/5, and every fraction of it earned.
If the download counter is accurate, this map has been downloaded over 13,000 times. That is incredible. 
Holy crap that was an awesome map. Things started out fairly simple but the rest of this map blew me away! (pun not intended, realized as I was typing it). This could have been in the game, it's that good.
Either way, 2 glitches:
Firstly:
If you end up in the right hand side (button) room, behind the emancipation grid, you'll be saved to this location should you die. If you, like me, are completely retarded and forget to kill off 1 turret, you'll find yourself looping between death and respawn in this little room. Unable to get out, a player would have to restart the level.
And secondly:
The office has a phone floating mid-air.
I've really enjoyed the map and the suggestions in this topic. I ended up trying to move myself through the maze before I realized the scanner would only accept a bomb. I'm curious, did more people do this? I'm asking because it seems that you've built in a "DERP U SILLY" lightbridge to guide the user back. 
5/5, this has the "wow" factor of the more advanced portal maps.
I really enjoyed this map a lot, having had the opportunity to map multitudes of custom maps for Portal 2 while doing work for ASEMBLE, a Portal 2 podcast that I host, I have played the good, bad and the ugly of maps. This map though, rates in terms of its excellence in its different aspects of design. First off, the special effects, scripting, and just overall feel of the map is superb. With only one exception, the map jut feels a bit squarish, this however, is explained by the incredible game play that is offered. The name Angry Bombs, truly does do this map justice, as the game play does feature many bombs and at times will make you angry. Not in the rage all day bang your head against the wall kind of way but in a way that is much classier, almost Valve like. Trolling you for hours on end with the solution right in front of your face and then when the solution hits, you can go blissfully soaring through the air with companion cube in hand with a solution to all your problems, until you find the next wondrous and ponderous puzzle to solve and you go into that with pleasure, ready to take it on, until your face gets smacked against a wall you swore wasn't there before. This leads into the last category I will address, Creativity. I don't know how you do it ma'am, but you have a mind for a mind bender. Your utilization of unique puzzle elements is a joy to play and gives this player reason to play this map over and over. The short of it is, I love this map, it will be one of my favorites for a long time to come.
Now I'll give some short ratings for those to lazy to read it all:
4 out of 5 for Design: Bit Cubish, but Superb in all other elements
5 out of 5 for Gameplay: NEW PUZZLES YAY, Valve like AHAH Moments
5 out of 5 for Creativity: RICK, NEW PUZZLES
If you are interested in a video that is below aswell, warning it does contain a playthrough so SPOILERS:
LINK: http://youtu.be/jmXNEHUW1dE
And If you are interested, my friend Codename and I have a podcast and blog all about Portal 2 at asemble.thepodkast.com. We interview MissStabby in Episode 4, which if not already released is coming in the next couple of days.
And one last thing, Thank You MissStabby for mapping, without people like you, the community would never be the same.
Thanks for the awesome replies you all!
i cant believe this has almost breached the 16k downloads mark, even after a few months i still see over 2000 dl's a month!
Ruin wrote:
Holy crap that was an awesome map.
...
Firstly:
If you end up in the right hand side (button) room, behind the emancipation grid, you'll be saved to this location should you die. If you, like me, are completely retarded and forget to kill off 1 turret, you'll find yourself looping between death and respawn in this little room. Unable to get out, a player would have to restart the level.
i'm aware of this little "bug", and i'm still planning for a lot of updates.
However in september i started my 1st year of university (gamedesign - visual artist),
So free time is something that i had to miss out on a lot more,
still i'll try to release a final version with all these flaws fixed, eventually... 
Over 20.000 downloads WTF!
Also i updated my map and fixed a few bugs, though i cant upload it to this site at this moment, since the map was adapted for some pepetual testing initiative...
Eventually you'll be able to play the updated version though!
MissStabby wrote:
Over 20.000 downloads WTF!![]()
Also i updated my map and fixed a few bugs, though i cant upload it to this site at this moment, since the map was adapted for some pepetual testing initiative...
![]()
Eventually you'll be able to play the updated version though!
I get it! you added a golden ring, a few special lines of GlaDOS... 
Wonderful map, I like the technical details like slowed bomb movement in funnels or help with jump from light-bridge.
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Awesome level, I loved the use of adventure sphere and bombs (who doesn't love when things explode) and I thought the puzzles were cool too.
So as I was waking up in the very beginning of the level I was spamming portal button (cuz that's what I do when I'm bored) and managed to shoot a portal through the wall into the next room, which allowed me to leave early and not activate the trigger in the next room, leaving me stuck to reload. Also, while I was in the glass maze bit, while messing around in the scanner I realized I could get into the faith plate, which makes for a weird view, a quick clip there could be cool.
Not sure how this map got such high ratings. I'm not even 5 minutes in and I've had to restart it three times.
When I wake up, I already had the portal gun (with Potato Glados). So there was no need to take a "lady break" to pick up the portal gun on the toilet, though the first time through I picked it up anyway. I got out of the bedroom and into the first chamber. Launched myself using the plate on the right, which quickly lead to my untimely bodily aeration. The problem is it autosaved right at that point so I came back a half second before I died. I had to start fresh. Not a huge deal, but annoying.
I restarted, and skipped the lady break and used the gun I already had, but apparently if you don't then you get trapped in the "foyer" of the first chamber. Had to restart again.
I'll continue my report... the rest of the map was pretty glitch free. Though I guess I wasn't smart enough to figure out to blow the cube off the ledge, but instead got myself stuck there. It never occured to me to send the bomb over there, but while I figured out how to trigger the timed lightpaths, I had no idea how I would get through them in that short amount of time. So I kinda gave up. Guess I should stick with the easiest maps.. lol. Thanks for the map!
This must have been theh best costum map I have ever played, How do you make like costum films for monitors and awsome puzzles lik that, Just so impressed
While waking up from a cryosleep she thought it was a good idea to go on a "adventure" with Rick the adventure sphere.
Things you can expect:
EXPLOSIONS!!!
Rick the adventure sphere, fully animated with his witty comments.
Turrets flying all over the room, from the EXPLOSIONS!!!
Companioncubes taking to the sky, because of EXPLOSIONS!!!
A witty maze where you have to avoid... EXPLOSIONS!!!
A interactive scanner that lets you scan all things in the room.
Some behind the scene moments.
This map is like chr!stmas, no its better than chr!stmas!
Try it out, and be sure to let me know what you think in the thread.
Have fun playing!!!
[img]http://img195.imageshack.us/img195/7852/angrybombswp2.jpg[/img]
Playthrough video
StI11uB8LoM
BUGS FIXED:
V1.06 (03-07-11)
Fixed an exploit where players could portal on the bts ceiling and bypass a trigger.
Added a hidden door leading the player to the bts area.
Added a cutting effect for the emergence of the maze puzzle.
Added windows infront of the hint area to prevent players wanting to get there. (caused more confusion than help)
V1.05 (01-07-11)
fixed an exploit where you could send a bomb through the grates.
Added sparks on different locations to attract attention
the hint panel is triggered imidiately insteaf of after 20 mins.
Added a fizzler to the entrydoor so you cant get stuck anymore.
Added a playerclip to the hardlightbridge "gate" to prevent players getting stuck
Fixed an bug with players getting stuck after jumping off the scanner generated hardlightbridge
V1.04 (01-07-11)
Fixed an exploit where you could place a portal at the cube receptacle.
Added a subtle hint system for players getting stuck for longer than 7 minutes (and staying alive aswell).
(it is known that the demo funnel is rotating/stopping in sync with the puzzle funnel, this is to avoid visual glitches)
V1.03 (30-06-11)
The trigger closing the door behind you at the start of the game wasnt fully covering the briefing room, so it could get players stuck behind closed doors if they ventured too far.
V1.02 (30-06-11)
A invisible wall that prevents you from using the second catapult didnt deactivate at mapswawn... Version 1.02 has it fixed!
File Name: sp_angrybombs_v106.rar
File Size: 8.94 MiB
Click here to download Angrybombs