[SP] Introbackfling

by Sprowl · Uploaded Dec 31, 2011

Screenshot 1

File Size: 6.39 MB

Downloads: 187

Rating: (4 votes)

Description

Hello everyone! This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am. This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work. The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later. That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]). Greetz, Sprowl

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Sprowl • Dec 31, 2011 • #59729
97 posts

Hello everyone!
This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am.

This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work.
The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later.
That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]).

Greetz, Sprowl

Changelog
Version 0.0.0
-First Release

Version 0.0.1
-added readme file

Version 0.1.0
---room 1 and before:
-fixed the cubedropper to drop cubes only when the panel has moved out
-made the first portable surface and catapult-trigger bigger
---room 2:
-added a new section to train the player for the 3rd room
-made the glas darker
-prevent the camera-flipping
---room 3:
-made the glas darker
-made the walls higher
-added more hints for the automatic portal-placing
-added a cubedropper
-fixed a bug where the exit gate was opened without the groundbutton was still pressed
-changed some overall soundeffects
---general:
-added basic hints 'n' skips
-added cubemaps, hopefully this will avoid the white metal surfaces
-added colorcorrection
-added some more detail


File Name: sp_introbackfling_0.1.0.7z
File Size: 6.39?MiB
[SP] Introbackfling

OnePortalizedGal • Dec 31, 2011 • #59730
156 posts

Can you please tell me how to download this- I put the bsp in my maps folder
and it's not working properly - thanks!

Sprowl • Dec 31, 2011 • #59731
97 posts

There are other folders inside the archive too - materials and models.
You have to put them also in your portal2-folder.

I tested that method with my laptop and it worked.

Djinndrache • Jan 02, 2012 • #59732
1,442 posts

I don't like flinging in small rooms

U65obJtO6AI
(Link: http://www.youtube.com/watch?v=U65obJtO6AI)

Sprowl • Jan 02, 2012 • #59733
97 posts

The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks .

Szieve • Jan 02, 2012 • #59734
158 posts

Wow, that was definitely not the intended solution..lol very creative tho. I didn't seem to have much trouble with the 3rd room. once I figured out what/how the button triggered it was easy from there. Nice mapping. I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.

dinnesch • Jan 02, 2012 • #59735
105 posts

I liked the original style(or 'variation' to the indoor underground style), although the white metal support things looked a bit ugly in contrast. Nice map, but it could have been more enjoyable for a couple of reasons:

- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.
- Like Djinndrache said the rooms are too small for flinging
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.
- The floor button in the '4 subrooms' room is exploitable: If you get off it before the door opening animation finishes the door will stay open
- I think the concept of Atlas shooting a portal for your should be introduced in a slightly more visible way, the timer added to the confusion when I just saw it for the first time.
- It'd be nice to have a bit more clarity on what you can and what you can't shoot through in the '4 subrooms' room because the overlapping grates/glass make it all look a bit messy.
4/5, if the map would be a bit more user-friendly you'd get 5/5

Djinndrache • Jan 02, 2012 • #59736
1,442 posts

Sprowl wrote:
The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks .

Sometimes (very often!) simple intended solutions don't come into a ninja's mind

eladiozro • Jan 02, 2012 • #59737
45 posts

can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!

Djinndrache • Jan 02, 2012 • #59738
1,442 posts

eladiozro wrote:
can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!

Seek and ye shall find: Underground Timer

Can't tell you if this guy really used this instance, but it's looking alike.

Sprowl • Jan 05, 2012 • #59739
97 posts

A new Version is out, the chanelog can be found on my first post.

dinnesch wrote:
[...]although the white metal support things looked a bit ugly in contrast.

They are actually brown / black. It was a problem with the non-existing cubemaps, which I added in the new Version. I hope they work now.

dinnesch wrote:
- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.

I know what you mean, but that problem was caused by the panels which were hanging on the wall. They looked a little bit to the top.
Now they look down and the camera doesn't flip around anymore.

dinnesch wrote:
- Like Djinndrache said the rooms are too small for flinging

Could you (two) tell me exactly what is wrong with the size? I don't see a problem...

dinnesch wrote:
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.

If you want to grab the / a cube while flying you are doing it wrong. There's never a problem with the catapults, like, as you said, smashing to the ground.

Szieve wrote:
I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.

I know about that second solution and I don't think there's a problem with it. The glascube is only there to get some speed in a more complex looking way.

Djinndrache wrote:
Can't tell you if this guy really used this instance, but it's looking alike

Nah I decompiled one of the official underground maps and copied the timer out of there. But yes, in the end it's same.

Sprowl • Jan 08, 2012 • #59740
97 posts

bump

I really need some Feedback about the new version from you guys.

dinnesch • Jan 08, 2012 • #59741
105 posts

Just played the new version to see if I could point out any more issues with the map. Nice little improvements, liked seeing the classy theme without the white support things.

some thoughts:
- The second room could probably use a marker for where the player would approximately land when jumping into it. This removes some trial&error for misaligning the cube.
- You can break the third room's puzzle by placing the cube where you can't get it back. Placing some invisible walls(tools/clip) should prevent assholes like me from doing this.
- jumping on the cube in the second room allows you to do this
- should speak for itself

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