sp_laserSHine

by SHinema · Uploaded Jun 06, 2011

Screenshot 1

File Size: 11.41 MB

Downloads: 256

Rating: (2 votes)

Description

A fairly sized map of a fair difficulty. (I think) sorry if it was a bit laggy i couldn't get the fullcompile of the map finished in time.. so i only have the fast compile version

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SHinema • Jun 06, 2011 • #51874
3 posts

A fairly sized map of a fair difficulty. (I think)

If bugs or anything is found please do pass it on i'd like to keep the map up to date as i can

File Name: sp_laserSHine.rar
File Size: 11.41?MiB
sp_laserSHine

CrazyGuy • Jun 08, 2011 • #51875
144 posts

Buggy and impossible. The 2nd refraction cube gets stuck on a trigger brush. Also you never built lighting. 1/5

xdiesp • Jun 08, 2011 • #51876
1,078 posts

Unfinished map, fullbright and broken:
http://i212.photobucket.com/albums/cc12 ... -28-52.jpg

But the final form shouldn't be at all bad: actually pretty big, complex puzzles - well, as far as I was able to make it. Just so you can understand the scope of it: from the fizzler area in the first room, you can portal to completely different chambers and there's several.

Can we expect a full release in a couple weeks?

SHinema • Jun 08, 2011 • #51877
3 posts

xdiesp wrote:
Unfinished map, fullbright and broken:
http://i212.photobucket.com/albums/cc12 ... -28-52.jpg

But the final form shouldn't be at all bad: actually pretty big, complex puzzles - well, as far as I was able to make it. Just so you can understand the scope of it: from the fizzler area in the first room, you can portal to completely different chambers and there's several.

Can we expect a full release in a couple weeks?

OH shi-. that's really annoying damn i will have to fix that, but the way i made the map was so that i could compile each portion seperatly and test for bugs easier when i brought the two or three parts together i must have overlooked this <:( soz man. The first fizzler chamber was supposed to have a broken button showing how you had to go from a seperate chamber to bring back another peice of the puzzle from a seperate chamber to solve the first chamber:P i thought it might be a bit tedious to figure out but i thought about this and hoped it would be a good intuitive way to solve a broken puzzle .

Cozik • Jun 08, 2011 • #51878
1 posts

Yeah it would definitely be a very good map without the bugs and I can see that a lot of effort went in. My rating for this is 5/5 (excluding present bugs and assuming they will be fixed). The design is original and interesting, and it is reasonably difficult which is something to be expected from a decent Portal 2 map.

CrazyGuy • Jun 08, 2011 • #51879
144 posts

yeah actually on the first part with the fizzler and the destoyed chamber corner, I could not figure out where to go. I found myself trying to fire portals at the concrete walls inside the observation room instances (which you can see from out there, and the outside faces of those rooms are nodraw so you need to make an exterior covering the observation rooms) I couldn't tell I was firing into a mostly nodraw brush til I bit the bullet and noclipped around to see. Found it too hard to notice the other test chamber off to the left (Im sure this will be better once you light the level)
I liked the laser box puzzle, it had me scratching my head for a while but when I figured it out I was pissed I couldn't get the next cube from the dropper (there is a BIG brush in front of the dropper that has the trigger texture... you need to convert that into an actual trigger or whatever else it was meant for)

Hope this helps. Sorry for the short post earlier but it was late and it was the last map of the night I played. I still can't give it any more than a 1 at this point due to its broken, unlit nature.
Sorry guy. Maybe with more time

xdiesp • Jun 08, 2011 • #51880
1,078 posts

SHinema: add me to steam if you need a tester, it's time to compile this one.

SHinema • Jun 09, 2011 • #51881
3 posts

Yeah i'm going to optimise it tonight, and update as i see no point in haveing a broken submission in this contest so i'll try and get an update out by tonight, with full lighting and the trigger brush fixed and nodraws filled in and more optimised.

Edit: that's it reuploaded so the trigger brush shouldn't be there anymore with full lighting this time and its a bit more optimised.

bjs0 • Jun 15, 2011 • #51882
74 posts

Okay, uhm... is the latest version of this map actually possible?

xdiesp • Jun 16, 2011 • #51883
1,078 posts

I knew there was a map in there somewhere! Messy, but elaborated. Should still be tended after because of the number of issues, like in primis heavy lag. Which is probably just the tip of the iceberg: see if another mapper here can take a look at your vmf. Style mixing looks chaotic.

Bugs: one of the laser bells is enough to activate the elevator; laser doesn't pass through broken glass (might be intended). I was unable to bring the cubes back to the first room, what is the intended solution?

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