[SP] Level_25

by clickaus · Uploaded Mar 29, 2012

Screenshot 1

File Size: 1.25 MB

Downloads: 720

Rating: (11 votes)

Description

First Portal 2 level Just trying a few things out Pretty easy puzzle Thanks to everyone who tested and gave me feedback on my WIP level. Hopefully you will enjoy all the changes and fixes. Enjoy clickaus Update 31/3/2012 Version 2 - Added alot of fixes - New bypass for turrets - Added grates in front of turrets Update 4/4/2012 Version 3 - Added New elevator start/exit movies - Fixed elevators - Added Lpfreaky90's Laser/Fizzlers - Changed some textures down hallway - Added new door to office Also just wanted to say a huge Thank-you to lpfreaky90 for making all the Laser Fields/Fizzlers in the level

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clickaus • Mar 29, 2012 • #61789
62 posts

First Portal 2 level
Just trying a few things out
Pretty easy puzzle

Thanks to everyone who tested and gave me feedback on my WIP level.
Hopefully you will enjoy all the changes and fixes.

Enjoy clickaus

Update 31/3/2012
Version 2 - Added alot of fixes
- New bypass for turrets
- Added grates in front of turrets

Update 4/4/2012
Version 3 - Added New elevator start/exit movies
- Fixed elevators
- Added Lpfreaky90's Laser/Fizzlers
- Changed some textures down hallway
- Added new door to office

Also just wanted to say a huge Thank-you to lpfreaky90 for making all the Laser Fields/Fizzlers in the level

File Name: sp_level_25_v3.rar
File Size: 1.25 MiB
Click here to download [SP] Level_25

clickaus • Mar 29, 2012 • #61790
62 posts

Hey everyone,
Here is hopefully the final version of sp_level_25
I have made alot of changes from everyones feedback in the [WIP] thread
Hopefully for the better.
I have also added a few things

Thanks again
Enjoy

Senf • Mar 29, 2012 • #61791
38 posts

Well, it definitely needs some work. Many elements aren't needed at all; my blindrun took less than a minute.
You can just open the wall with a cube, shoot a portal up right, press the button and walk through the exit. That's a bit too easy.
Furthermore the exit-elevator doesn't stop and you can walk out of it; maybe have a look at that. Other mechanics and also the look is good, especially for a first map. So keep up the work.

Edit: Played it once more to take a look at the whole map. I think, you should just get rid of all portable surfaces in the hallway to the right and replace the last one (that you have to use to get out of the office), so that you can't reach it from down below. Only then, the turrets, the laser and the little fling are making sense.

Think • Mar 29, 2012 • #61792
13 posts

My blind run took also a minute, and there's absolutely no need to use anything but portals.

Also noted the loop in the elevator and the bug that doesn't allow me to replay the map unless I exit Portal 2 and load it again.

The design is good, just not a good puzzle (I completely agree with the suggestion of removing those portaleable surfaces).

Djinndrache • Mar 29, 2012 • #61793
1,442 posts

I like the way this map develops. However, it's still pretty short and simple :p

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(Link: http://www.youtube.com/watch?v=5QshI64LcgM)

Think • Mar 29, 2012 • #61794
13 posts

Ok, replayed the map and it's cool!
Yeah, short, but nice. If you could just fix the run through the office without even opening the big "gate", then it would be great!.

andyb • Mar 29, 2012 • #61795
257 posts

Fizzlers behind all the grids would solve the bypasses

Lpfreaky90 • Mar 29, 2012 • #61796
2,842 posts

Ah an updated version.
I've played this one again and there are a couple of issues I can bypass all intended solutions by using portals and this can all be fixed by adding fizzlers to your laser fields: you can download my instances here: http://dl.dropbox.com/u/37801279/Lp_fizzlers.7z

Two other questions:
What's the laserfield on the floor for?
Why not add a bit of grating under the panel in front of the turrets If this is 1px lower then the floor no one will notice you're walking on an invisible texture. Pits for panels only need to be 64 deep too

RubyCarbuncIe • Mar 29, 2012 • #61797
303 posts

I really enjoyed this map, I really liked the use of panels. The first time I played it the elevator wouldn't move so I had to restart the map to get into the test chamber. Also I'm sure you've been told about this but the Ceiling in the observation hallway is an easy way to bypass the whole chamber. Other than that great map.
4/5 from me.

MutatedTurret • Mar 30, 2012 • #61798
54 posts

You'll also want to put a grate in front of the turrets too likely, I was able to dispatch them just from grabbing them from the side.

sicklebrick • Mar 30, 2012 • #61799
876 posts

Heh, I forgot to load fraps for the blindrun, and re-loaded the map.... kinda had to noclip into the start, then died at the exit while reading the "well done message". Pretty short map, but I did like the direction you're headed with it ^^ A few tweaks wouldn't hurt though =)

clickaus • Mar 30, 2012 • #61800
62 posts

Thanks for all the great feeback and video everyone. It really helps when you are just starting out.
I am working on an update to fix all the issues.

lpfreaky90 wrote:
* What's the laserfield on the floor for?

All the laser fields were fizzlers to start with, to stop people from cube stacking. I guess when I decided to change to lasers I thought I would change the floor one aswell. It really serves no purpose but I thought it looked good so I left it.

clickaus • Mar 30, 2012 • #61801
62 posts

Just uploaded Version 2
- Added alot of fixes
- New bypass for turrets
- Added grates in front of turrets
- Added Fizzlers behind laserfields aswell

This will probably be the last version hopefully as I want to start my next map

KennKong • Apr 02, 2012 • #61802
942 posts

Here's my blind playthrough of v2. The exit elevator is still broken. I noticed the invisible fizzlers you used to block an earlier shortcut. Once the death grilles are down, shouldn't those go down, too?

You avoided one common mistake of first maps, being huge. If anything, this felt a bit cramped in the observation room areas. The puzzle was simplistic, but you made a decent effort to conceal at least a few elements from the start.

Overall, this map still needs enough tweaking to merit just a 3, but since none of the defects affected the playability, I'll give it a 4/5. Good start, keep it up!

Level 25 blind playthroughEmbedded
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Lpfreaky90 • Apr 02, 2012 • #61803
2,842 posts

I just watched KennKong's playthrough and from the video it's very obvious the invisible fizzlers confuse the player. Why not try using my instances, the one I put in earlier: http://dl.dropbox.com/u/37801279/Lp_fizzlers.7z they are really easy to use; if you have any question just ask me

clickaus • Apr 03, 2012 • #61804
62 posts

KennKong wrote:
Here's my blind playthrough of v2. The exit elevator is still broken. I noticed the invisible fizzlers you used to block an earlier shortcut. Once the death grilles are down, shouldn't those go down, too?

You avoided one common mistake of first maps, being huge. If anything, this felt a bit cramped in the observation room areas. The puzzle was simplistic, but you made a decent effort to conceal at least a few elements from the start.

Overall, this map still needs enough tweaking to merit just a 3, but since none of the defects affected the playability, I'll give it a 4/5. Good start, keep it up!

Thanks for the video KennKong. It really helps new mappers like myself watching how other people tackle different puzzles.
Hopefully the elevators won't be an issue anymore. I have totally rebuilt them after watching a tutorial. I have even added movies to the entry and exit.

lpfreaky90 wrote:
I just watched KennKong's playthrough and from the video it's very obvious the invisible fizzlers confuse the player. Why not try using my instances, the one I put in earlier: http://dl.dropbox.com/u/37801279/Lp_fizzlers.7z they are really easy to use; if you have any question just ask me

Thanks lpfreaky I totally forgot about your fizzlers. I have just added them in and they have come up great. I don't think anyone will have any issues now. They look so much better than the ones I was using

I am just fixing a few other things and I should have an updated version with the new fizzlers to download soon.

Lpfreaky90 • Apr 03, 2012 • #61805
2,842 posts

clickaus wrote:
lpfreaky90 wrote:

I just watched KennKong's playthrough and from the video it's very obvious the invisible fizzlers confuse the player. Why not try using my instances, the one I put in earlier: http://dl.dropbox.com/u/37801279/Lp_fizzlers.7z they are really easy to use; if you have any question just ask me

Thanks lpfreaky I totally forgot about your fizzlers. I have just added them in and they have come up great. I don't think anyone will have any issues now. They look so much better than the ones I was using

I am just fixing a few other things and I should have an updated version with the new fizzlers to download soon.

Happy to help don't forget to add the vmt to the download though. Use pakrat to add it to your bsp:) If you have any questions about it; just sent me a pm

clickaus • Apr 03, 2012 • #61806
62 posts

Update 4/4/2012
Version 3
- Added New elevator start/exit movies
- Fixed elevators
- Added Lpfreaky90's Laser/Fizzlers
- Changed some textures down hallway
- Added new door to office

Also just wanted to say a huge Thank-you to lpfreaky90 for making all the Laser Fields/Fizzlers in the level

lpfreaky90 wrote:
don't forget to add the vmt to the download though. Use pakrat to add it to your bsp:) If you have any questions about it; just sent me a pm

It's the first time I have used pakrat but I think I added it correctly. Thanks for the heads up

Lpfreaky90 • Apr 03, 2012 • #61807
2,842 posts

Yes, the texture is packed properly!

Liked the movies.
Glad to see the textures hope the instances were easy to use.
The hallway is looking really nice now
I like the new door; it makes the second one more obvious

You're welcome, glad to help!

Really liked the map! Good to see that you're still improving your map, that's a sign that you care about your maps, which is a good thing! Keep up the good work; I can't wait to see your future work!

protoborg • Apr 26, 2012 • #61808
288 posts

Does pakrat actually work with Portal 2?

clickaus • Apr 27, 2012 • #61809
62 posts

protoborg wrote:
Does pakrat actually work with Portal 2?

This was the first time I have used it and I had no problems at all.
So the answer is Yes it does work with Portal 2

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