[SP] Lost in Testing #1

by KenJeKenny!? · Uploaded Jun 06, 2011

Screenshot 1

File Size: 10.03 MB

Downloads: 13374

Rating: (44 votes)

Description

! ! ! Placed 7th among SP maps in the Summer Mapping Initiative Contest ! ! ! This will be the first of 4 chapters. This chapter features a challenging but medium-difficult puzzle, using Portal gel, Portal jumping & a funnel. The average playtime = 10-15 minutes. Last Update @ 01-07 Code: Select allv1.3 @ 01-07 - Fully compiled yay! (thanks to MissStabby!) - Added level transition to chapter 2 (WIP) v1.2 @ 30-06 -Compiled with full RAD+HDR but sadly still no full VIS :( -Altered the elevators a bit & optimized them -Added map title & chapter number text in beginning -Fixed the debris by the funnel so that it will be non-solid v1.1 @ 30-06 -Fixed lighting (but still intentionally a bit dark) -Added timer to exit door button -Fixed panel animations -Optimized the overall map some more -Fixed some more bugs :) v1.0 @ 06-06 -Added Skybox detailing -Fixed small bugs -Added Thermal Discouragement Field -Added Test sign (can't edit script yet because of contest rules) -Made 20sec. speedrun impossible :P -Made 41sec. speedrun impossible :D -Added some more lighting but am gonna keep it intentionally dark. To-Do List: X The lighting (100%) X The visuals/looks still have to be finished (100%) X There is no proper ending yet (Fixed!) X No cube dropper/respawner yet... So don't kill the cube!!! (Fixed!) X no autosave yet... so death = map reload! (Fixed!) X not fully compiled yet... (Fixed!) X no glados chatter yet. Screenshots (bit outdated): http://steamcommunity.com/id/tuinhek/screenshot/576672371085926605/? Youtube Preview: fcQtiDWCkB4 Intended Solution (SPOILER WARNING!!!) http://www.youtube.com/watch?v=21L5SMp0v5k Plz leave a review and/or rating!!! Any feedback, good or bad, is welcome! Thanks in advance & enjoy the puzzle! ~KenJeKenny!?

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KenJeKenny!? • Jun 06, 2011 • #48070
238 posts

! ! ! Placed 7th among SP maps in the Summer Mapping Initiative Contest ! ! !

This will be the first of 4 chapters. This chapter features a challenging but medium-difficult puzzle, using Portal gel, Portal jumping & a funnel. The average playtime = 10-15 minutes.

Last Update @ 01-07
v1.3 @ 01-07<br />- Fully compiled yay! (thanks to MissStabby!)<br />- Added level transition to chapter 2 (WIP)<br /><br />v1.2 @ 30-06<br />-Compiled with full RAD+HDR but sadly still no full VIS :(<br />-Altered the elevators a bit &amp; optimized them<br />-Added map title &amp; chapter number text in beginning<br />-Fixed the debris by the funnel so that it will be non-solid<br /><br />v1.1 @ 30-06<br />-Fixed lighting (but still intentionally a bit dark)<br />-Added timer to exit door button<br />-Fixed panel animations<br />-Optimized the overall map some more<br />-Fixed some more bugs :)<br /><br />v1.0 @ 06-06<br />-Added Skybox detailing<br />-Fixed small bugs<br />-Added Thermal Discouragement Field<br />-Added Test sign (can't edit script yet because of contest rules)<br />-Made 20sec. speedrun impossible :P<br />-Made 41sec. speedrun impossible :D<br />-Added some more lighting but am gonna keep it intentionally dark.

To-Do List:
X The lighting (100%)
X The visuals/looks still have to be finished (100%)
X There is no proper ending yet (Fixed!)
X No cube dropper/respawner yet... So don't kill the cube!!! (Fixed!)
X no autosave yet... so death = map reload! (Fixed!)
X not fully compiled yet... (Fixed!)
X no glados chatter yet.

Screenshots (bit outdated):
http://steamcommunity.com/id/tuinhek/screenshot/576672371085926605/?

Youtube Preview:
fcQtiDWCkB4

Intended Solution (SPOILER WARNING!!!)
http://www.youtube.com/watch?v=21L5SMp0v5k

Plz leave a review and/or rating!!! Any feedback, good or bad, is welcome!

Thanks in advance & enjoy the puzzle!
~KenJeKenny!?

File Name: sp_lit_01[v1.3].rar
File Size: 10.03?MiB
[SP] Lost in Testing #1

CrazyGuy • Jun 08, 2011 • #48071
144 posts

Pretty good, but kinda short. Still, it kept me thinking for a while 4/5

KenJeKenny!? • Jun 08, 2011 • #48072
238 posts

Yeh i really wish i had some more time to get some more work done... but i'm gonna be adding some more test chambers later.

Thx for the feedback!

Djinndrache • Jun 11, 2011 • #48073
1,442 posts

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=qnm3utzNvWk

KenJeKenny!? • Jun 11, 2011 • #48074
238 posts

It's a shame thats a recording of the old version... it's still oh-so dark and a lil buggy.

But still it's really informative to see a blind playthrough, thanks alot man!

xdiesp • Jun 11, 2011 • #48075
1,078 posts

Professional looking map at combat with a few oddities. Style is an odd melange of all other styles, puzzle looks complex at first but you soon discover the latter half of the map being useless, which directly affects lenght.

It is however one of the few maps capable of taming the game-breaking white gel, bravo for that. Could use a revision of the walkways on the other side of the room, in the least to require you to paint them, or managing the cube at a distance.

infernet89 • Jun 12, 2011 • #48076
174 posts

Personally, i lost a lot of time thinking because it was not so clear that the big button on the wall don't need to be kept pressed to work. So i was searching everywhere for another cube.. until i gave up and tried.

Another little thing that make the map lose "points" is the darkness. (oh, but there is a fix in the to-do list, so you know that.)

Anyway, nice work!

KenJeKenny!? • Jun 12, 2011 • #48077
238 posts

infernet89 wrote:
Personally, i lost a lot of time thinking because it was not so clear that the big button on the wall don't need to be kept pressed to work. So i was searching everywhere for another cube.. until i gave up and tried.

Another little thing that make the map lose "points" is the darkness. (oh, but there is a fix in the to-do list, so you know that.)

Anyway, nice work!

Yeh i thought about it alot but a normal prop_button on the wall just doesnt seem right... and if you can remember P2's singleplayer campaign also had 1 or 2 of these buttons. But if you (or anybody) can pitch me a better solution...plz lemme know!

And yeh i still havn't had the time/oppertunity to fully compile the map, so the env_projectedtexture is still missing and in the newer version i've set a more appropriate color tone&fog setting making it look more lit up.

Thx alot for the feedback!

quatrus • Jun 12, 2011 • #48078
1,047 posts

Excellent map, nice use of P2 elements, thanks for creating.

KenJeKenny!? • Jun 12, 2011 • #48079
238 posts

quatrus wrote:
Excellent map, nice use of P2 elements, thanks for creating.

You are welcome And thanks for the (positive)feedback!

msleeper • Jun 12, 2011 • #48080
4,095 posts • Member

Really enjoyed the puzzle, and I always love custom maps that use Conversion gel. I would definitely like to see an intended solutoin video since I think I did some shit that was not how things were supposed to be done. I kinda dislike how the final wall button doesn't require the cube to stay in there for the door to open and the bridge to extend. You could easily have a panel walkway open up to allow exit and require the cube to stay in the excursion funnel.

I had a bug (?) where the debris on the excursion funnel panel that extends, it got knocked around and effectively blocked entering the funnel from that side. I wish I had gotten a screen, sorry about that. You should have those objects be set to "Debris".

All around pretty good, looking forward to the other maps you are planning on making.

KenJeKenny!? • Jun 12, 2011 • #48081
238 posts

msleeper wrote:
Really enjoyed the puzzle, and I always love custom maps that use Conversion gel. I would definitely like to see an intended solutoin video since I think I did some shit that was not how things were supposed to be done. I kinda dislike how the final wall button doesn't require the cube to stay in there for the door to open and the bridge to extend. You could easily have a panel walkway open up to allow exit and require the cube to stay in the excursion funnel.

I had a bug (?) where the debris on the excursion funnel panel that extends, it got knocked around and effectively blocked entering the funnel from that side. I wish I had gotten a screen, sorry about that. You should have those objects be set to "Debris".

All around pretty good, looking forward to the other maps you are planning on making.

-I will be making a intended solution video this week so check back then and let me know how u did it!

-The button in the end is still open for change... just havn't figured out what exactly i want

-the debris should not be solid to the player after being launched into the air... i'll have to look into that.

Thanks for the feedback & bugreport!

KenJeKenny!? • Jun 14, 2011 • #48082
238 posts

msleeper wrote:
I would definitely like to see an intended solutoin video since I think I did some shit that was not how things were supposed to be done.

As reqeusted; A walkthrough video!

http://www.youtube.com/watch?v=21L5SMp0v5k

msleeper • Jun 14, 2011 • #48083
4,095 posts • Member

I don't know why you felt the need to PM it to me if you were going to post it here as well.

KenJeKenny!? • Jun 14, 2011 • #48084
238 posts

Because;

1. I'm impatient

2. I wasn't sure if you would read the pm and/or this topic.

3. Because i wanted everyone to enjoy it

4. bump

msleeper • Jun 14, 2011 • #48085
4,095 posts • Member

Adair • Jun 21, 2011 • #48086
213 posts

Pretty nice map here.

For the end of the puzzle:

I think you could take that vertical button and change it into a regular horizontal button that sits back in a little alcove that has a wall of glass with a cube sized hole in it. The player would have to stand on the other button to keep the wall panels out of the way and use the funnel to get the cube over there, but then the cube would just sit on the button and the player would be free to use portals to get over there. I guess that last button would have to reveal a portalable surface by the exit too(or inside the exit?). There is a problem: when the player is standing on the wall panel button there's an angled panel that's right in the way of seeing what's happening with the cube on the far side... it's nice to be able to see what's happening, especially if the funnel needs a little adjustment to get the cube in the glass hole. Also it takes a while for the cube to travel across the map in the funnel.

Or you could just add a second cube to the map.

KenJeKenny!? • Jun 21, 2011 • #48087
238 posts

Putting the button in a small opening would work i geuss... but i don't want to add another cube to the map...

If you would send the button first and try to go after it... the button would no longer be pressed>making the panels block the funnel. So the player is forced to go over there and see what happens... If you watch the intended solution video you can see what i mean.

But im almost sure i'm gonna have it replaced with a upright button in a small opening in the wall (/w timer).

First i'm gonna get going on map #2 because detailing and bug fixing is boring

Thanks alot for the input!!! & plz don't forget to rate!

Adair • Jun 21, 2011 • #48088
213 posts

KenJeKenny!? wrote:
If you would send the button first and try to go after it... the button would no longer be pressed>making the panels block the funnel. So the player is forced to go over there and see what happens... If you watch the intended solution video you can see what i mean.

Yes. I still think...
Suggestion: Move the wall panel button away from the wall so that the view of the exit area is clearer when the player is standing there/keeping the wall panels out of the way. It's not absolutely necessary, but I think the player would enjoy it more if they get to see what's going on.

KenJeKenny!? • Jun 21, 2011 • #48089
238 posts

Yeh you make a good point... I wrote it down on my To-Do list

Thx again & plz rate !

Nahor • Jun 28, 2011 • #48090
54 posts

I sent the cube to push the last button. Then I put a portal on the ceiling and dropped on the corner of the now raised platform

If you make it so that the player cannot fling/portal to the exit, you could just remove the button. Or am I missing something?

KenJeKenny!? • Jun 28, 2011 • #48091
238 posts

Nahor wrote:
I sent the cube to push the last button. Then I put a portal on the ceiling and dropped on the corner of the now raised platform

If you make it so that the player cannot fling/portal to the exit, you could just remove the button. Or am I missing something?

Then you must have done so by bugging out the wall panels right? because without the cube pushing the button, the panels are out and stop the funnel from reaching the button/exit. Once i've fixed the panels so they can't be bugged... the player has no other way to push the button but to go there himself(via funnel) and push it.

But thanks for the feedback!

P.S.
over 150 downloads in the past 2 days... W00t W00t!

Nahor • Jun 28, 2011 • #48092
54 posts

KenJeKenny!? wrote:
Then you must have done so by bugging out the wall panels right?

No, I put the cube in the funnel, ran for the button opening the wall panels and waited until the cube pushed the other button

KenJeKenny!? • Jun 28, 2011 • #48093
238 posts

Nahor wrote:
KenJeKenny!? wrote:

Then you must have done so by bugging out the wall panels right?

No, I put the cube in the funnel, ran for the button opening the wall panels and waited until the cube pushed the other button

O M G....

I don't know why i havn't thought of that before... :S that's really really stupid

I'll have to make the button a cube-only button i geuss...

Wow how could i have missed that

MANY thanks!

roksonixx • Jul 01, 2011 • #48094
8 posts

seem to have found a quicker (cheat) solution, not sure if you want to fix this:

http://www.youtube.com/watch?v=TZm385h1TZ4

KenJeKenny!? • Jul 02, 2011 • #48095
238 posts

roksonixx wrote:
seem to have found a quicker (cheat) solution, not sure if you want to fix this:

http://www.youtube.com/watch?v=TZm385h1TZ4

well spotted!

I'll make that model non-solid in the next verion since it has no real function anyway...besides cheating to get up there

Thx for letting me know!

Eastward • Jul 08, 2011 • #48096
35 posts

Wow, I was over thinking this map. You created half of the room that was not even needed. I spent lots of time trying to see how falling down a long shaft would propel me to the button. Bummer feeling, once I saw that half the room that I spent so much time in was not needed. I love playing a map from time to time with the solution so elegantly simple that I over think it. LOL fun map.
Eastward
P.S. I just now noticed post above this one is where the player jumps from the side wall to the railing. This is exactly what I did too. I don't think it's cheating when you make the design possible. If this was not possible, by making the wall non-portable, then the other half the room would make sense.

KenJeKenny!? • Jul 10, 2011 • #48097
238 posts

Just got back from vacation and i am totally stunned @ the sudden spike in downloads the last 2 weeks. Wow & Thanks!

@ Eastward,

It wasn't something i ever planned on being a part off the puzzle... so i'll have to make it non-solid and thus useless. But first i gotta relax after all the traveling stress. (AIRLINE LOST MY G*DDAMN BAGS!!!)

Anyyyways... thanks for the feedback man! and check back for chapter 2 soon!

pfalstad • Jul 13, 2011 • #48098
79 posts

Nahor wrote:
KenJeKenny!? wrote:

Then you must have done so by bugging out the wall panels right?

No, I put the cube in the funnel, ran for the button opening the wall panels and waited until the cube pushed the other button

I did this too, thinking it was the intended solution, except it didn't work.. The button had no effect when I used the cube. It was confusing, and I thought maybe there was a problem with the map. After reading the forums I figured out how I was supposed to do it and it worked fine.

Anyway, great map, very nice detail and fun puzzles..

grent • Jul 14, 2011 • #48099
26 posts

I found a bit of a problem...
Image

I eventually noclipped to get it out, but it's otherwise inaccessible.


Loved the map otherwise, can't wait for the other chapters!

KenJeKenny!? • Jul 14, 2011 • #48100
238 posts

pfalstad wrote:
I did this too, thinking it was the intended solution, except it didn't work.. The button had no effect when I used the cube. It was confusing, and I thought maybe there was a problem with the map. After reading the forums I figured out how I was supposed to do it and it worked fine.

Thats strange... the button should be triggered by both cube and player... ill look into it.

grent wrote:
I found a bit of a problem...
Image

I eventually noclipped to get it out, but it's otherwise inaccessible.

Loved the map otherwise, can't wait for the other chapters!

Oopsie!? i'll have to place a clip instead of playerclip there. thx!

PortalCombat • Jul 17, 2011 • #48101
306 posts

Hey there.

This map looks so awesome, that I have spent about 10 Minutes just looking around and searching for mapping details.
When I entered the map, I was really surprised by the amazing atmosphere of the lights and sounds/music.
100% good job on the enviroment, dude!

Now, to talk about the puzzle: It was a little bit to easy for me.

=> gettin the cube:
- You just have to place some portals and can easily reach the cube
- Would have been better with some more difficulty

=> when you have got the cube, you have to leave the platform:
- this part was little bit annoying, because you would have to do the same thing again to place the gel
- there should be another (better) solution, so players wouldn't have to go back up there.
- maybe some button-timer-thing to open the panels just for the gel?

=> the final part is also too easy:
- first you have to pick the cube
- after that you place the gel
- and finally you jump into that tbeam and thats it
- ... sounds too easy, well? - yeah it is.

Great mapping but too easy puzzle, so I enjoyed the map itself, but got bored of the puzzle.
I really hope you can improve your next chambers with some more challenging puzzles.


Regards
PortalCombat

KenJeKenny!? • Jul 24, 2011 • #48102
238 posts

@PortalCombat

Thanks for the compliments! and yeh i'm not the greatest puzzle builder in the world, thats for sure but so far i've noticed the difficulty is good for most people so your just above average smart i geuss

Theevilpplz • Aug 15, 2011 • #48103
20 posts

I made a video walkthrough of this Portal 2 Custom Map:
-fiobcGKvKs

KenJeKenny!? • Aug 16, 2011 • #48104
238 posts

nice speedy walkthrough... i still have to get that walkway fixed so you cant skip/cheat half the map anymore... damn im lazy

Thx anyways and dont forget to vote!

Portal2Two • Aug 29, 2011 • #48105
88 posts
wismeril • Sep 28, 2011 • #48106
29 posts

Nice map. A bit short but a very nice environnement. Nice use of white gel. Not too hard, not too easy. Very good medium difficulty map. Thanks !

Ruin • Oct 08, 2011 • #48107
5 posts

Excellent map, I ended up doing it the intended way without realizing I could skip the fall portion. Looking forward to the rest!

Vixul • Nov 30, 2011 • #48108
33 posts

I'm really jealous of your aesthetics, but I must agree with PortalCombat about the difficulty. However, I remain envious because my map (plural soon enough) has pretty good puzzles, but looks terrible and bland compared to this.

Mek • Dec 25, 2011 • #48109
459 posts

Nice map. Had me stumped for a while because of "too many variables". Also, as was already pointed out, it was confusing that the button at the end does not have to stay pressed to keep activated. Anyway, good work.

rainy nights • Feb 19, 2012 • #48110
2 posts

Too easy, but very fine map. Thank you.

k4ever • Feb 20, 2012 • #48111
5 posts

Good map, easy though. As people wrote already, button opening the door and keeping it open after being released makes the solution simple. I thought I had to play with the cube being transported from the funnel in many different directions.

nerdkos • May 03, 2012 • #48112
2 posts

I worked this puzzle like a dog.