sp_stickycubes

by Jimo · Uploaded Mar 27, 2012

Screenshot 1

File Size: 1.25 MB

Downloads: 107

Rating: (3 votes)

Description

This is a short puzzle designed as my first map in the Source engine. I did a lot of experimenting with this and the learning process has been incredibly fun. Stickycubes utilizes gel and excursion funnels, it is also mapped around the "clean" theme as described by the Portal 2 mapping wiki. All feedback is welcome. SCREENSHOTS: http://www.jimo.co.uk/maps/portal2/sp_s ... bes001.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes002.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes003.jpg KNOWN BUGS: - The sign says "00". I am going to wait for the VPK system to be fixed so I can implement this properly. - Sometimes one of the cubes can get stuck in the spawner if the excursion beam is right underneath it. CHANGELOG: Version 1.1: Added indicator lights for the gel. Version 1.2: Corrected turret placements to prevent them from getting stuck.

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Jimo • Mar 27, 2012 • #54909
29 posts

This is a short puzzle designed as my first map in the Source engine. I did a lot of experimenting with this and the learning process has been incredibly fun.

Stickycubes utilizes gel and excursion funnels, it is also mapped around the "clean" theme as described by the Portal 2 mapping wiki. All feedback is welcome.

SCREENSHOTS:
http://www.jimo.co.uk/maps/portal2/sp_s ... bes001.jpg
http://www.jimo.co.uk/maps/portal2/sp_s ... bes002.jpg
http://www.jimo.co.uk/maps/portal2/sp_s ... bes003.jpg

KNOWN BUGS:
- The sign says "00". I am going to wait for the VPK system to be fixed so I can implement this properly.
- Sometimes one of the cubes can get stuck in the spawner if the excursion beam is right underneath it.

CHANGELOG:
Version 1.1: Added indicator lights for the gel.
Version 1.2: Corrected turret placements to prevent them from getting stuck.

File Name: sp_stickycubes_b3.rar
File Size: 1.25 MiB
Click here to download sp_stickycubes

OnePortalizedGal • Mar 27, 2012 • #54910
156 posts

Nice little puzzle - all elements worked fine. No issues at all. Not too difficult, but thoughtful. The music could have been slightly more upbeat - but all in all - nice job. Thanks for making.

Jimo • Mar 28, 2012 • #54911
29 posts

I just updated the map with indicator lights for the gel. I think the original version lacked direction and I think it helps.

Thanks for testing!

Djinndrache • Mar 29, 2012 • #54912
1,442 posts

Pretty short and simple map, but it's quite good to start with.

5RixfcYbbj4
(Link: http://www.youtube.com/watch?v=5RixfcYbbj4)

HMW • Mar 29, 2012 • #54913
806 posts

I've been following the discussion about this map on the help & how-to board, and I must say that the end result turned out pretty well. The only part where I had a bit of trouble was dispatching the turrets by t-beaming cubes on top of them. At one point, one of them got wedged in the corner of the room, unable to be knocked over, and I had to reload. But perhaps I was doing it wrong

Lpfreaky90 • Mar 29, 2012 • #54914
2,842 posts

Nice map!

Two small issues:
I tossed the cubes on the turrets; one of the turrets kept falling against the wall which left me more or less trapped
It would have been convenient if there was some sort of white panel where the turrets used to be (they can be hidden so people won't be able to portal there before they've been there.)

Other then that great job! 4/5!

Jimo • Mar 31, 2012 • #54915
29 posts

Thanks for the feedback! I will adjust the placments of the turrets in the next update.

Thanks for testing! I'm already working on my second map and hope to have something playable by next weekend.

Jimo • Apr 06, 2012 • #54916
29 posts

Released an update today which fixes the turret placement.

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