[SP] The Cold Shoulder

by Marise · Uploaded Sep 13, 2011

Screenshot 1

File Size: 3.32 MB

Downloads: 3047

Rating: (32 votes)

Description

Series of clean style chambers featuring a new test element. Let me know if you find any bugs, etc. Enjoy, and be sure to wear a scarf Known bug: In third chamber, cube does not fall into water when ice melts. Just pick it up and drop it again. v1.4 reverted to previous version, as 1.3 was broken v1.3 - small fixes v1.2 - exploits fixed

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Marise • Sep 13, 2011 • #51396
249 posts

Series of clean style chambers featuring a new test element.

Let me know if you find any bugs, etc. Enjoy, and be sure to wear a scarf

Known bug: In third chamber, cube does not fall into water when ice melts. Just pick it up and drop it again.

v1.4 reverted to previous version, as 1.3 was broken
v1.3 - small fixes
v1.2 - exploits fixed

File Name: sp_thecoldshoulder1-4.zip
File Size: 3.32 MiB
Click here to download The Cold Shoulder

UnknownTBeast • Sep 13, 2011 • #51397
18 posts

Found a problem in the 3rd chamber, the companion cube will not melt the ice. I worked the first time, but I had to move it on top of the button to work, then when I went back through to record that error, it wouldn't melt at all.

See link for video of error. (Video is a spoiler)

http://www.youtube.com/watch?v=J1Zza3BCgAE

Also in the last chamber, the faith plate sometimes throws you straight up to the bottom of the drop chamber, instead of where you are supposed to go.


Otherwise it was pretty interesting, I was able to complete the entire map, since I had a auto save after the first glitch.

And it was kinda cool being the first to try out a new map!

thomars.dm • Sep 13, 2011 • #51398
101 posts

test chamber 3

Marise • Sep 13, 2011 • #51399
249 posts

Chamber 3 does work, I promise... Just not quite as you might expect. I had trouble with the cube just hovering over the water after the ice melted (tried to fix this with a trigger_push, but no luck). Sounds like the way I worked around this is not intuitive enough, though, so I will change it I guess.

thomars.dm • Sep 13, 2011 • #51400
101 posts

test chamber works it not glich its a lack of under standing

OnePortalizedGal • Sep 13, 2011 • #51401
156 posts

That was tons of fun to play - everything worked fine and the elements were quite innovative and interesting. Great work - keep it up!

MutatedTurret • Sep 14, 2011 • #51402
54 posts

Very nice set of testing elements introduced, I'd love to see a future work where it's expanded to more of the standard elements.
Is it possible to have the heat/cooling fans affect the water through portals?

Also, in last chamber, the ball becomes useless, it's possible to go up top level with plate and just use a vertical portal fling. Just add some metal floor right below to fix.

UnknownTBeast • Sep 14, 2011 • #51403
18 posts

thomars.dm wrote:
test chamber works it not glich its a lack of under standing

Pardon me? What do you not understand about that the hot cube would not go through the ice at several spots, even after picking it up and dropping it.

Glitch, not user error.

Marise, I would like to see more maps like this, just make them a little bit more complex.

theflyingfrogfish • Sep 14, 2011 • #51404
5 posts

Very nice idea, though the puzzles were a bit simplistic. However, the last chamber can be solved without the ball - you can jump off the light bridge onto the platform with the button.

dinnesch • Sep 14, 2011 • #51405
105 posts

Interesting new element, the map played more like a proof-of-concept rather than a puzzle though because it was so easy. Props for making the whole element, but I'm personally hoping to see it used in a slightly more challenging way.
Didn't find any major flaws, although the refractions on the water often went funny(eg when crouching on ice).

benvent • Sep 14, 2011 • #51406
154 posts

Nice idea. Cant wait to see what can be done with it in more complex puzzles.
One thing i noticed is that you can bring the edgeless safety cube from the first room to the third room and use it to jump on and get to the switch for the exit

jos28 • Sep 14, 2011 • #51407
3 posts

Very good map.

xdiesp • Sep 14, 2011 • #51408
1,078 posts

Very interesting concept map, well done. Very Zelda-like, the only thing I can point to is that the cold fan should have a blue center (and custom signs sooner or later, maybe from the HL1 hev hud) and the cubes possibly a sound.

Note that the last room can be beaten by just flinging (very normally) to the last button, activating it and then leaving. I hope these new additions are made public as to not fall into oblivion like previous burners, antimatter, time machines and quantum entanglements we had.

Marise • Sep 14, 2011 • #51409
249 posts

Thanks for all the feedback, folks. Sounds like I need to make a few fixes to prevent some unintended work-arounds. Not sure how I missed that you could get onto that platform in the last room so easily. I guess I'll also be adding fizzlers at the entrance to each room.

And I'll be thinking about more complex puzzles using this element, now that I've got it working!

RickTol • Sep 14, 2011 • #51410
9 posts

in the last chamber you can just stand on the button and then jump to the door opening button area...
keep going mapping!

quatrus • Sep 14, 2011 • #51411
1,047 posts

Nice use of hot and cold elements, good potential. Hope to see them used unlike so many other fun new elements that are introduced and then no one picks them up.
Thanks for creating.

Marise • Sep 14, 2011 • #51412
249 posts

RickTol wrote:
in the last chamber you can just stand on the button and then jump to the door opening button area...
keep going mapping!

Can you clarify which button you stood on? Thanks.

Edit: Nevermind, figured it out.

BOB74j • Sep 14, 2011 • #51413
219 posts

This was very well done. I was actually working on a similar idea for a map pack I plan to make. Something I noticed which, unfortunately, probably can't be very easily fixed is that if you jump in the water and look up, everything seems to disappear. That may just be my computer though considering it technically doesn't meet Portal 2's minimum system requirements.
Also, the lighting probably needs a little work.

Marise • Sep 14, 2011 • #51414
249 posts

Version 1.2 is uploading, in which I (think I) fixed all the problems that could be fixed. Exploits should be gone. Please let me know if you find anything else dodgy.

Custom signs would be cool, but will have to be a future project.

Djinndrache • Sep 14, 2011 • #51415
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

1rIBJwqP0VE
(Link: http://www.youtube.com/watch?v=1rIBJwqP0VE)

Also note the video description for more feedback and my signature for additional project information.

Spam Nugget • Sep 15, 2011 • #51416
492 posts

Really nice use of a new test element, this has great potential! However, the ice does look a little visualy glitch at times. Also, i do like the wierd blue lighting from the walls, thats kinda cool. And i had the problem with the cube not falling through the water when it melted the ice too :/

Marise • Sep 15, 2011 • #51417
249 posts

Djinndrache's videos are always good for showing alternatives I hadn't caught. Ah well, what I saw there would be hard to prevent, so we'll call it an alternate solution (using the light bridge from the angled panel still requires the panel to be angled, after all)


I wish the ice didn't look glitchy. I used a func_brush which is overlapping the water, and that is the reason it looks that way. Maybe I can come up with something better in the future.

lifeson99 • Sep 15, 2011 • #51418
102 posts

Great new concept with the smoke.
Clean, aesthitically pleasing rooms and the water effect is nice.

I think you have something here - however the puzzles were very basic and simple.
The 2nd room was far tooeasy in my opinion.

I would take these concepts and work to make more complex, difficult puzzles for an epic journey.

Marise • Sep 15, 2011 • #51419
249 posts

I was definitely more focused on making the mechanic work than I was on making difficult puzzles. But I have begun thinking about my next map, which will include this concept and be more challenging. Thanks for the feedback.

Djinndrache • Sep 15, 2011 • #51420
1,442 posts

Marise wrote:
I was definitely more focused on making the mechanic work than I was on making difficult puzzles. But I have begun thinking about my next map, which will include this concept and be more challenging. Thanks for the feedback.

Quoting this so you can't delete it anymore. More maps to come! ;D

Spam Nugget • Sep 15, 2011 • #51421
492 posts

In regards to glitchy ice, if youre using a func_brush overlapping the water, either have the water as another func_brush which dissappears when iced over or raise the ice func_brush a couple of units above the water. (after all, water DOES expand when it freezes)

Marise • Sep 15, 2011 • #51422
249 posts

Making the water into a func_brush caused all sorts of visual oddness.

I was thinking about just what you suggested, having the ice be above the water and not overlapping it. It already extends higher than the surface of the water anyway. I think in my initial testing that didn't work right for some reason, or I would have just done it that way - but I'll play around with it some more.

PsyMan • Sep 16, 2011 • #51423
17 posts

Great concept, cant wait to see more complex use of it, big thumbs up

brianuuu • Sep 18, 2011 • #51424
19 posts

nice effect!
here's my gameplay
<a href="https://www.youtube.com/watch?v=WcQCMEW3o">WcQCMEW3o

gogo199432 • Sep 18, 2011 • #51425
13 posts

Nice idea, i enjoyed playing it. There is a little bug: In the last chamber when i open the panel (with the sphere) and then i remove it the panel doesnt close. Anyway it was realy good.

pfalstad • Sep 19, 2011 • #51426
79 posts

Nice map, good puzzles. I wasn't that thrilled with the mechanics of the new test element but my daughter LOVED it. She wants me to download more levels with water in them, and wants to make a new level that is completely underwater. I don't think that's possible, or is it? My daughter really hopes you will make one like that.

Marise • Sep 19, 2011 • #51427
249 posts

Water renders funny from beneath. For that reason I am unsure if an underwater level is possible. But tell your daughter I am working on a sequel to this map.

baca25 • Sep 21, 2011 • #51428
342 posts

Interesting, nice job teaching the concept. I did get stuck in the ice on the last room. I hit the re-freeze button then fell into the ankle deep water and was stuck. had to noclip.

MasterLagger • Sep 21, 2011 • #51429
1,695 posts

I remember you showing this off at the Showcase Thread. Cool map! I would advise you making a trigger_hurt for players that get themselves stuck in the ice. What texture did you use for the water?

Marise • Sep 21, 2011 • #51430
249 posts

In my testing, the water spat you out if you were standing in it when it froze. Sorry about that! I'll have to think about the best way to fix it. I don't want the shallow water to kill, but maybe a trigger_hurt which activates when the ice activates.


The water texture is nature/toxicslime002a_beneath

MasterLagger • Sep 21, 2011 • #51431
1,695 posts

Marise wrote:
The water texture is nature/toxicslime002a_beneath

Noted. This will make an awesome pool for a part underwater test chamber.

wolf bytes • Nov 05, 2011 • #51432
42 posts

Excellent map! Even though this map may be medium sized, I love the concept of freezing and heating water. Even the 'ice' cubes

Very interesting and well thought out.

Now you're thinking with portals.

kaztheberserk • Nov 07, 2011 • #51433
18 posts

I'm experiencing a glitch where the water isn't freezing properly. I enter the first room, press the button, the fan starts, I see the white cloud at the bottom of it, but the water just stays water, which I can fall into and die. I can't progress past the first room

Edit: Ice works fine in your new map (sp_Thaw), but still not in this one.

Marise • Nov 07, 2011 • #51434
249 posts

Did you play version 1.3? I wonder if I accidentally broke something.

kaztheberserk • Nov 07, 2011 • #51435
18 posts

Yeah the .rar says it's 1-3, so I'd assume I have the right version. Full disclosure: I have never even looked at the SDK, so I really have no insights as to what the problem might be. I'm thrilled that Thaw works though, because that lets me know it's not a problem on my end that's preventing the ice from working. Am I just the first person to have played 1.3 or something?

Marise • Nov 07, 2011 • #51436
249 posts

I uploaded 1.3 this morning, so you may be the first to play it. It sounds like I broke something. Thanks for the heads up.

Kirby • Nov 08, 2011 • #51437
10 posts

I'm having the same problem in 1.3.

EDIT: And 1.2 runs fine.

Gamer-e • Nov 08, 2011 • #51438
1 posts

I'm glad the issue of the unfrozen water has been addressed. I joined specifically to ask about that. I'm gonna go ahead and download 1.2 since that's apparently working correctly.

What are the small fixes that 1.3 fixes, by the way?

Marise • Nov 08, 2011 • #51439
249 posts

All I really did in 1.3 was try to make the ice look better. Somehow this broke it.

I uploaded a "new" version (which is really just 1.2 with a new name), so the current download should now work fine.

Instantiation • Dec 14, 2011 • #51440
66 posts

A nice new concept that has now been linked from the Djinndraches Community Roundup (for October 20th-November 17th)! Short, but rewarding.

Theevilpplz • Dec 20, 2011 • #51441
20 posts

I made a video walkthrough for this Portal 2 Custom Map:
N2xBZB5PMLA

KennKong • Mar 13, 2012 • #51442
942 posts

I'm not sure why, but I downloaded this in 9/2011, but never played, reviewed or rated it. Maybe I just got lucky, because the version I had before was 1.3. I played 1.4, and absolutely loved it. I think this game mechanic has long legs, and hope to see more of this. It's too short and simple to rate a 5, but you get a bonus point for the new mechanic. 5/5.

Note to self: Thanks to grayarea, it's taken me weeks to get back to the top of p. 8.

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