Trigonometry

by Constructor#8 · Uploaded Jun 24, 2011

Screenshot 1

File Size: 17.41 MB

Downloads: 1428

Rating: (23 votes)

Description

Part 2 in the Alien Discovery of Aperture series. A study on human perception of motion and quickness of instinct. You make your way through 4 fluorescently lit chambers designed without failure or common errors in mind. Refined version of trigonometry with a fourth chamber.

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Constructor#8 • Jun 24, 2011 • #46595
22 posts

Part 2 in the Alien Discovery of Aperture series. A study on human perception of motion and quickness of instinct. You make your way through 4 fluorescently lit chambers designed without failure or common errors in mind.

Refined version of trigonometry with a fourth chamber.

File Name: sp_trigonometry.bsp.zip
File Size: 17.41?MiB
Trigonometry

Hellraiza827 • Jun 24, 2011 • #46596
11 posts

Not a fan of the lighting.

Endrey • Jun 24, 2011 • #46597
26 posts

dont really like the style - idea are sort of good - but once you figured out how to get to the other side its very annoying actually to hit everything right - i stopped playing at the 3rd chamber 2/5

andyb • Jun 24, 2011 • #46598
257 posts

I liked it mostly.I didnt care for the bland color thou.Its just so repetitive.Needs some color to liven it up.It would also help with giving the player some depth of vision.Right now you cant really judge how far anything is away nor see the fizzlers

xdiesp • Jun 24, 2011 • #46599
1,078 posts

Garish lightning and primitive geometry make the map look like a first timer's attempt at a Xen level in HL1. Puzzles are limited to trial-and-error flings. Everything is too randomly cut, skinned and boxed to hold any disbelief of actually being playing in any test: at best, you are playing a bug report.

Constructor#8 • Jun 24, 2011 • #46600
22 posts

This map hasn't been tested much so it's understandable that a lot of the flings are trial and error and don't work every time. Also since I started the fluorescent lighting trend i've put hours into adjusting the lights but haven't been able to find a good balance between show and playability. I'm beginning to think I should abandon this venture and make more standard maps but to be honest i'm getting bored of the standard mapping technique and didn't like most of the maps entered in the contest. There's a lot more potential for Portal then just Aperture standard testing and I think this shows that but I agree with pretty much all your comments and almost deleted this last night before I posted it for those reasons.

Constructor#8 • Jun 24, 2011 • #46601
22 posts

I'm working on an update to this map that should be available by the end of the day please refrain from playing it until then.

xdiesp • Jun 24, 2011 • #46602
1,078 posts

I can respect that you want to try abstractism, but that stuff requires great experience: you have to know what needs to be offset from reality, and be able to express it. But even transplanting the very same gameplay into a gorgeous Wheatley map in space, the flings would have to be painstakingly calibrated so you don't have to die a dozen times at every jump. Upload at will, all I can offer is an honest opinion after always a full playthrough.

Constructor#8 • Jun 24, 2011 • #46603
22 posts

You're right diesp this is only my second map and from the beginning my ideas were far ahead of my knowledge of hammer so I probably should have started with a simpler premise but i've always skipped the manual and tried to figure things out for myself. My learning curve is steep and I'll master it soon enough though I promise you'll have something nice to say about the third entry in this series...

Enigmaphase • Jun 24, 2011 • #46604
110 posts

I enjoyed this map quite a bit - flinging is by far my favorite part of portal, and I've been waiting for a pure fling map for a while. However, your map requires a bit of work at the moment, so I'll try to give you some general suggestions (I understand that you said you were working on improving it today, hopefully my feedback can help with your update).

Firstly, I like what you're trying to do with the lighting, but you have to be careful not to sacrifice clarity for this look. The test-taker needs to still be able to clearly observe all the elements of the test chamber, and the lighting should facilitate this, rather than impair it. The lighting right now makes it confusing as to what is and what isn't a portalable surface. It also makes it difficult to see some elements of the test, such as catwalks.

Secondly, the layout of your puzzle is probably the most important part of any map. You should play through your map as if you have never played it before. I found that on my playthrough of this map, I had to just fling myself in arbitrary places and sometimes it worked and other times it didn't, so I ended up using a lot of noclip just to (i) save myself from random deaths, and (ii) explore the map. By improving your layout, you should be able to remove the necessity of arbitrary trial and error flings and/or 'noclip' exploration.

Good luck, and I'd be happy to play through your map after the next update.

quatrus • Jun 24, 2011 • #46605
1,047 posts

The concept was interesting, but the execution and playability are not quite on yet. The unique lighting made figuring out what to do very difficult, maybe some quidance would help. Thanks for mapping.

ElderShyn • Jun 26, 2011 • #46606
3 posts

o.o well tough crowd on here. im still what you might call a "noob" to Portal 2. but honestly I didn't die once the entire way. (client crashes here and there) but I managed to go through every room first try without dying. using a technique someone made (can't remember his/her name for the life of me, but im sure it came from this site) called "self-fabricated momentum" (at least he/she thinks he/she made it.. im not sure if he/she should take credit for that) and planting portals onto surfaces just to see into areas I couldn't normally see. i managed to move about the entire map without hassle.. i even over shot on the second (or third. bad memory) room and had to walk down some very slippery slopes but I got through it just fine Of course thats just me. luck? or just my way of thinking? im not sure. After i finally made it to the end after my client closing about 5 times I didnt want to retry it. good map though =) enjoyed it

Constructor#8 • Jun 26, 2011 • #46607
22 posts

That's because you played an entirely different map then they did ElderShyn I reworked it over the last couple days it was just a WIP when I first posted it. Thanks for your feedback I really appreciate it it's nice to know it flows well now. By renaming the file to sp_trigonometry you should be able to cut down on client crashes.

xdiesp • Jun 26, 2011 • #46608
1,078 posts

Well, entirely different maybe not... it's brighter. Good!

nnndru • Jul 05, 2011 • #46609
19 posts

The colours where a bit tacky in my opinion. I can see some potential in the flinging but the execution was a bit crude. Good attempt though. Keep it up.

xdiesp • Jul 10, 2011 • #46610
1,078 posts

All right, this one's got the 4th chamber!

Checked this updated version, I saw improvements here and there but this one's big turnoff has always been the weird Xen appearances - stick to it but imho, you would get more views with a classic P1 style. Puzzles are all flings and it's easy to die if you pick them in the wrong order; the 4th chamber introduces a pretty hard reflex check.

Bug: in a blasphemous twist, if you fall between the 2 pyramids in the new chamber, you become able to walk on water.

Constructor#8 • Jul 10, 2011 • #46611
22 posts

Thanks for the quick response I appreciate it. It is what it is at this point and i see what your saying but i disagree with you about getting more views with a classic P1 style. With the new surge of mappers on this site I think the different will stand out and get more downloads then the classic style. I don't think i'll ever make a standard aperture map for that reason and simply because i'm a filmmaker and am always striving for something different. That being said there really aren't any puzzles in this map and I didn't spend much time designing it so it is simple and based solely on reflex. The next map in the series is much more complex and will hopefully show what i'm capable of. Unfortunately it's a little too complex and my mapping skills aren't quite there yet. I realize you can walk on water but I left that in there as an (extremely) subtle hint at the true meaning of these series of tests which will be revealed in the next and final chapter.

Enigmaphase • Jul 11, 2011 • #46612
110 posts

You've got a very unique style going here. I would hate to play this map without noclip (at least on my first paythrough), since it's rather difficult to figure out what you're supposed to do without a little bit of trial and error (error=restart map without noclip). However, that aside, the flings are quite fun, as I believe I stated in my previous post.

Anyway, I played through the newest version and decided to do a speedrun of it, hope you enjoy it.

7QlqUEZfNC0

Godzilla (Lazars) • Jul 11, 2011 • #46613
57 posts

This map hurts my eyes.

Constructor#8 • Jul 12, 2011 • #46614
22 posts

It hurts your eyes because you have human irises too weak to process this map. It was made for those of us who were born on acid. Enigmaphase unfortunately I can't watch your speedrun because Chinese internet is too slow for video but I can't wait to get back to the states and watch it since I haven't seen anyone complete it yet. I'm about to upload a new file that should run much more smoothly.

Constructor#8 • Jul 15, 2011 • #46615
22 posts

wow enigmaphase I thought I was a good portal2 player you put me to shame. I've played this probably close to 1000 times and I didn't realize you can break the first chamber by shooting a portal into the wall of the 2nd. Other then that the speedrun was pretty standard and i enjoyed it thanks for posting it. I'm about to post an update that address the 1st chamber break and a couple other minor issues.

Enigmaphase • Jul 15, 2011 • #46616
110 posts

Glad you enjoyed it =D
You should get to work on your sequel!

KennKong • Feb 03, 2012 • #46617
942 posts

I like flinging, so I got plenty of that here. Except that I just couldn't get the fling to the final faithplate to work. Stylistically, not to my liking. Valve provided a rich set of architectural elements, and you used almost none of them. 2/5, remove from playlist.

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