ATTN Mappers: Map(s) Idea

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atomsk
8 Posts
Posted Oct 28, 2007
The one thing I absolutely loved about Portal were the "behind-the-scenes" maps. Finding clever ways to advance like redirecting rockets through portals to break pipes to acquire cubes, finding abandoned rooms with easter-egg like material, rooms full of turrets, moving piston-like pipes, and having to multi-fling to make it to a certain point in the level.

Albeit the challenge courses are fun. Figuring out the puzzles and unlocking least times, portals, and steps. I'd love to see more of the "back alley" find your way out and survive environments. Most custom maps make use of the standard examination rooms and turrets but none have yet used the rocket launchers or the guts of the complex. So while all of you talented mappers are hard at work, don't forget about the other side of Aperature. There's more to it than just creating neat puzzle rooms!

EDIT: I forgot to mention FIRE PITS! Lots and lots of FIRE PITS with moving platforms teeming with obstacles that you have to try to portal around while maintaining a stance on the platform. Maybe even throw in some of the charred zombies and lay them about the pits to show failed test subjects!

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DiddyKong42
192 Posts
Posted Oct 28, 2007
Replied 5 minutes later
Yup, and moving walls with spikes on that are booby traps xD.
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atomsk
8 Posts
Posted Oct 28, 2007
Replied 8 minutes later
I would really like to see the descending spikes that were shown in the early trailers.
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msleeper
4,095 Posts
Admin
Posted Oct 28, 2007
Replied 1 minute later

atomsk wrote:
I would really like to see the descending spikes that were shown in the early trailers.

I almost wonder if that was a model, having all of those spikes made out of brushes would be a waste.

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DiddyKong42
192 Posts
Posted Oct 28, 2007
Replied 3 minutes later

atomsk wrote:
I would really like to see the descending spikes that were shown in the early trailers.

Yea, it looks really awsome and if u fall down some where ur not suppose to the roof caves in on u xD.

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atomsk
8 Posts
Posted Oct 28, 2007
Replied 1 minute later

msleeper wrote:
I almost wonder if that was a model, having all of those spikes made out of brushes would be a waste.

I would think it'd have to be. Hopefully it's somewhere in there...

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Mapster
396 Posts
Posted Oct 28, 2007
Replied 1 minutes later
You could always group them to it almost acts like a model.
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Artesia
238 Posts
Posted Oct 29, 2007
Replied 4 hours later
if only I could tell you the "boss fight" I have planned

dunno if I'll make it soon or not, kinda burned out atm... and I gotta find a job :/

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Thunder79
8 Posts
Posted Oct 29, 2007
Replied 2 hours later
I'm still working on my first portal map...I started working on it just after people posted how to get hammer working with portal maps.

I started out with a somewhat standard test chamber...but I have started adding BTS parts...and in order to solve the map you have to get to those parts. Essentially you have to plug in the power for certain things in the BTS parts (someone tripped over the power cords before fleeing GlaDOS' wrath)...and you have to manipulate the configuration of the rooms in the test chamber by changing things BTS to solve the puzzle. Think about how the testing chambers could essentially be reconfigured with those movable platforms that were all over the place. I'm doing something along the same lines. It's not a get out and survive (at least...I don't think it will be)...it's more you got stuck in this mis-configured/partially shutdown test chamber that you have to figure out the configuration to successfully complete it.

Oh and I do make use of the rocket turret...

I hope to have some initial WIP screenshots this week. The name of the map is pl_thunder.

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atomsk
8 Posts
Posted Oct 29, 2007
Replied 3 hours later
That sounds really cool.
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Grudge
307 Posts
Posted Oct 29, 2007
Replied 1 hour later
If SDK is tomorrow then I will be making a few simple puzzles at the start of my map and make them more difficult as the map advances.

Including firepits and spikey things.

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Wroth
135 Posts
Posted Oct 29, 2007
Replied 29 minutes later

Grudge wrote:
If SDK is tomorrow

WHOAS, what're you basing this on?

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Hober
1,180 Posts
Posted Oct 29, 2007
Replied 15 minutes later
Hearsay. The latest estimate is SDK on 30 October, but, well... you know the drill.
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youme
937 Posts
Posted Oct 29, 2007
Replied 1 hour later

atomsk wrote:
I would really like to see the descending spikes that were shown in the early trailers.

I've put it into production with TS13

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Mapster
396 Posts
Posted Oct 29, 2007
Replied 4 hours later

Hober wrote:
Hearsay. The latest estimate is SDK on 30 October, but, well... you know the drill.

lol, When Duke Nukem Forever goes gold
That game is a myth now... anyways back to portal.

We are all coping atm with the map editor so i think we can live until the sdk comes out, true i wouldn't mind editing a few things and making my own mod... but i think I'll just have to wait until Valve notices that... THEY ARE KILLING US HERE!

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atomsk
8 Posts
Posted May 20, 2008
Replied 6 months later
Sorry to scrounge this up from the depths but this idea is still lurking in my head. My new HD3870 has rekindled my Portal flame.

Has anyone come across maps such as those in my post? I've downloaded the Portal Flash map pack and will look into playing those but I am still looking for diverse maps that fall outside of the Apeture Labs norm....

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msleeper
4,095 Posts
Admin
Posted May 20, 2008
Replied 1 minutes later
Holy fucking --
- old- locked- warning'd