[SP] PortalCraft

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sicklebrick
876 Posts
Posted Aug 05, 2012
Replied 3 hours later

TheNightmaren wrote:
This one is original and I love the design work put into it. I found it a little bit tedious, but then i assume it's based around minecraft, which I'm not a fan of. I always love that you're not afraid to come up with different ideas, though.

Heh, when making the map, I quite naively assumed that everyone loved minecrafting and that side of it wouldn't be an issue. Personally I find it oddly satisfying, and was less bored of this map after a long while than most I make. Guess I was off on that one Anyhoo, reason I'm replying, I hope you like Tetris; pretty sure that's my next one.

portal2tenacious wrote:
Pros: BABOO!
Amazing idea and execution
Great puzzle
Cons: odd learning curve
No suicide Chell

This has been a 2 minutes review, courtesy of portal2tenacious, the biggest moron who ever lived.

I think you're right about the learning curve. It's more of a step, and then you're there.
Writing hints about being able to portal those surfaces, and forcing the player not to be able to move until they get to grips with placing blocks, and portaling them didn't seem to sink in >.<

I was gonna place another suicide shell next to Baboo, but uhh..that's 22mb I CBA uploading, heh.

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PCdoc
245 Posts
Posted Aug 05, 2012
Replied 11 hours later
This is perhaps the most fastidious "look" I have ever seen. And yes, I used a Thesaurus for that word. The red, blue and white give a very professional look to the place.

Initially I spent a while completely stuck. I managed to build steps to get to the other side but that was it. It finally dawned on me to build a wall outside of the fenced in area to allow entry into that area. It also finally dawned on me that I did not need bottom cubes to support cubes above and that allowed me to build a single-width catwalk across both pits.
Once I had the 2 catwalks built then it was a simple exercise to make it to the end with time to spare. I calculated that 10 blocking cubes gave the maximum laser blocking delay and that 11 cubes was one too many and the timer would elapse before the laser could open the door.

I must ask - was this something that just clicked in your head and was not too difficult to add to the game ? Or it is an incredibly difficult and time-consuming endeavor ?

I do not know if this would be a direction to go in - as far as making many maps based on this. However it would be interesting to try some more cube maps with added complexity. The amount of new and entertaining features you guys are adding to Portal 2 is very exciting.

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sicklebrick
876 Posts
Posted Aug 05, 2012
Replied 1 hour later
Heh, ty for the feedback doc!

I hadn't once considered that the player might try and support higher blocks - and in restrospect it makes a lot of sense (especially if you've not played minecraft). Perhaps pre-building half the bridge would have been a good idea but I think it's just such a different concept that it'd need quite an involved intro - like portal itsself >.<

I hadn't actually calulated the number of blocks, heh.. I think 2-3 gives enough time as well, but I guess if you're placing the blocks from the first room you can get away with doing more

Difficulty wise.. uhm... It's not terribly difficult, but it is pretty fiddly. Everything you'd expect just to 'happen' takes a workaround. For example aiming is handled by a tank-like entity stuck to the player ('cause there's no way to determine where the player's pointing precisely and easily). Finding the block position involves tracing some vectors and figuring out the surface angle. The blocks are made of 2 blocks - one for collision, one for graphics (also allowed me to have transparent blocks that still stopped a laser initially). Hammer and the scripting language themselves are faily easy but it's inherently fiddly on this scale.

Anyhoo, you find the seekrit ?

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BEARD!
169 Posts
Posted Aug 06, 2012
Replied 23 hours later
Aesthetics
This level's looks are more for function than form. Immediately you're introduced to the instructive colour scheme, which clearly define the rules of the game. The targetting bullseye should ideally have had some kind of colour - I found it hard to see against some parts of the chamber, particularly when looking through grates. There were certainly no problems visually, but the chamber remained pretty spartan - then again this isn't your typical chamber. Observation rooms light the chamber and that's about it; the cool lights give it the standard clean, controlled feel. Some parts of the levels are darker and shadowed; here the blocks that you summon are far too bright and look out of place.

It'd be nice if the level was made of tiles that weren't the same size. I know you have to show the player a grid for placing their blocks, but it would help break up the monotony even if there was the occasional 64*64 tile. Red zones in particular strike me as somewhere you can spice things up a little.

Gameplay
Rather than thinking where to put portals, you end up thinking where to put portalable surfaces. An interesting way of looking at things! There were two 'aha' moments for me: "Oh, these blocks are portalable" and "Oh, I can fling myself like this". I discovered that you could block the laser fairly quickly; I was more surprised that the blocks exploded by themselves! After working through the chamber, there was the small matter of completing the course under time pressure to exit.

The single most frustrating thing is the 'controls'. The bullseye target lags behind your camera movements ever so slightly, and its motion is jerky. Even more frustratingly, about half the time it doesn't go where you point! The script doesn't seem to like aiming while pointing down, or on surfaces close to the player. I don't mean to moan - of course you're working to limitations - but it got in the way a few times throughout my playthrough.

Whatever your thoughts, it was fun to experiment with a new concept. I just wonder if the idea would extend easily to other puzzles, or is it more of a one-trick pony?

Difficulty
The map felt like an introductory level. "Here's a new puzzle element, it doesn't work on red stuff, go solve the test" it says, which is the right way of doing it. (That is, let the player work out how it works for themselves.) Dragging out the concept through further training wouldn't be worth it, as the concept is fairly straightforward. I'd say it was medium difficulty - you have to figure out how to use something new, and then how it works with portals. I think the map could have benefitted from a second puzzle, however, because it did feel like an introduction. Some kind of development of the concept would have been great.

Bugs and Mapping Details
Not much to say apart from the bullseye. I noticed that the portal control buttons trigger the other butons, so more than one button sound can be heard. Also I managed to get a block stuck under the floor, but I could right click to destroy it.

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sicklebrick
876 Posts
Posted Aug 07, 2012
Replied 14 hours later
Cheers BEARD!, nice to read an in-depth honest review.
In reviewing your review I found your rhetoric to be unnecessary and later rendered moot by your own suggestions that I build more puzzle whilst questioning whether more puzzle would actually work, but I'll let it slide :p

With regards to placing blocks close to yourself and multiple button sounds, the former is simply to stop the player becoming stuck in their own blocks, and the latter.. well the sounds actually come from buttons hidden inside the wall placed deliberately to make it more obvious that buttons are linked. Honestly you're the first to notice that one!
Frustratingly though, the aiming issue is alleviated slightly simply by hitting the mouse buttons. The script only updates every 1/10th of a second, and more precisely whenever the game feels like updating the func_tank entity. So while it might be lagging behind, it's generally safe to click early. More of an art than a science, but if anyone from Valve's reading - a fix or alternative trace() would be nice!

I thought I'd fixed the block-in-floor bug, but I'll take a look at that after judging, cheers for pointing that out

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BEARD!
169 Posts
Posted Aug 07, 2012
Replied 2 hours later

sicklebrick wrote:
Cheers BEARD!, nice to read an in-depth honest review.
In reviewing your review I found your rhetoric to be unnecessary and later rendered moot by your own suggestions that I build more puzzle whilst questioning whether more puzzle would actually work, but I'll let it slide :p

Good point - thanks for the feedback on the feedback - and just to clairfy I'd love to be shown that more puzzle works!. As for the block in the floor, that was a one-off (I have no idea how it happened) but I only managed to do it once. Definitely not something to lose sleep over.

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Djinndrache
1,442 Posts
Posted Aug 08, 2012
Replied 1 day later
This is my playthrough of this map. In order to not influence the opinion of anyone, I won't say what I think about this map yet. Have fun watching the video and get your own opinion about the map for now

wKOIjiTYvD8
(Link: http://www.youtube.com/watch?v=wKOIjiTYvD8)

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sicklebrick
876 Posts
Posted Aug 08, 2012
Replied 43 minutes later
Heh, cheers Djinn, that was really interesting to watch
You picked up the various concepts pretty fast (including your refined route towards the end) which is good to see. You can shave of a bit of time by just placing 2 blocks from the 2nd room before the fling, but it's 6 and half a dozen My only concern is that you didn't stop to build a little house.
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BEARD!
169 Posts
Posted Aug 08, 2012
Replied 1 hour later
I've just had a thought - can you reach through portals to place and destroy blocks? That could make for an interesting development!
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sicklebrick
876 Posts
Posted Aug 08, 2012
Replied 18 minutes later
Heh, technically yeah. Would be very simialr to HMW's method of tracing over lasers with pretty colors for Sendificate.. but more maths, and only certain brush types work with the trace system :\
That's an awesome idea though- I'll prod HMW and see if he minds me cannibalising parts of his script for it, cheers!
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ChickenMobile
2,460 Posts
Posted Aug 10, 2012
Replied 1 day later
Here is my feedback.
Do not read if you are judge!

review
||This map introduced a new concept which I thought was interesting but fun (since I have played minecraft before).

The only thing I didn't like about it was the trial and error you had to do in order to find out how many blocks you needed to block the laser and still have enough time to go through the whole puzzle again in order to fling yourself to the exit (with enough time that the door actually opened). I finally got it after around full 3 goes.

One thing I thought was incredible smart was the fact you could place portals on a number of blocks.

  • for aesthetics, + for scripting and + for the random animal king turret in the observation room.

Having said all this, I actually didn't like it that much personally. I have no idea why. Maybe because minecraft and portal are not meant to be together?||

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sicklebrick
876 Posts
Posted Aug 10, 2012
Replied 8 hours later
Screw spoilering a spoiler, I'll just reply directly.
no judges!
I see where you're coming from here. I think part of the problem is the fact that everyone I've seen has taken a more awkward (less logic, more work) route than I'd anticipated, which makes the map a whole lot fiddlier than it ought to be! ( for example, you can get away with just 1/2 blocks) That and the whole aiming issue. Cheers for the honest feedback anyhoo
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HMW
806 Posts
Posted Aug 11, 2012
Replied 14 hours later

sicklebrick wrote:
Heh, technically yeah. Would be very simialr to HMW's method of tracing over lasers with pretty colors for Sendificate.. but more maths, and only certain brush types work with the trace system :\
That's an awesome idea though- I'll prod HMW and see if he minds me cannibalising parts of his script for it, cheers!

Of course you can use it, no problem at all.
I also considered using TraceLine(), but I found it too limited. Its main limitation is that it doesn't see cubes, which is kind of critical for my purpose.

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sicklebrick
876 Posts
Posted Aug 11, 2012
Replied 1 hour later
Cheers, your script works really nicely - no point reinventing the wheel!
If you're intending to use traceLine in the future, try using func_physbox and func_weighted_button as they're the only parentable\nameable brushes which traceLine will hit ^^ (including when they're set not to render, have a nodraw texture, and are disabled)
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Moth
225 Posts
Posted Aug 11, 2012
Replied 5 hours later
Outstanding! Definitely my favourite of the competition entries.
I love Portal and I love Minecraft. It takes a real twisted mind to come up with something like this.
Absolutely loved every minute from start to end. You should seriously consider making a LOAD of these maps.

Once again, great work, lad!

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sicklebrick
876 Posts
Posted Aug 11, 2012
Replied 26 minutes later
Heh, thanks mothman
It was originally intended to be a playground map, coop too... but the competition rules stated no playgrounds! Once I figure out how to make a nice block type switching UI, I'll release a coop version.
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wstrika
200 Posts
Posted Aug 11, 2012
Replied 1 hour later
Here's my playthrough:

lMinIHknbyc

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HMW
806 Posts
Posted Aug 23, 2012
Replied 11 days later
I'm going through all of the maps that I played for the contest and post my rating and comments.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.

judging comments
||Aesthetics: 4
The visual style of this map is best described as "utilitarian". Very simple textures, and (almost) no decorative details that distract from the gameplay. However, this is not a bad thing. The author clearly decided to spend his time on the primary game mechanic instead of the visuals, and despite that, it doesn't look sloppy or ugly. The layout of the rooms makes sense, the lighting provides a nice contrast between the different areas (although the right part could have been a bit less dark) and it all looks clean and polished. (There are some flickering lines showing through portals placed on Minecraft-blocks, but that's it.)

Gameplay: 5
This quirky new game element is a lot of fun to play around with. It requires a new way of thinking. When I'm stuck in a hole I usually look for a portal-enabled surface nearby, or a tractor beam, or a faith plate. Now the solution is suddenly "use these blocks to make yourself a nice staircase / fling tower / whatever". And if you're momentarily out of ideas, you can tinker with the blocks and build all kinds of crazy shapes at your leisure while thinking about the problem.

Difficulty: 5
Pretty easy, but it's so different from your average Portal map, that there are definitively some "okay, what now" moments.

Overall, while it is not the most visually polished map in this contest, of the ones I played it is definitely the most fun one by a large margin!

Personal score: 5||
And with that, I'll be off to play some more gnominoes...

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sicklebrick
876 Posts
Posted Aug 23, 2012
Replied 2 hours later
Haha, cheers man.
Gnominoes... now there's an idea!