[SP] The Second Exodus
This is NOT the quality I wanted to show, and less for one contest! You simply can't imagine how sad and ashamed I am. Overall, after all effort, time and illusion I've put into this.
Looks like pakrat let me down when including my custom model's textures into the bsp. The rest of textures seem to be in... Damn it... oh well, damn ME! It's a realp pity. If I would have done things earlier, I would have asked a friend to subscribe the map from the workshop and test it in order to prevent this and some bugs as well... I'm so sad, really.
I left by the end some optimisation and also to include some logic_autosaves, so sorry about that as well.
Let me show what you should be seeing at least:
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Tbh, I entered the contest, not because of the prizes, but for sharing a good quality first thing with the community. I'm terribly ashamed, and pissed off.
This stupid but anyways: if there would be any chance to allow 1 single amend for this map for being judged, just tell (I know... the rules are clear). Otherwise ofc I'll fix it after the judges finish.
Some bugs founded can be easily fixed as well:
- A trigger hurt that doesn't properly get deactivated by an input
- An areportal that can be seen closed because I forgot to extend some trigger brushes
(more to come!)
Really sorry guys. Really.
EDIT
Sorry, with the rush I couldn't even add a good description (or screenshots), but the most important is that I wanted to credit and thank some persons:
- Komaokc for the skybox textures. Awesome custom skybox creator!
- Skotty for the Portals' light rail remake models! I tried to use your instances but after some time I decided to collapse them and set everything myself in order to get what I wanted....
- Vanessa. My dear friend and art designer. I don't know what I could do without your help! Thanks for tweaking the skybox's tone to make it more "greenish" and according to my visuals for the map. And thanks for all signage and continuous support!
- My dear friend Neco who was the original designer of those "lamps" or lighting supports I've turned into models for the contest.
NOTE
I expect to correct the map after the contest and fix everything. I'll let some time to play it to those interested, and then, after some reasonable time, I'll post a playthrough video...
(EDIT: btw.. man, where the hell are you getting those awesome avatars from? dude, I think they're all so funny!
)
Room 1
Really liked the puzzle here - reminded me of one of greykarel's maps. I had a little problem where occasionally the floor panel in the pit wouldn't flip back when the button was unpressed. Problem with pending outputs, perhaps? Otherwise, great.
Room 2
A bit weird, because the most puzzling thing here seemed to be getting back to the cube room to make the fling to the button, something you don't actually have to do if you have prior knowledge of the room layout. Unless I did it in an unintended way, of course....
Room 3
Can't say a lot about this, as I haven't solved much of it yet. I thought the moving platform could maybe be sped up a little bit, as it was a bit irritating to have to wait for it, especially given the design of the first puzzle here. As for that - I initially managed to get back into the cube room and flung myself with the cube up to that little ledge above the vertical lightbridge; I then had a real rough time trying to get the cube on the lightbridge as I was bouncing way too high. Once I realised what was intended I thought it was a nice little puzzle, although as I say the slow platform can make re-attempts a chore and it did take me a few attempts to get it right (was really grateful for the F6 and F7 keys...)
One other thing I'd say about that room is that it would be nice to have some kind of hint as to the order of things in there - at the moment it's a bit much to take in all at once. Perhaps some numbered symbols or something?
Aesthetically I don't want to say too much as I'd rather wait until I see it in all its glory, but even with the models missing and the funky world-portal thing going on I must say it looks pretty damn sharp.
Xtreger wrote:
Well the screenshots look wonderful, especially the skybox. Tough luck...
Thanks Xtreger. I also hope you'll like the puzzles whenever you have time to test it
@El:
First of all you must know that I came out from the rock I was hidden under only because I wanted to reply to your detailed post, because I sincerely thank you a ton for that, because you deserve my detailed comments... but overall, because I think it must be really annoying to be playing the map with sunglasses
in order to protect your eyes from those blinding models
Thank you my friend.
Anyways, I'll release a newer version separately in another thread later today and I'll appreciate if you can play that one instead
Sorry for not doing this earlier but I really had to sleep some after my hard-mapping weekend nightmare
El Farmerino wrote:
Really liked the puzzle here - reminded me of one of greykarel's maps.
Thanks. Yeah somehow it reminds me too, overall, what reminds me indeed, are some mechanics I performed to play some of his maps, more than the design itself...
ROOM 1
El Farmerino wrote:
I had a little problem where occasionally the floor panel in the pit wouldn't flip back when the button was unpressed. Problem with pending outputs, perhaps? Otherwise, great.
Hmmm... Tbh I also experienced something similar 1 time but never reappeared. Everything is correctly set up, by a couple of logic_relays and setting each output a delay of 0.20 secs except for the "CancelPending" fired to the other relay. There are 4 entities (2 func_door_rotating plus 2 portal_cleansers) receiving inputs from the relays, maybe that's too much (?). Or maybe I should increase the delay up to 0.25 for example... I'll check.
ROOM 2
El Farmerino wrote:
the most puzzling thing here seemed to be getting back to the cube room to make the fling to the button
Yes... and NO: let you finish the map and you'll see how this room is more than just that
El Farmerino wrote:
something you don't actually have to do if you have prior knowledge of the room layout. Unless I did it in an unintended way, of course....
That got me confused. I'd like to hear how you would reach that ceiling button without using the chamber 01... Because ofc I've placed some white tiles in 2 sides of the center column in order to allow you fling and get momentum, but not enough to reach that buttton (?) Anyway, I'll check every height again later today.
El Farmerino wrote:
I thought the moving platform could maybe be sped up a little bit, as it was a bit irritating to have to wait for it, especially given the design of the first puzzle here
Oh about that... I also think so! But after trying diifferent speeds, I thought that one is the more "natural" speed this platform should be (it's 50 or maybe 55). Anyway I've thought of a more elegant solution: I'll place 2-3 platforms instead moving at the same time with a fair separation into a looped circuit, what do you think?
This way, you'll meet some of them soon after you approach to the ledge of the pit.
ROOM 3
El Farmerino wrote:
I initially managed to get back into the cube room and flung myself with the cube up to that little ledge above the vertical lightbridge; I then had a real rough time trying to get the cube on the lightbridge as I was bouncing way too high
Ha... to be frank I've tried to do as you describe and I couldn't reproduce it!
The only possible way I can think of to do what you say is to leave a portal at the top of the column in Room 02, thee cube on the floor_button there's in the "division" hall, then go to room 03, slide your body around the cornise and jump down into a portal placed on the floor near the stairs... I tried that but I didn't reach the top (that "division hall")... Did you placed a portal on the wall at 03 near the staris instead and run across it bunnyhopping or something to reach that room?? please let me know. I measured carefully all flinging heights in the map and I intentionally left some white tiles on the center column at 02 and some on the floor to allow the perfect momentum to position the cube pointing to the laser beam catcher that activates the light bridge 
El Farmerino wrote:
One other thing I'd say about that room is that it would be nice to have some kind of hint as to the order of things in there - at the moment it's a bit much to take in all at once. Perhaps some numbered symbols or something?
Hahaha... I thought I allready did! I know distances are a bit long, but I thought still noticeable... Please check (these pics have been taken in real in-game zooming in from the floor near the staris):
||This intends to be a "dot 1" signage... check the blue circle

This intends to be a "dot 2" signage... check the 2 blue circles
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I tried to guide the player and to offer intuitive signals. It's a difficult area to signalize though... but I'll try it better (haha... I was indicatoring on Sunday at around 4:00h Spain hour! that's ETD 22:00h... with SO WEARY eyes! my glasses didn't help me much yet)
Thank you so much again for playing. I'll inform about the updated version, please stay tuned.
Hugs
What I meant about the button in the second room is that on a replay you can actually just skip right to flinging to the button, as you know it's coming; you don't need to work out how to get back as you don't need to go down in the first place. Not really a complaint - in fact, it was really nice when I couldn't find my previous save and could just blast through it - but it was something I've never seen before and made me question my method a little bit.
2 or 3 platforms would be perfect. It's mainly the horrible sensation when you realise you've just missed it that's the problem, as it takes so long to come back....
How I got onto the ledge - one portal on the wall facing the room with the cube button, one on the floor next to the stairs. A jump off the stairs and into the portal takes me back into the cube room. Then jump back down and fling up. I made a video of it, actually, but I won't post it here because for some reason one of your textures didn't show up when I converted the .dem to targa files and as a result it looks absolutely horrible - I'd hate for people to think that's the state your map is in, as the textures showed up fine in-game. I'll see if I can PM it to you.
As for the signage - D'oh! That's just me being an idiot. I was wondering what those circles were about...
You don't need to send the video to me, I completely understand it, that was my first guess!
El Farmerino wrote:
What I meant about the button in the second room is that on a replay you can actually just skip right to flinging to the button, as you know it's coming; you don't need to work out how to get back as you don't need to go down in the first place. Not really a complaint - in fact, it was really nice when I couldn't find my previous save and could just blast through it - but it was something I've never seen before and made me question my method a little bit.
Yeah! once you know what to do, you simply have to place the cube on the button, open a floor portal in 02, go back to 01 and jump below on the other floor portal... then keep the momentum from portal to portal until you reach the button
Well done
(lol... the "thumbs up" emote stands out of the spoiler tag! hahaha)
Please wait up some hours and test the new version. Thank you, really ![]()
BEARD! wrote:
In the first room, once I've got the laser cube do I have to put myself into an infinite drop and fling upwards to reach the starting hub?
No! that would be very ugly! .. And in fact, I think it's not much possible due to the couple of fizzlers setting: you will only get your portals disappear against the upper horizontal fizzler, or if the cube is not on the button, the vertical fizzler will prevent you from shooting a portal below the ledge...
Beard!, do not hesitate to ask for a tip ![]()
) but I'm not totally satisfied so far. I expect to polish it a bit later when I arrive home after work, and publish the new version as a different map in a different thread...
I've added some more signage and made a couple of steps easier in room 3. Also the logic_autosaves are already in. Already set up the HDR (the env_tonemap_controller plus its logic_auto) for the final compile. And fixed a couple of bugs.
I'm thinking of introducing a color_correction as well because in HDR some of the greenish look is dimmed. I'll see.
I really think this afternoon will be finished and published ![]()
Do not read if you are judge!
||I don't know if it is late and because I am tired or if its because this map is too hard that I couldn't complete it.
It was very beautiful and was in a style which was interesting and different however I left more frustrated than pleased when it came to puzzle aspects.
Flinging required ninja portal placing skills and I had no idea what to do with the laser cube when I finally was able to bring it with me.
I mostly understand how to solve the puzzle, however I couldn't pull it off and gave up after half an hour of mindless looking around.
Perhaps I might give this another go later on.||
As to the puzzle the first two rooms caused no problem. I've experienced the same El Farmerino said about above. In the third room trying to find intended solution I've managed to activated the light bridge with the reflector cube on it, got the regular cube, got it on the button and got myself in the second laser emiter and catcher area then stuck and found unintended way to skip all the rest and get to the main button. I just used the regular cube to get over the laser field and jumped up off it to get on the highest possible light bridge over the main button. And I'm not sure if my final move was intended: I placed portal on the wall high over ladder in room 3, went to room 2, placed portal on the floor in front of platform, enter in the portal to get to the ledge in room 3, placed the portal in room 3 on the floor where new vertical light bridge was, jumped in the portal, when reached the highest position in room 2 placed portal on the column to get on the bridge leading to the platform.
That's all for now. I will try to find intended solution for room 3 when you release updated version.
ChickenMobile wrote:
My feedback:
Do not read if you are judge!||I don't know if it is late and because I am tired or if its because this map is too hard that I couldn't complete it.
It was very beautiful and was in a style which was interesting and different however I left more frustrated than pleased when it came to puzzle aspects.
Flinging required ninja portal placing skills and I had no idea what to do with the laser cube when I finally was able to bring it with me.I mostly understand how to solve the puzzle, however I couldn't pull it off and gave up after half an hour of mindless looking around.
Perhaps I might give this another go later on.||
Thanks for your input Chicken. To be honest the last thing I wanted to make is a hard map for the contest, you have to believe me. Somehow I think I'm losing perspective to determine what is a hard puzzle... I'm sorry to hear that you left the map with that feeling, really.
However, if you read Greykarel's explanations of how he has solved it, it should give you some hints on how to get through, as many of the things he did was intended (except the part to reach the main button jumping from the regular cube on the bridge over the laserfield, which is completely unintended).
@Mumbles, I'm impatient to arrive home and see your .dem file! Thanks for that! let me reply to your post after watching it
@Grey, I didn't expect anything less from you, I knew it wouldn't suppose so much trouble for you to solve it. I'm glad you liked the style because I spent 2 days only to find the perfect textures to combine them and get those visuals.
About your ways of solving it. I guess Room 01 and the ceiling button at Room 02 is no problem, as some mechanics are close to some there are in your maps. The first part of room 03, is completely intended
I'll add another laser field over that one you skipped cleverly as ofc that movement wan't intended.
About the last part is mostly intended again the puzzle ends like that: you have to use the new orientation of that column to reach the last ledge that carries you to the exit, using some floor portals and the new bridge.... But still you did some steps non-intendedly, but that's my fault: I had to add a panel on top of room 3 where there's a grate that allows you to shoot a portal below to the bridge that comes paralell to the portal, in order not to make the player angry if he had to go up there again; I made a connection corridor between room 2 and 3 for being used in the final step... but obviously, as you have described, is not longer needed anymore after having added that white panel on the ceiling above the grate.
I have been all the weekend long out in Creamfields Electronica Fest and couldn't finish the new version of the map, but I expect to finish it later. Grey would you be interested in beta-testing the new version before I upload it? that would be awesome! I'll also send to El Farmerino. I hope the new changes will make it a bit easier/clearer. Also I'm adding more signage hoping the player will be less lost than now.
I apologize again to all those that found it too hard.
josepezdj wrote:
I'll also send to El Farmerino.
Awesome, really looking forward to it, but try to be quick as I only have two days left before going away! After that I won't be able to play for about four months or so....
Mumbles wrote:
Great looking map, but I found a way to skip the entire third room and a hopefully unintended way of getting out of the first room with the Reflection Cube.Here's the demo: https://docs.google.com/open?id=0B4hsoP ... G1zQ0dzV3M
My God, that was absolutely impressive to see
Thank you for the demo mate!
I'll fix that in the upcoming new version, that won't take long to fix... Indeed, you could have even done it shorter: when you are already in that white ledge onto the horizontal fizzler's prop, you could have jumped down into the portal again and reach the final ledge of the main hub with no problem, I already discovered that myself and was about to remove that white ledge on the fizzlers' props by simply separating them 64 units more...
About the way of reaching the exit, I tried myself a few times in a run before the deadline, but I couldn't. Somehow, after watching you performing it, I can do as well
(I forgot that you can get some extra "lateral-inertia" if you just face down the floor portal while you fall and quickly face it down again right after having crossed it while you press "A" or "D" to move sideways!)...Easy to fix too!
Thank you for showing that video, really!
El Farmerino wrote:
Awesome, really looking forward to it, but try to be quick as I only have two days left before going away! After that I won't be able to play for about four months or so....
Man, what an amount of journeys you're in this year! (still travelling around the world?) Wow! Take care. About the map, you'll receive it later today (there's no need to rush or something, if you cannot play it, it's fine, ok?
... play it whenever you want...).