[SP] [SP, and coop] WibiData Project

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TopHATTwaffle
113 Posts
Posted Jan 23, 2013
That is the link to where you can find the new DLC package.

Do you have what it takes to stop the AI from killing you before you can fix it? In this exciting DLC package for Portal 2 you will navigate detailed test chambers on your quest to stop the AI! If you make it, there is a special surprise at the end of the test!

There are 5 amazing new single player maps, and a new co-op map to play with your friends! If you test with a friend, and they hire that friend, they will give $1000 to you!

More information here: http://jobs.wibidata.com/puzzles/portal/

Screenshots and install instructions: http://www.tophattwaffle.com/projects/wibidata-project/

Click here to download [SP, and coop] WibiData Project

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josepezdj
2,386 Posts
Posted Jan 23, 2013
Replied 6 minutes later
Awesome, Doug! Let's try this monster as soon as I arrive home!!
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Gemarakup
1,183 Posts
Posted Jan 23, 2013
Replied 46 minutes later
I'll try this soon. It looked good before it was released, so, no point waiting.
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El Farmerino
393 Posts
Posted Jan 23, 2013
Replied 1 hour later
Finished the single player campaign, though I wasn't really up for applying for a job or anything (not really qualified for anything they have available). I almost certainly used an unintended solution to get to the exit in part 4 - flinging myself up onto the thin ledge of the small observation room, then jumping from there to the exit. Generally a great series of puzzles, though, and looking forward to doing the co-op segment.
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Lpfreaky90
2,842 Posts
Posted Jan 23, 2013
Replied 1 hour later
The first three maps were nice and rather simple, but enjoyable, but I had a ton of lag with all those moving things in map 2.

Map 4 was confusing; there was no visible goal where to work to, some parts seemed to have stuff that wasn't needed and made me feel like I was doing parts unintended, but in the end I had to re-use them. Some elements the cube upstairs was barely visible. And it was just fiddling around with a bunch of cubes.

I also got stuck In the part that explodes. No way to portal out

Map 5 started okay but also required a lot of doing the same things over and over again but slightly different.

Finally in the final hub I had the answer quickly, but it refused to work. Maybe remove the button and use a logic_case with the correct value as a number for case01; and use the math counter onvalue; logic_case invalue.That's probably a simpler solution. Or is this added to prevent people from trying all 1024 options?

All in all it was quite okay, but it needs some final refinements in my opinion.

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HammerHead
42 Posts
Posted Jan 23, 2013
Replied 4 hours later
@Lpfreaky90: There is an easily visible white panel on the ground below you.

Also Doug i have to say the coop map kicks ass!

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soad667
86 Posts
Posted Jan 23, 2013
Replied 44 minutes later
I just finished the singleplayer part. It was awesome. Great visuals as expected, average puzzles, nothing to get you stuck. Still haven't tried the coop, my buddy wasn't available. It's on top of my to-do list of course.

I had no issues, except that i got stuck at the same place lpfreaky mentioned. Didn't notice any panel, weird.

Congrats and tons of thanks for this to everyone involved.

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zivi7
649 Posts
Posted Jan 23, 2013
Replied 42 minutes later
First of all: Thanks for all those awesome Hammer tutorials, ToppHat. I'm only mapping since a year and those videos definitely make climbing that steep learning curve so much easier.

Having watched a lot of those tutorials, I had pretty high expectations for this mappack - and unfortunately was pretty disappointed.

Not visually though, the chambers look great obviously. But gameplay-wise there were a lot of things that annoyed me:

||It started with the hub (which is an exception from the otherwise great visuals, to me it seemed just bland): Forcing the player to walk back and forth to the boring switches to then search the next randomly appearing elevator became annoying quickly. I assume that area resembles the company's office and they wanted the player to spend some time in it? I would have found it better if there just had been some company related eastereggs scattered for example. They would have made me curious to explore the space. The way it is now I'm forced to just walk back and forth.

Unfortunately, none of the puzzles required much logic but rather reflexes (fortunately not too fast reflexes though, everything was easily doable). To me, it felt like the only reason the difficulty was rising throughout the maps was because the test elements got placed further away, out of sight around more corners. Map 4 was especially annoying in this regard. It took me forever to finally notice the laser receiver in the destroyed area for example.

Map 5 forced me to backtrack a lot to get a new sphere or cube which got annoying pretty soon. Killing the turrets was again no logic puzzle but a matter of spotting the correct surface. The death counter came out of nowhere for me. Could be that I misunderstood the AI up to that point, I thought it needed me to find that code, why would it kill me all of a sudden? Maybe I just didn't catch all of the voice lines though, I'm not a native speaker. Anyway - one second after I pass the death counter the AI is all friendly again and explains that binary puzzle to me - that felt just weird.||

In short: awesome visuals but not so enjoyable puzzles in my opinion. Still, looking forward to play the Coop-Map now.

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El Farmerino
393 Posts
Posted Jan 24, 2013
Replied 6 hours later

zivi7 wrote:
It took me forever to finally notice the laser receiver in the destroyed area for example.

Ha, I never saw that, but I finished the map regardless (see above).

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LoneWolf2056
193 Posts
Posted Jan 24, 2013
Replied 7 hours later
Visually stunning map Such attention to detail, you even changed the floor of the elevator to the wibi data symbol, although the test chamber signs still say Aperture xD
Enjoyed most of the chambers, the last one was a little annoying.

In Test 3 what was the point of the first cube button that rotated some panels over? I never used it.

Overall pretty cool series of maps though the last 2 were a little annoying.

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sicklebrick
876 Posts
Posted Jan 24, 2013
Replied 3 hours later
Edit:
I think I was a little over critical first time around. I still dont like the lobby part, but I gave the rest a few more playthroughs and it was awesome! The fourth map had me stumped for an hour before I realised there was a very specific fling required! Also I had sound on this time; great job with the glados voice!
I hope WIBI does this every time they're hiring

Did a ninja run 'cause uhm, was having fun with it I guess:
pBLbMXg1S6Y

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portalgrinder
44 Posts
Posted Jan 25, 2013
Replied 1 day later
I've just completed the single player parts, and it was awesome ! Really loved the details and complex design of the chambers.

Like others have noted, the main hub part is a little boring though. Saving it for the end might be better. The only visual thing that scratched my eyes were the elevators in that lobby. They looked unfinished compared to the awesomeness of the rest.

My only other complaint would be that being forced to do thing twice can get frustrating. Other than that is was a great experience. Nice use of GlaDOS voice, nice track selection. The difficulty was perfect, not easy, but not impossible either.

Great work !

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PCdoc
245 Posts
Posted Jan 28, 2013
Replied 2 days later
Unfortunately, TopHATTwaffle - you (or someone on your team) did not convert Decimal to Binary and XOR properly. That was frustrating after working so hard to get through the 5 levels and waiting for that final "ahaa" moment.
Lpfreaky90 had the same or similar problem.

The numbers I was given to XOR were 712 and 407
I did it manually and used an online converter and got the same result.
But it would not work because the Mod came to a wrong result.

I converted my two numbers to binary and then applied XOR to each bit as follows:

||712 = 1011001000
XOR 407 = 0110010111
=====================
= 1101011111 (863)

So I entered 1101011111 (863) into the switches - to no avail.
Finally I went back to the computer, pressed "E" and she said she was sorry that I could not figure it out and that the correct answer was 1001
WHICH IS WRONG !!!||

BUT - more importantly - the Maps themselves - Map 4 was incredible and Map 5 was very good.
I really, REALLY LOVED Map 4 !!!!!!!!!!!!!!! Figuring out that final fling took some time, I'll tell ya that. I also did not realize that I needed or could even reach that continually falling cube in the bottom pit until the end. Great job !!

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StimichPortals
30 Posts
Posted Jan 29, 2013
Replied 18 hours later
Broke the hub and the first chamber

https://www.youtube.com/watch?v=ph0O0MAMaBQ&list=UUJhd1Syk2ICNb6WRFl0vodA&index=2

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TheNightmaren
56 Posts
Posted Feb 02, 2013
Replied 3 days later
Iviv and LyLy here, and we played WibiData Project Coop. We have a few crashes in the first video and learned you NEVER touch robot enrichment! (skip to 7:15ish in the first video if you want to pass that crashing mess)

Well, it's really hard to review this map. It's very beautiful to look at and well designed on a visual standpoint. There are some serious bugs in this map. In fact... Iviv started to fly as he tried to get out of the excursion funnel. We sort of made fools out of ourselves with the turrets XD Though we didn't want to go through getting the cubes again so didn't think to use the cubes. We both enjoyed the last test quite a bit and it wasn't so buggy.

Neither of us have played the SP versions yet, as of this posting, but plan to play it soon.

Part 1:
_DN2PsubB8g

Part 2:
rTVpb175Yhs

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zivi7
649 Posts
Posted Feb 21, 2013
Replied 19 days later
When I played this with Mumbles we had pretty much the same problems with the first test that you can see in Iviv and Lyly's video.

We kept jumping over there trying to get the third cube the same way they did. Before using the last resort of noclipping luckily we just tried what would happen if we just have one of the cubes we already had shoot over through the laserfield. That that was really the solution felt somewhat weird. When you bounce off the button you would normally be able to strafe on the turret's surface - appearantly there's a playerclip preventing that. If you can't land there, still the distance to the turrets should be small enough to grab them so appearantly they've been set to no-player-pick-up in Hammer (or it's not a playerclip but a func_brush with an invisible-texture to do both jobs at the same time). I found that was a pretty "hacky" way to get that puzzle done. It would be much nicer if the turret platform would clearly be absolutely out of reach instead of having to use these tricks to make the puzzle work.

I assume the idea to get the 2nd cube is to have one player fling up and down to then have both players hit their coop-buttons with some timing. However, the flinging is not nessecary, the player in that "booth" can just stand on the light_prop sticking out of the wall.

The second area was much nicer, even though the puzzle is a little repetitive.

Both areas are lacking some light imho, it's all very dark.

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quatrus
1,047 Posts
Posted Feb 21, 2013
Replied 3 hours later
I didn't find any real problems with my playthrough. Some of the "grids" were a little hard to see clearly (funnel cube retrieval section). Overall, I thought it was a great map set and actually solved the end with gel and a fling as intended I presume (no ninja wall climb and jump - not sure I could even pull that off anyhow).
There was indeed a bit of back and forth in some of the sections, but I didn't find it too tedious - I've played worse...times were generous when needed - thanks for that...
It took a while to figure out how the set worked in the lobby and thanks for the binary conversion at the end - no interest in solving that...
This is the first 'mod' I've seen in P2 (played many in P1) and it worked fine after following the instructions for installation - hope all works OK after the removal.
Enjoyed it a lot - thanks for creating ... 5/5