[SP] Feather Away

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reepblue
894 Posts
Posted Mar 11, 2013
A single release map that showcases a bunch of elements in a small space. I also wanted to do something like Cluster and have all the elements in the end open the exit door in the end.

Click here to download Feather Away

Click here to download Feather Away

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RectorRocks
522 Posts
Posted Mar 12, 2013
Replied 7 hours later
Awesome little map, puzzles wasn't difficult but it was fun. The details were nice, great job!
Here's my blindrun:
ykYCdV3tKEE

Feedback:
Feedback
||-Did you stretch the fizzlers? Don't do that. Whenever a fizzler is wider than 128 units, the fizzler must have 3 parts. Left, center, and right. The left and right should be textured "fizzler_l" & "fizzler_r", and should only be 32 units wide. Place them accordingly, left on the left side, right on the right side. After that, the remaining will be center part of the fizzler. Texture the center with "fizzler_center".
-When your Excursion Funnel changes polarity (turns orange), the blue light is still there.
-Indicator lights are wrong.
(eg. floor button activates funnel. Floor button is the activator, funnel is the target)
Only the activator will have the Aperture logo as the first 'indicator light'. The target will not have the Aperture logo as the last 'indicator light'.

VDC - Indicator Lights (Portal 2) wrote:
...when the line turns a corner (not including transitions from wall to floor, for example), a signage/indicator_lights/indicator_lights_corner_wall should be in the corner, as well as at the start of the activator (but not the activated thing).

||

Great map, although it was a little too short.
4/5. Great.
Cheers!

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Lpfreaky90
2,842 Posts
Posted Mar 12, 2013
Replied 10 hours later
Here's my playthrough; I hope it's useful!
http://youtu.be/3tJdIscNTfg
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quatrus
1,047 Posts
Posted Mar 12, 2013
Replied 2 hours later
Agree nice map, but all too short. Thanks for creating.
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reepblue
894 Posts
Posted Mar 13, 2013
Replied 23 hours later
Thanks guys, it was suppose to be short. I just needed something to get me back into source mapping after taking a short break from it.

Lpfreaky, although your point of view comments were correct about the laser (Depending how you angled it), I don't think it is much of an issue because you can put the reflection cube on the button to change the funnel. Also the light color was the exact light color I used in the funnel map in A Little Higher.

RectorRocks wrote:
Awesome little map, puzzles wasn't difficult but it was fun. The details were nice, great job!

Feedback:
Feedback
||-Did you stretch the fizzlers? Don't do that. Whenever a fizzler is wider than 128 units, the fizzler must have 3 parts. Left, center, and right. The left and right should be textured "fizzler_l" & "fizzler_r", and should only be 32 units wide. Place them accordingly, left on the left side, right on the right side. After that, the remaining will be center part of the fizzler. Texture the center with "fizzler_center".
-When your Excursion Funnel changes polarity (turns orange), the blue light is still there.
-Indicator lights are wrong.
(eg. floor button activates funnel. Floor button is the activator, funnel is the target)
Only the activator will have the Aperture logo as the first 'indicator light'. The target will not have the Aperture logo as the last 'indicator light'.
VDC - Indicator Lights (Portal 2) wrote:

...when the line turns a corner (not including transitions from wall to floor, for example), a signage/indicator_lights/indicator_lights_corner_wall should be in the corner, as well as at the start of the activator (but not the activated thing).

||

Great map, although it was a little too short.
4/5. Great.
Cheers!

Yeah, I cheated the fizzler only because I recall the texture placement is relative to the position of the grid. I would have needed to make a new instance, and since this was a single map and a last min edit, I just use the full version of the fizzler and told it to fit the brush.

As your indicator issue, I have no idea who wrote the rules of the indicators, but I know Valve had multiple people work on the chambers and they followed their own rules to a point. I think I referenced "laser stairs" for the indicator lights. It was a A2 map for sure.

Glad you enjoyed it, I don't make portal maps that much anymore so it was a surprise that I made this.

By the way, here is my video. http://www.youtube.com/watch?v=m3BRvKLoMyw

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protoborg
288 Posts
Posted Mar 14, 2013
Replied 1 day later
It amazes me that the two people who made videos of this map never thought to use the redirection cube to hold down the floor button. If they had, line of sight would not have been an issue. Overall, this looks like a good map. I might download it.
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sicklebrick
876 Posts
Posted Mar 15, 2013
Replied 17 hours later
I expected an absolute nightmare of a puzzle initially, with some kinda awkward ex funnel timing... but no! Fun little puzzle to pass a few minutes, thanks!
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taco
504 Posts
Posted Mar 15, 2013
Replied 37 minutes later
I like the small size of the map (so many maps are big for no reason). The puzzle was simple but rewarding. If you haven't played this yet, take a couple min to do so. It won't challenge you; however, you'll enjoy yourself.
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Mr Waterhandle
88 Posts
Posted Mar 15, 2013
Replied 2 hours later
But what if you don't enjoy playing Portal when you're not challenged in any way? Sorry this is nothing personal on the mapper, it looked clean and well done and all. I just hate this style puzzle, if you could call it that, and the front page is loaded with them, essentially a bunch of keys to a bunch of doors. I don't particular enjoy putting a cube in a funnel and standing on a button in itself.
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toncica
100 Posts
Posted Mar 17, 2013
Replied 1 day later
Aw, I wanted to be the first to express a negative opinion but Mr Waterhandle beat me. It's a hammer map and it looks nice. That's pretty much what everyone will remember, not the puzzle itself. If it was a PTI map it would be similar to those with the title "My first map". Since it was an exercise to get back into mapping as you say it's understandable that the puzzle is nothing special. It's not your fault that these things (custom visuals + easy test) get voted up like crazy in the workshop, and then there's some inevitable disappointment about the puzzle. Well, I expect the front page maps to be no brainers, sometimes there is a pleasant surprise though. Not this time but it looked good. I'm sure that's all what it was about. So mission accomplished I guess.