[SP] Robot Extraction

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Haggis
158 Posts
Posted Apr 15, 2013
A secret organization known only as Division, have stolen Atlas and P-Body. We do not know what they want with them yet, but we want them back. Navigate through a series of challenging puzzles and rescue the both.

I am truly sorry to anyone who downloaded this map and spawned in a box. I had a massive help from Josepezdj, who discovered what the problem was, hope it does not make you want to not give it a second. Look forward to all the ninjas and map breakers breaking the map

Robot Extraction Pt 1

B2:

Fixed a major exploit, where you could bypass room 2 and finish the map in just over a minute (Thanks sicklebrick)
Remodeled the floor button room marked with the 2 dot
Added a few extras at the apperature door at the control room, added a trigger brush at said door, so you can re enter room 2 if need be.
Swapped the 3 and 4 sign round to match the signs at exit door.

B3:

Added an extra Deathfield in room 2
When you re enter room 1, the lasers will turn on, and the wall panels will de activate, this stops an unintended solution found by Shakky, thanks for that.

B4:

All improvements thanks to Shakky.

Made a lot of portable surfaces non portable, and added more deatfields in room 2.
The cubedropper at entrance now operates by a prop button which needs to be turned on, no more auto respawing of said cube.
Added more brush work to the alcove where you need to place the cube from room 1.
The faithplate will be disabled to prevent re entry to room 2.

B5:

Added another brush next to cube button in alcove in room 1.
Rearranged the deathfields in cube room, in room 2.

B6:

Moved cube button further back in room 2
Increased the size of a trigger brush when you funnel out of room 2.

B7:
Removed bounce gel and added a piston lift in room 2.

Robot Extraction Pt 2

B2:

Thanks very much to Felixgriffen, who kindly let me use his custom particle, electric_charge_sphere. Big shout to Shakky,Sicklebrick and Quatras for their time in making the videos of all the exploits in my map and RogerL for his screenshots.
If i was to list all the changes i made to part 2, it would be bigger than war and peace, lol. Hopefully this update has eliminated most of them. Lookig forward to round 2 of videos from Shakky and Sicklebrick.

B3:

In room 1, i changed a portable surface to a rotating panel. It is not portable when you first enter the room, but will be later on.
Room 2, i changed 2 portable panels to rotating panels, they will become portable when you place the 2 cubes on the floor buttons. These 2 changes were thanks to Shakky.

B4:

All improvements thanks to Shakky.

Added 2 custom materials to .bsp, they were showing up as white in the map.
Panels which open in room 1 when prop button is pressed, now close when you walk off them.
More grates added in room 2 and the room before the sphere dropper.

B5:

Changed a platform in room 2 to a grate texture, and made a rising platform to rise out of the water when the 2 cubes are placed on the cube buttons, this is to prevent unintended bouncing solution.
Redesigned puzzle before sphere room.

B6:

Added another Deathfield in room 1
Added more grate textures in room 2, also added a barrier next to exit door in room 2
Room before sphere room now has another cube dropper, and the cubedropper in the ceiling, auto respawns.

B7:

Deleted a brush in room 2 and also removed a part of the platform where the 2 cube buttons are in room 2.
Added a grate in front of one of the portable surfaces in the room before the sphere room and added another portal cleanser to the second scanner.

Click here to download Robot Extraction

Click here to download Robot Extraction

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RogerL
490 Posts
Posted Apr 15, 2013
Replied 3 hours later
I'm glad you reposted these. I had only been able to play Part II once before you took them down, and I wanted to play it again before commenting on it.

The puzzles were generally very good: eccentric and difficult; difficult not only to figure out, but, in some cases, difficult to accomplish. But I'm sure I didn't even come close to doing this the intended way; for example, I never used the speed gel, and, in fact, couldn't even figure out how I might use it.

On the down side, there were a lot of places you could get either yourself or a cube stuck and have to revert to an earlier save. And it was often very easy to lose a cube in the goo and have to travel a long way to get a new one. I also think the door just before the sphere was mislabeled. Put a cube onto button labeled 3-dot lit up 1-dot label on door and vice versa.

Like I said, good puzzles, but sometimes frustrating to solve. Perhaps a bit more work, and the puzzles and the design might shine through more.

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quatrus
1,047 Posts
Posted Apr 15, 2013
Replied 2 hours later
Glad you fixed the start.
Part 1 comments: In room 1 dot, after finishing the room, can get trapped outside if you don't make the turn into the control room but portal to get up instead of using the funnel, then have to revert to a save - can't get back in to 1 dot area?
If one does not execute room one in the correct sequence (go to control room and bring along cube and funnel) not going across to 2 dot cube catcher (jump down and funnel back to start area) screws up the whole sequence again and can't get a redo (need to use an old save..).
3 dot cube catcher lights up 4 on door and vice versa..
I didn't get the stair jumps fast enough (kind of surprised me when the cube started them) and then it seemed that the sequence of deactivation of the laser grid (3 dot button area) got out of sequence (I did run the cube back and forth several times to watch the bridges raise and lower) when I executed it, I jumped up to the button 3 dot area and got zapped just as the highest bridge dropped? Not sure what happened.
Excellent looking map, but need to think about players who haven't spent as much time on the sequence as the creator - we get lost easily and need some guidance so we don't get have to rely on saves too much... On to map II....
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quatrus
1,047 Posts
Posted Apr 16, 2013
Replied 19 hours later
Part II: Again a beautiful looking map - but essentially the same comments as for part I. there is a sequence that must be followed and it takes a while and several restarts to figure it out. In the first chamber, if one jumps off the left mover into a portal with another on one of the X pedestal surfaces then portals the high pillar to fling over to the door area - activation of the X button flips all the lower surfaces. It is probably impossible to activate the button near the opposite wall mover - that is not the sequence. If one goes for the midwall button first then stuff starts to work. Trial and error....
The next room has me baffled, I can't figure out how to get over to the two dot area. the fans don't lift me, only the cubes and I can't see a gel or fling which gives enough height.. I can only surmise that I did something out of the proper sequence again...?? Very clever use of the rotating plate - took a while to stumble on that one...
I don't have a video capture program so I cannot show you...sorry.
I failed - the robots are not extracted yet....
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RogerL
490 Posts
Posted Apr 16, 2013
Replied 1 hour later

quatrus wrote:
The next room has me baffled, I can't figure out how to get over to the two dot area. the fans don't lift me, only the cubes and I can't see a gel or fling which gives enough height...

Here is how I solved that part: I used the panel behind the fizzler across from the buttons: first coat the floor between panel and fizzler with blue get (which might take a couple of tries, you need to splatter it against the fizzler frame), then turn on fans, portal the panel behind you, run and jump across. Again, it was a close jump and took several tries. Grab cubes and put on buttons -- the timimg isn't too tight.

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Haggis
158 Posts
Posted Apr 16, 2013
Replied 1 hour later
I am working on making a few changes to Pt 1 just now. I now have a trigger brush at the door at the control room, so once through and the door locks, you can open it again. I fixed the the light indicators to match up properly as well at the exit door.
Pt 2, i will need to change the part with the fansyou do not use the gel to get the cubes on the buttons
RogerL, can you tell me how you got to the apperature door that had the sphere dropper, in Pt 2, thanks.
Quatras, can you add me to Steam please -=GBH=-Haggis, i would like to show you the changes i make to pt 1 before i update it.
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quatrus
1,047 Posts
Posted Apr 16, 2013
Replied 1 hour later

RogerL wrote:
quatrus wrote:

The next room has me baffled, I can't figure out how to get over to the two dot area. the fans don't lift me, only the cubes and I can't see a gel or fling which gives enough height...

Here is how I solved that part: I used the panel behind the fizzler across from the buttons: first coat the floor between panel and fizzler with blue get (which might take a couple of tries, you need to splatter it against the fizzler frame), then turn on fans, portal the panel behind you, run and jump across. Again, it was a close jump and took several tries. Grab cubes and put on buttons -- the timimg isn't too tight.

RogerL: I tried exactly that as a solution, but probably bungled it - gave it several tries and kept hitting too low. Getting over to the door was not a problem - easy gel bounce from the upper platform - it just wasn't open.

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RogerL
490 Posts
Posted Apr 16, 2013
Replied 1 hour later

Haggis wrote:
RogerL, can you tell me how you got to the apperature door that had the sphere dropper, in Pt 2, thanks.

I used the funnel. More specifically, I hit the button for the rotating panels, put a funneled portal in the closest one, went down and used the faithplate to launch me into the funnel. When I got to the portable panel under the exit for that room, I pushed up, and put the funnel on that panel. Then I turned around and put the funnel on the panel in the previous room. Then I just kept popping the portal higher until I could crouch and get pushed onto the walkway for the door. And then out.

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Haggis
158 Posts
Posted Apr 17, 2013
Replied 20 hours later
I know i am asking a lot, but could you take screenshots of where you got stuck and have to revert to a previous save, cheers. Will get that looked at and sorted out. Quatras, you do not need a video capture program, just record a demo, upload the demo and send me the link to it.
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RogerL
490 Posts
Posted Apr 18, 2013
Replied 19 hours later
I got stuck here trying to get the cube:
http://steamcommunity.com/sharedfiles/filedetails/?id=139876523

I got stuck here just exploring:
http://steamcommunity.com/sharedfiles/filedetails/?id=139876550

I didn't really understand this sign over some of the doors:
http://steamcommunity.com/sharedfiles/filedetails/?id=139876510

This button didn't seem to do anything:
http://steamcommunity.com/sharedfiles/filedetails/?id=139876568

Since most of the cube droppers don't have buttons on them, anytime you get a cube to a location that you can't retrieve, you are stuck unless you can find a way to fizzle it. This happened a number of times to me on my first playthrough; I tried to be more careful on subsequent trips.

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Haggis
158 Posts
Posted Apr 19, 2013
Replied 1 day later
Screenshot 1, will place a deathfield there. Screenshot 2, big spoiler here
in the screenshot, look forward, to the left, there is a switch which switches off the fizzler. Screenshot 3, i put those symbols there so you would follow the route to the sphere dropper, but i suppose you have to follow the route any way, i will remove them. Last screenshot, thats a bit embarrasing that was there for a solution that i had thought of earlier, but cahnged my mind, will delete that to.
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RogerL
490 Posts
Posted Apr 19, 2013
Replied 1 hour later
For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?
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Shakky
228 Posts
Posted Apr 20, 2013
Replied 1 day later
Ninja solutions huh? I guess I'll throw the first rock!

GA7QCLbPuL8

I'll break part 2 tomorrow. It's already 3 am here and I think I need some sleep.

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sicklebrick
876 Posts
Posted Apr 21, 2013
Replied 15 hours later
Feels like I'm being spoiled for choice with all these good dilapidated style maps recently I've only finished the first one so far, but I love the way you've been a bit creative\experimentalwith the layout of it.
I can't explain it fully, but little things like the row of lasers and, and all the backtracking around into the little wall alcoves and stuff.
Looking forward to having a bash at pt2 tonight, cheers.

@shakky: Your move.
94pdqCj-aY8

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Haggis
158 Posts
Posted Apr 21, 2013
Replied 16 minutes later
Absolutely brilliant sicklebrick, that made me laugh . I had updated map 1, but will need to update it again. You will have a field day with map 2, there are a lot of mistakes which need sorted. Looking forward to shakky's solution.
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Shakky
228 Posts
Posted Apr 21, 2013
Replied 4 hours later
Ninja solution for part 2:
opfA-3S8S2U

It doesn't have so huge skips as you need to complete all the chambers to get the sphere for the ending.

Sickle. I guess it's your move.

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Haggis
158 Posts
Posted Apr 21, 2013
Replied 1 hour later

RogerL wrote:
For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?

Where the speed gel tube is, there is a portable surface there, you can just see it if you crouch down
Shakky, another brilliant video, i really have my work cut out with you 2
There was something that you did that i loved as a solution, going to change it to what you did retrieving the cube back at the very end

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sicklebrick
876 Posts
Posted Apr 21, 2013
Replied 2 hours later
Finally got around to part 2!

There's something really cool about your design that I can't really place. Like how the sewery room (room 2) felt completely portally, but at the same time just really manky and abandoned. Sometimes it felt like I was playing arkham city or tomb raider or in a ninja turtles cartoon. All very cool. Oh, and cheers for leaving the little signs reminding us that we're essentially trying to find the ball.
Again, just awesome layout and design, and attention to detail. It's all the little things (of which there are many) that make it. Really looking forward to more.

@Shakky:
Hahah, that's awesome, I love how we've done almost every single bit differently. Your exit strategy really had me laughing though, sneaky. Is what you did around 3:40 the intended way? I never did figure that out. Oh, also, is the music Overwerk?

rywnAx9IhaI

Alternate vid in the spoiler if you wanna take a peeksee.
Vid notes
||For some reason the demo recorder was crashing every time I entered the third room (though even the ones after it were fine), so I had to use fraps... hence the shitty framerate.

Here's an alt solution where you leave the cubes from the second room where they are... so technically you could finish with 5 cubes + one sphere.
wXzXzF3G6tc

Framerate is 30fps rattled through at 40 btw, just to smooth out some of the frapsing a bit.||

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Haggis
158 Posts
Posted Apr 22, 2013
Replied 17 hours later
WOW,absolutely love what you manage to achieve in these maps, awesome Portal 2 playing. Funniest moment for me was when Sicklebrick got the 2 cubes, which go on the cube buttons in room 2, through to the room with the 2 cube buttons which open the door to the sphere . Sicklebrick, how do i stop you placing a portal through the tiles at 1 min.52 secs. Thanks very much for the kind words about the look of the map, really aprreciated. I was going to wait until both maps were updated before uploading, but Pt 2 is going to take a while, so i will upload Pt 1 first.
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Shakky
228 Posts
Posted Apr 22, 2013
Replied 3 hours later
@Haggis

There might be much a much better way to do that but I would just add a func_brush covered with invisible texture to block that and just have the floor button trigger a kill or disable command to it when it breaks the wall.