Portal: Aperture Deja Vu
Quote from Skinnycap on October 22, 2009, 6:14 pmAperture D?j? vu
It is a non-linear map which have many paths to take and reach the end. The point is, that you play a map one time and you are happy. Then you have a little break in Portal, because there aren't any new released maps for some time. But the answer is here: play the Deja-Vu again, but choose a different path with different puzzles. You can choose freely the way that is going to lead you to the end. Thats it!------------------------------
This Version is not entirely final.
The sound/voice isn't added. Too bad i can't get it to work and didn't have the time to take a look at it.
The chapters aren't locked. If you want to start playing from the last chapter, go ahead...
I think you guys will start from the begining, anyway.I have worked very hard for this project.
I really hope that you guys will enjoy this mod.
A new version will come later...------------------------------
Features:
* Level design similar to the original Portal style
* Level difficulty is balanced, like the original
* Jumping pads
* Gravity
* Red lasers
* Moving box-droppers
* Floor lifts
* Bridges
* Non-linear
* Easter eggs (in every chamber)
* New blue suit
* Boss battle------------------------------
Installation:
To install, follow these steps...1. Extract the downloaded file somewhere on your desktop.
2. Copy the Aperture Deja Vu folder and paste it into the Steam's SourceMods path.
You can find it here: .../Steam/SteamApps/SourceMods/3. Log in to Steam and you can find the mod under your installed Games list.
4. Play and enjoy!
If you encounter any bugs or want to give feedback, feel free to send an e-mail.
------------------------------
Skinnycap - Project Lead / Main Level designer / Story creator
Tuoppi - Level designer / Voice creatorDOWNLOAD : http://www.moddb.com/mods/aperture-dj-vu
Aperture D?j? vu
It is a non-linear map which have many paths to take and reach the end. The point is, that you play a map one time and you are happy. Then you have a little break in Portal, because there aren't any new released maps for some time. But the answer is here: play the Deja-Vu again, but choose a different path with different puzzles. You can choose freely the way that is going to lead you to the end. Thats it!
------------------------------
This Version is not entirely final.
The sound/voice isn't added. Too bad i can't get it to work and didn't have the time to take a look at it.
The chapters aren't locked. If you want to start playing from the last chapter, go ahead...
I think you guys will start from the begining, anyway.
I have worked very hard for this project.
I really hope that you guys will enjoy this mod.
A new version will come later...
------------------------------
Features:
* Level design similar to the original Portal style
* Level difficulty is balanced, like the original
* Jumping pads
* Gravity
* Red lasers
* Moving box-droppers
* Floor lifts
* Bridges
* Non-linear
* Easter eggs (in every chamber)
* New blue suit
* Boss battle
------------------------------
Installation:
To install, follow these steps...
1. Extract the downloaded file somewhere on your desktop.
2. Copy the Aperture Deja Vu folder and paste it into the Steam's SourceMods path.
You can find it here: .../Steam/SteamApps/SourceMods/
3. Log in to Steam and you can find the mod under your installed Games list.
4. Play and enjoy!
If you encounter any bugs or want to give feedback, feel free to send an e-mail.
------------------------------
Skinnycap - Project Lead / Main Level designer / Story creator
Tuoppi - Level designer / Voice creator
DOWNLOAD : http://www.moddb.com/mods/aperture-dj-vu
Quote from pestchamber on October 23, 2009, 10:08 am*downloading*
Edit:
So, I really like this concept, and the puzzles were nice and challanging.[spoiler]when i loaded the new game, i was happy that there weren't some 2 minute GLaDOS speech. The blue catchers and the blue jumpsuit were awesome.[/spoiler] I have discovered a bug though, but i am unsure what path i took to find it, so here is a screenshot:
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.A really cool mod Can't wait for the final version.
*downloading*
Edit:
So, I really like this concept, and the puzzles were nice and challanging.
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.
A really cool mod Can't wait for the final version.
Quote from Skinnycap on October 23, 2009, 6:09 pmpestchamber wrote:*downloading*Edit:
So, I really like this concept, and the puzzles were nice and challanging.[spoiler]when i loaded the new game, i was happy that there weren't some 2 minute GLaDOS speech. The blue catchers and the blue jumpsuit were awesome.[/spoiler] I have discovered a bug though, but i am unsure what path i took to find it, so here is a screenshot:
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.A really cool mod Can't wait for the final version.
Good bug find.
I will fix that for the next version:Dand about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^
Edit:
So, I really like this concept, and the puzzles were nice and challanging.
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.
A really cool mod Can't wait for the final version.
Good bug find.
I will fix that for the next version:D
and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^
Quote from pestchamber on October 24, 2009, 5:30 amSkinnycap wrote:Good bug find.
I will fix that for the next version:Dand about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^Oh, Ok.
I will fix that for the next version:D
and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^
Oh, Ok.
Quote from pestchamber on October 24, 2009, 5:37 amSkinnycap wrote:Good bug find.
I will fix that for the next version:Dand about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^Now i don't want to offend anyone here;
But i think it's odd you say Project Beta when i'm pretty sure i said Project Alpha (the trailer version of project beta) in my post (As the icon for Project Beta is mirrored the alpha and aperture deja vu logo).
I still think this mod is awesome though, And i'm completely find with these 2 logos "looking" like each other. Of course, it all depends on if Reepblue is. (And i am guessing Reepblues was made first as project alpha was released before this. Of course, i could be wrong)
I will fix that for the next version:D
and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^
Now i don't want to offend anyone here;
But i think it's odd you say Project Beta when i'm pretty sure i said Project Alpha (the trailer version of project beta) in my post (As the icon for Project Beta is mirrored the alpha and aperture deja vu logo).
I still think this mod is awesome though, And i'm completely find with these 2 logos "looking" like each other. Of course, it all depends on if Reepblue is. (And i am guessing Reepblues was made first as project alpha was released before this. Of course, i could be wrong)
Quote from monkeyman on October 24, 2009, 11:54 pmgreat! downloading now! can't wait to play
@pestchamber: you have highlighted one similarity in the two icons, but there are actually quite a few differences are... look where the dark patches are... It doesnt really matter to me... just saying that it is likely they could have both just used an icon that was included with portal and both scaled it similarly, creating a very similar result...
great! downloading now! can't wait to play
@pestchamber: you have highlighted one similarity in the two icons, but there are actually quite a few differences are... look where the dark patches are... It doesnt really matter to me... just saying that it is likely they could have both just used an icon that was included with portal and both scaled it similarly, creating a very similar result...
Quote from ASBusinessMagnet on October 25, 2009, 11:36 amOkay.
I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had.
Then I found myself falling rather than solving the puzzle and encountered another bug:
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]The door and the X sign don't reflect on water.
Okay.
I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had.
Then I found myself falling rather than solving the puzzle and encountered another bug:
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]
The door and the X sign don't reflect on water.
Quote from WinstonSmith on October 25, 2009, 2:24 pmASBusinessMagnet wrote:Then I found myself falling rather than solving the puzzle and encountered another bug:
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]The door and the X sign don't reflect on water.
I'm guessing the door isn't reflected because it's a prop_dynamic...I'm not quite sure why the sign isn't reflected, though. It probably has to do with whatever func_... it's tied to.
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]
The door and the X sign don't reflect on water.
I'm guessing the door isn't reflected because it's a prop_dynamic...I'm not quite sure why the sign isn't reflected, though. It probably has to do with whatever func_... it's tied to.
Quote from HMW on October 26, 2009, 4:45 pmI played through this a couple of times, an I must say it's BIG! The concept of having multiple paths to choose from is a good idea, it provides replay value and it allows players to choose the kind of puzzle they like best. (For example, personally I prefer the mind benders over the double-looping-triple-flings tricks.) Marking particularly hard puzzles as such is a nice touch also. Very well done.
I have only two minor points:
First of all, there is something odd going on with the re-orientation when you fall through a portal where both openings are on the floor. (Like you would do for a step fling.) I'm used to pointing the player straight down, so I come out the other end pointing straight up. For some reason, in some places in this mod, the player is turned in a random direction when I do this, which makes some of the fling puzzles much harder to do. An example where this occurs for me is the first puzzle when you choose the right path at the beginning.
Secondly, when the game loads another level, some stray objects from the previous level remain in the game. One example of this is the door that Pestchamber was talking about here. Another example: when you choose the route with the acid pit where poisonous vapour is pouring out of two exhaust pipes, some poison stream particles re-appear in the next map, in the large room with water. (I'm on Linux right now so I can't make a screen image of that. I'll put one up later if you don't know what I'm talking about.)
This can probably be fixed by enclosing each of your level exits with a trigger_transition. Give it the same name as the landmark entity for that exit.
WinstonSmith wrote:I'm guessing the door isn't reflected because it's a prop_dynamic...I'm not quite sure why the sign isn't reflected, though. It probably has to do with whatever func_... it's tied to.It depends on the player's video settings whether the water reflects models or not. There is a setting for water reflection in the advanced video settings, which can be set to "simple reflections" (static cube maps), "reflect world" (world + func_detail only) and "reflect all" (duh). This is not something the mod author can influence.
I played through this a couple of times, an I must say it's BIG! The concept of having multiple paths to choose from is a good idea, it provides replay value and it allows players to choose the kind of puzzle they like best. (For example, personally I prefer the mind benders over the double-looping-triple-flings tricks.) Marking particularly hard puzzles as such is a nice touch also. Very well done.
I have only two minor points:
First of all, there is something odd going on with the re-orientation when you fall through a portal where both openings are on the floor. (Like you would do for a step fling.) I'm used to pointing the player straight down, so I come out the other end pointing straight up. For some reason, in some places in this mod, the player is turned in a random direction when I do this, which makes some of the fling puzzles much harder to do. An example where this occurs for me is the first puzzle when you choose the right path at the beginning.
Secondly, when the game loads another level, some stray objects from the previous level remain in the game. One example of this is the door that Pestchamber was talking about here. Another example: when you choose the route with the acid pit where poisonous vapour is pouring out of two exhaust pipes, some poison stream particles re-appear in the next map, in the large room with water. (I'm on Linux right now so I can't make a screen image of that. I'll put one up later if you don't know what I'm talking about.)
This can probably be fixed by enclosing each of your level exits with a trigger_transition. Give it the same name as the landmark entity for that exit.
It depends on the player's video settings whether the water reflects models or not. There is a setting for water reflection in the advanced video settings, which can be set to "simple reflections" (static cube maps), "reflect world" (world + func_detail only) and "reflect all" (duh). This is not something the mod author can influence.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Skinnycap on October 26, 2009, 5:25 pmASBusinessMagnet wrote:Okay.I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had.
Then I found myself falling rather than solving the puzzle and encountered another bug:
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]The door and the X sign don't reflect on water.
[img]http://data.fuskbugg.se/skalman01/aperture_deja_vu_e0000.jpg[/img]
It's reflecting.
I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had.
Then I found myself falling rather than solving the puzzle and encountered another bug:
[img]http://img11.imageshack.us/img11/6910/aperturedejavue0000.jpg[/img]
The door and the X sign don't reflect on water.
[img]http://data.fuskbugg.se/skalman01/aperture_deja_vu_e0000.jpg[/img]
It's reflecting.