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[RELEASE] Remmiz Test Chamber 1

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After a week of slaving over Hammer, testing, troubleshooting and surviving with bears; (alright, maybe not the last one) I am finally ready to release my first Portal map, Remmiz Test Chamber 1!

I hope for this to be the first in a line of fun and tricky maps. Below are links for download and screenshots:

Screenshot 1 - Mirror
Screenshot 2 - Mirror
Screenshot 3 - Mirror

Download v1.2 - Mirror

EDIT: v1.2 released

Remmiz,

This is a fantastic map.

I wouldn't say it was especially difficult or tricky to play though, but it was a lot of fun. I especially enjoyed the whole cube puzzle section - very well done.

Visually, the map seemed to be spot on with only a few misaligned textures.

If I were to change one thing in the map I would remove the risk of death from the fling-onto-a-moving-platform puzzle. Simply replacing the toxic water with a metal floor and providing portable textures on the lower part of the wall or a set of stairs would alleviate potential frustration that comes with failed attempts.

A bug I found: In a few places, if you walk to the edge of a drop-off, turn around and look down to put a portal on the wall you are standing above, the player can get stuck in the floor - unable to move. I believe this is caused when the floor and wall are the same brush (though I could be mistaken).

Once again, I really enjoyed this map and look forward to your future releases.

I liked this map a lot. Very sensible puzzles.

One bug I noticed: The door on the right in the room after the fizzler puzzle seems to have an invisible brush sticking out a bit too far.

Link, mah boi, this peace is what all true warriors strive for!
Korjagun wrote:
I liked this map a lot. Very sensible puzzles.

One bug I noticed: The door on the right in the room after the fizzler puzzle seems to have an invisible brush sticking out a bit too far.

I had a problem with the doors early on that if you crouched you could jump really fast and pass through them. I had to create some invisible brushes to prevent this. Now I know what was wrong but since it isn't too much of a problem I'll probably just leave it and learn for my next map :)

In short, I liked it.

In long:

The puzzles were mostly thought out and needed thinking. I like that. However, I had to noclip past the box-with-4-fizzlers part.

The last maze, however, it felt very disorganized, as if I were running in circles, not sure where to go etc...

You made use of the existing scenes too. Good job.

http://www.dpgames.co.uk/

Sanity is not statistical.
espen180 wrote:
However, I had to noclip past the box-with-4-fizzlers part.

And that's the easiest one! :) It will be one of those "DUH!" moments when you figure it out.

Remmiz wrote:
I had a problem with the doors early on that if you crouched you could jump really fast and pass through them. I had to create some invisible brushes to prevent this.

Really? The standard func_door wasn't thick enough to prevent passage? What do your doors look like in Hammer?

Link, mah boi, this peace is what all true warriors strive for!

8x56 nodraw brushes. Exact same as the official map. The problem I think though is that I have Use Bounding Box for the door model instead of VPhysics for the clipping.

Remmiz wrote:
8x56 nodraw brushes. Exact same as the official map. The problem I think though is that I have Use Bounding Box for the door model instead of VPhysics for the clipping.

Yup, that would do it.

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yeah the 4 fizzler was quite simple, good map, rather easy, also I say keep the moving platform with the goo instead. I made it on my first try, anyone that does simple flings long enough wont have much trouble with it either.

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