[RELEASE] The Beta Complex
Quote from HMW on April 20, 2009, 5:18 pmVery nice map! Challenging, but not impossibly hard. I got several of those "what the hell do I do now?" moments, which I like. This is definitely worth re-playing some time, let alone to find those secrets. (I usually suck at finding secrets if I don't know they're there. But that's the point of a secret, I guess...)
I did find something else though:
[spoiler]In the room with the moving platform above the slime, there is a lift that leads to the next section. There is a small crack between the lift platform and the edge of the hole, that you can use for getting into the lower area, thus bypassing the turret on the button at the other end of the moving platform. (You only have to get the first cube to knock the other cube away from the fire pit.)That should be fairly easy to fix by putting a nodraw border around the lift.[/spoiler]
Overall, I like the design and the visualisation of your custom game play elements. (And I can't help but notice that a lot of Portal mappers have a preference for macabre endings. )
Very nice map! Challenging, but not impossibly hard. I got several of those "what the hell do I do now?" moments, which I like. This is definitely worth re-playing some time, let alone to find those secrets. (I usually suck at finding secrets if I don't know they're there. But that's the point of a secret, I guess...)
I did find something else though:
Overall, I like the design and the visualisation of your custom game play elements. (And I can't help but notice that a lot of Portal mappers have a preference for macabre endings. )
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from hanging_rope on April 20, 2009, 9:00 pmI can't figure out what to do for [spoiler]the cube dropper behind the shield thing after the platform over the slime pit[/spoiler]
I can't figure out what to do for
Quote from PortalFan77 on April 21, 2009, 2:14 amThis map was kinda a mind fuck.
This map was kinda a mind fuck.
Quote from pestchamber on April 21, 2009, 9:54 am[img]http://www.farragar.co.uk/Unnamed1.jpg[/img]
This... puzzle. The cube isnt out i cant grab it ;_;
EDIT:
Ok, replayed and the box came, got through it and i loved the map!
As said by soad667, the puzzles are awesome! hard, but not frustrating. I loved it and the ending was really good. [spoiler]i didnt knock out the cube from the pit, i managed to bug the map up to make the cube dropper (not a dropper now) give me another cube.[/spoiler] nice map!
[img]http://www.farragar.co.uk/Unnamed1.jpg[/img]
This... puzzle. The cube isnt out i cant grab it ;_;
EDIT:
Ok, replayed and the box came, got through it and i loved the map!
As said by soad667, the puzzles are awesome! hard, but not frustrating. I loved it and the ending was really good.
Quote from Aldéz on April 21, 2009, 10:43 amI like this map. The difficulty is well balanced, you made a handy tutorial map explaining the new concepts (which don't feel out of place) and it looks good too. I's a bit glitchy in some places (I think) and I encountered a seroius bug which disabled the A.I. I think it was triggered when I quick loaded a save. The turrets became disabled and an annoying text appeared saying that the AI was disabled.
I like this map. The difficulty is well balanced, you made a handy tutorial map explaining the new concepts (which don't feel out of place) and it looks good too. I's a bit glitchy in some places (I think) and I encountered a seroius bug which disabled the A.I. I think it was triggered when I quick loaded a save. The turrets became disabled and an annoying text appeared saying that the AI was disabled.
Quote from Mek on April 21, 2009, 1:19 pmI have a problem - the lever at the start of the map doesn't work and this appears in the console:
- Code: Select all
LEVEL DESIGN ERROR: Entity CP4P_switch_7 is parented to itself!
Attemped to precache unknown particle system "explosion_turret_break"!
Inserted trigger_hurt with no model
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
I have a problem - the lever at the start of the map doesn't work and this appears in the console:
- Code: Select all
LEVEL DESIGN ERROR: Entity CP4P_switch_7 is parented to itself!
Attemped to precache unknown particle system "explosion_turret_break"!
Inserted trigger_hurt with no model
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from Farragar on April 21, 2009, 1:25 pmThe lever at the start of the map isn't supposed to work (It's down and the indicators are orange) and those messages don't affect playability in any way, although I'll tidy them up with my next bugfix release.
The lever at the start of the map isn't supposed to work (It's down and the indicators are orange) and those messages don't affect playability in any way, although I'll tidy them up with my next bugfix release.
Quote from Mek on April 21, 2009, 2:42 pmah, thank you. I thought the orange indicator means "active". I will try to play again
ah, thank you. I thought the orange indicator means "active". I will try to play again
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from Farragar on April 21, 2009, 3:24 pmYes, sorry if I'm not being clear - the two levers operate on a switch; when one is active, the other is not. When the map starts, the lever on your left is the 'active' lever -> platform is facing down. When you activate the second lever however, the platform moves to a more useful position.
Yes, sorry if I'm not being clear - the two levers operate on a switch; when one is active, the other is not. When the map starts, the lever on your left is the 'active' lever -> platform is facing down. When you activate the second lever however, the platform moves to a more useful position.
Quote from Mek on April 21, 2009, 3:48 pmOkay, just finished playing this one, my little review:
- Great map with balanced difficulty and entertaining puzzles.
- The puzzle with the incinerating cube was very clever, at first I didn't think the solution was even possible- A few bugs I noticed (hope it helps you):
- After finishing the tutorial, the map was not changed, I was dropped to the main menu.
- I encountered the AI disabled bug too. This happened after falling into the acid in the U-shaped hall with the horizontal lift and then quickloading. After that, the GlaDOS said the well-known sentence about yourself trapped in this room and that an escape hatch will open. This sentence was repeated quite a few times with a minute pause between them (seemed on a randomly basis). GlaDOS stopped saying that after I completed the puzzle - see the screenshot.
- You can shoot a portal on the observation room glass if you aim at the plaster divider of the glass
- Because of the annoying AI Disabled I didn't see the ending text. Can you write it here for me pls?//edit: and there really was a cake
Okay, just finished playing this one, my little review:
- Great map with balanced difficulty and entertaining puzzles.
- The puzzle with the incinerating cube was very clever, at first I didn't think the solution was even possible
- A few bugs I noticed (hope it helps you):
- After finishing the tutorial, the map was not changed, I was dropped to the main menu.
- I encountered the AI disabled bug too. This happened after falling into the acid in the U-shaped hall with the horizontal lift and then quickloading. After that, the GlaDOS said the well-known sentence about yourself trapped in this room and that an escape hatch will open. This sentence was repeated quite a few times with a minute pause between them (seemed on a randomly basis). GlaDOS stopped saying that after I completed the puzzle - see the screenshot.
- You can shoot a portal on the observation room glass if you aim at the plaster divider of the glass
- Because of the annoying AI Disabled I didn't see the ending text. Can you write it here for me pls?
//edit: and there really was a cake
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.