Screenshots of "Try Anything Twice"
Quote from HMW on July 2, 2009, 4:31 pmHere's a sneak preview of my ongoing efforts to run into new Source engine limits and further explore the vast realm of compile errors and performance bottlenecks. (Or so it seems...)
Anyway, "Try Anything Twice" is a map pack consisting of five test chambers, each of which has to be solved twice. The second time through however, a small but significant change occurs in the chamber, requiring a completely different solution. Think about it like a chamber with its own advanced version built in
Chambers one to three are (almost?) done, and look something like this:
The first test is simple; it serves to introduce the go-through-it-twice principle.
(By the way, making good hidden trap doors is a pain in Source, but I think I managed it. Can you see what will change for the second round? )
Entering number two. Watch Ur head...
Each chamber ends in a T-junction like this one. The left path loops back to the beginning, the right path leads to the exit elevator.
Chamber three. (Actually, this is the first one I made )I'm just starting out on chambers four and five, so it will take a while still before this will be released. In the mean time, of course, if you have any comments about the screen shots, or the idea in general, don't hestitate to post!
Here's a sneak preview of my ongoing efforts to run into new Source engine limits and further explore the vast realm of compile errors and performance bottlenecks. (Or so it seems...)
Anyway, "Try Anything Twice" is a map pack consisting of five test chambers, each of which has to be solved twice. The second time through however, a small but significant change occurs in the chamber, requiring a completely different solution. Think about it like a chamber with its own advanced version built in
Chambers one to three are (almost?) done, and look something like this:
The first test is simple; it serves to introduce the go-through-it-twice principle.
(By the way, making good hidden trap doors is a pain in Source, but I think I managed it. Can you see what will change for the second round? )
Entering number two. Watch Ur head...
Each chamber ends in a T-junction like this one. The left path loops back to the beginning, the right path leads to the exit elevator.
Chamber three. (Actually, this is the first one I made )
I'm just starting out on chambers four and five, so it will take a while still before this will be released. In the mean time, of course, if you have any comments about the screen shots, or the idea in general, don't hestitate to post!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from monkeyman on July 2, 2009, 11:03 pmi very much like the look of these! and the idea sounds really cool as well! I can't wait til it is complete
i very much like the look of these! and the idea sounds really cool as well! I can't wait til it is complete
Quote from penapappa on July 3, 2009, 8:48 amThis looks the most innovative map I have seen (for Portal). I like the lighting and the "mechanical" look of your chambers Keep that work and DON'T RUSH!
The only thing that hurt my eyes is that most of the indicator lines aren't aligned with floor (or ceiling) tiles. Very small problem, but I hate that kind of things in otherwise HQ-map
But anyway it looks worth of 10 points
This looks the most innovative map I have seen (for Portal). I like the lighting and the "mechanical" look of your chambers Keep that work and DON'T RUSH!
The only thing that hurt my eyes is that most of the indicator lines aren't aligned with floor (or ceiling) tiles. Very small problem, but I hate that kind of things in otherwise HQ-map
But anyway it looks worth of 10 points
Quote from HMW on July 3, 2009, 10:22 ampenapappa wrote:The only thing that hurt my eyes is that most of the indicator lines aren't aligned with floor (or ceiling) tiles.Good point. I usually only pay attention to where the indicator lines connect to when placing them. Now you mention it, it does look a bit more tidy when the lines are aligned with the underlying texture, especially on those small square tiles. I'll see if I can move those a bit.
Good point. I usually only pay attention to where the indicator lines connect to when placing them. Now you mention it, it does look a bit more tidy when the lines are aligned with the underlying texture, especially on those small square tiles. I'll see if I can move those a bit.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Mek on July 3, 2009, 12:05 pmWow, I am impressed and must admit I like your style very much. I am looking forward to playing it. Nice touch by forcing the player to go through each chamber two times as well
Wow, I am impressed and must admit I like your style very much. I am looking forward to playing it. Nice touch by forcing the player to go through each chamber two times as well
(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 jrlauer on July 3, 2009, 9:35 pmThis looks great. I can't wait to play it. If it's anywhere near as entertaining as Manic Mechanic it'll be well worth the wait.
This looks great. I can't wait to play it. If it's anywhere near as entertaining as Manic Mechanic it'll be well worth the wait.
Quote from Solomon on July 4, 2009, 8:26 amWow. This is a good idea. Screenshot 3 look's great. Can't wait to play this
Wow. This is a good idea. Screenshot 3 look's great. Can't wait to play this
Quote from hanging_rope on July 9, 2009, 5:27 amWow... this has reminded me to continue my map pack... hmmm....
Wow... this has reminded me to continue my map pack... hmmm....
Quote from Mek on July 9, 2009, 3:51 pmhanging_rope wrote:Wow... this has reminded me to continue my map pack... hmmm....Please, do!
Please, do!
(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.