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[SP] 1971

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An old-Aperture test sphere featuring repulsion and propulsion gels. This is my first Portal 2 map, so I'd appreciate all thoughts and comments.

File Name: sp_rabbit_1971.zip
File Size: 6.53 MiB
Click here to download 1971

Nice map.The only thing I was not sure about was how I got accross the gap with the debris to get to the last button. I could not figure out a way without

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I am sure this is not the intended way. Anyway nice job :thumbup:

Edit:DOH

"I am not a Marshmallow"
benvent wrote:
Nice map.The only thing I was not sure about was how I got accross the gap with the debris to get to the last button. I could not figure out a way without
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I am sure this is not the intended way. Anyway nice job :thumbup:

You are right, that is not the intended way. If you are really curious, the intended solution to that room is to

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. If enough people have trouble with that area, I may give the floor a minor redesign.

Glad you enjoyed it!

Great map - a definite 5+
I also had trouble on that gap but it becomes apparent what needs to be done after a few failed attempts at directly walking and jumping. Great sound effect when you land hard on a catwalk.

Seriously, this is one of the best new maps I've seen - I wish more people made maps using the 70's broken-down Industrial factories and steel catwalks look. Kind of gives you a creepy yet fascinating atmosphere. I loved the final

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- LOL !!! That was epic. Excellent work.

lifeson99 wrote:
Seriously, this is one of the best new maps I've seen - I wish more people made maps using the 70's broken-down Industrial factories and steel catwalks look. Kind of gives you a creepy yet fascinating atmosphere. I loved the final
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- LOL !!! That was epic. Excellent work.

Thanks! That's great to hear!

Wonderful map! I too love the underground Cave Johnson style and the unstable sounding catwalks =D Like the other people who've commented, I had a bit of trouble wth the area with the debris, but now I see thevery easy solutioin that you explained. My solution was to get orange gel splatted everywhere I could and use the tilted surface in the corner to get a small splat of blue just before the debris, using a quick placement to shoot the blue gel then another quick shot to cut it off before it splatted everywhere. I bounced backwards of the now blue debris on my first try, but on my second try I managed to avoid hitting it and barely made it up to the ledge with the button. Now that I see your explaination,it is quite a simple solution that I didn't think of, and would have found if what I did hadn't worked. Here's a question: what does the button on that next ledge do? All I could tell it did was make that shaking noise as if the testing sphere were to fall apart. One more thing. when i first arrived in the map, I saw the flickering light in the closer overhead area and immediately thought that's where I was supposed to go first. After experimenting and seeing what I could actally do with the given portal surfaces, I realized it was a different area that I arrive at first. I suggest using flickerng lights to draw the player's attention to the area they should be trying to get to next.
Again, wonderful map. very easy but not obvious solutions. 5/5

mrbob806 wrote:
I had a bit of trouble wth the area with the debris, but now I see thevery easy solutioin that you explained.

Three in a row makes it clear to me that this area needs some improvements. =/

mrbob806 wrote:
Here's a question: what does the button on that next ledge do? All I could tell it did was make that shaking noise as if the testing sphere were to fall apart.

It reveals a portal-able panel that's required for the next step in the chamber. If you're facing the switch, it SHOULD be on the left side of your screen... though it now occurs to me that it might not be in frame on smaller monitors. Hmm.

mrbob806 wrote:
One more thing. when i first arrived in the map, I saw the flickering light in the closer overhead area and immediately thought that's where I was supposed to go first. After experimenting and seeing what I could actally do with the given portal surfaces, I realized it was a different area that I arrive at first. I suggest using flickerng lights to draw the player's attention to the area they should be trying to get to next.

I definitely want the flickering lights to attract people's attention to that area. My hope was that people would either (a) focus on the yellow tower first, and then the flicking light once above, or (b) focus on the raised room, THEN how to get up there. Perhaps the flicking shouldn't begin until after you land on the first catwalk?

I don't understand why you are saying this map is new. I have played it before.
I also had trouble crossing the debris - the map runs smooth to that point. Perhaps something can be changed. Other than that nice map - good looking, puzzles easy but fun to play - even the second time around. Thanks.

OnePortalizedGal wrote:
I don't understand why you are saying this map is new. I have played it before.
I also had trouble crossing the debris - the map runs smooth to that point. Perhaps something can be changed. When I launched to the exit elevator and got in, it did not
move - something wrong there? Other than that nice map - good looking, puzzles easy but fun to play. Thanks.

I never said it was new. I 'finished' it back in September, but it was only available in the Work in Progress section. It was suggested that it be moved to the full release section where more people might see/play it. I've never experienced the end elevator not working; I'll have to look into that.

Thats my fault - elevator works fine - so I took it out of my comments! Sorry about that.
Yes I guess I misunderstood - you did not say it was new - everyone else did. I stand corrected.

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