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Oh yeah, love the old style maps - yours is excellent. Wish there was more. The next to last fling over the debris took a while to figure out - could be frustrating.
Thanks for creating - more please.....

The_Rabbit42 wrote:
The panel on the water is hidden until the end because I didn't want people to notice it and be distracted. Perhaps it's too hidden and needs something to draw your attention to it. I'm not sure whether you want to be able to shoot to the panel on the water from anywhere in the map, or the panel you come flying out of. The reason you can't shoot to the latter until the end is because people figured out ways to use it right from the start, bypassing the entire map.

Sorry, I meant that I thought I should be able to portal to the platform in the water from anywhere I can see it. I noticed the platform before I even noticed the button. You can see the platform easily from the catwalk which "saves you" from missing the jump to the button. I couldn't fire a portal onto it, and assumed it was an aesthetic detail, not a testing element.

lpfreaky90 wrote:
Nice map, not too hard, fun to play great style. I liked how you used the flashing light as an indicator 5/5 excellent~!

Thanks! Happy to hear you had fun!

mrbob806 wrote:
One problem I forgot to mention in my earlier post was that when I got to the area of debris, I didn't see that the debris might start falling, and I went to peek over the edge to see what was there. The falling debris killed me when it fell. With well placed autosaves, I was right back to that area in less than 15 seconds, so the autosaves are definitely well done. And on the topic of the flickering light again, perhaps you could make it start flickering once the player lands in the yellow tower? It definitely is a good way to lead the player though. Nice thinking! I'll be eager to see another of your maps.

I actually did not know the falling debris can kill you. That's probably fixable. Glad the autosave helped, though! Yeah, I will probably make the flickering start after landing on the catwalk. My only other adventure in Source mapping thus far has been a Left 4 Dead 2 campaign. If you're a fan of L4D2, you can check it out.

Djinndrache wrote:
Do you mean your VMF version is even older than the current twp release now? Maybe this helps you then: https://developer.valvesoftware.com/wik ... iling_Maps

Yes, that's what I meant. This is cool, though. I'll have to see if decompiling actually gives me something I can work with. Thanks!

quatrus wrote:
Oh yeah, love the old style maps - yours is excellent. Wish there was more. The next to last fling over the debris took a while to figure out - could be frustrating.
Thanks for creating - more please.....

I have a long list of project ideas. Rest assured that more Portal 2 maps are part of that!

Stormburn wrote:
I couldn't fire a portal onto it, and assumed it was an aesthetic detail, not a testing element.

That's very strange. I didn't do anything special with it; you should be able to fire a portal at it from anywhere you can see it, just the same as every other portal-able wall. I'll have to look into that.

Great job! I too never figured out what the purpose of the button on the ledge behind the fizzler was for. It flips up a panel but I never had occasion to use it.

Amazing for a first effort.

Hey dude,

I love Portal and want to collect some gameplays (first blind run), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.

Here are yours!

gameplay

Spoiler
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speedrun
Spoiler
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opinion & comments:

Again at last a nice map!!! :notworthy:

+ I like this style.
+ nice gel puzzles

- watch the speedrun and gameplay ^^

THX for mapping...

Keep it up!

Visit me on ? youtube ?

I'm back to doing least portal runs of custom maps and I thought I'd start here.

jNcjol_2Zz0

s_tones wrote:
Great job! I too never figured out what the purpose of the button on the ledge behind the fizzler was for. It flips up a panel but I never had occasion to use it.

That's troubling. Might I ask how you proceeded through the level, then? That button and panel SHOULD be integral to getting through the chamber. If you discovered a way without it, that's clearly something I need to address.

BlumCoLe wrote:
watch the speedrun and gameplay

The gameplay one was definitely helpful. It's clear that there's a lot of ways to break the map, and I definitely need to do a better job of communicating what the player is supposed to be working toward. The speed run was fantastic, though! Thanks for both of those videos.

The_Rabbit42 wrote:
Bad news, everyone. A few weeks ago, I had to format my dedicated games hard drive. It seems the source version of the map that I managed to save WASN'T the most recent. Not even close. Given how much work it will be to rebuild everything that changed before release, please don't hold your breath waiting for an update. Much of your feedback has been helpful, so I really want to fix this, but it might take a while.

Did you also delete the autosave folder for hammer that is placed on C:HammerAutosave ? The full map may be there because i found my files then i formated my game disk and had not done backup of last verison. :P

Knatte_Anka wrote:
Did you also delete the autosave folder for hammer that is placed on C:HammerAutosave?

I actually don't have that directory. No worries, though. Decompiling seems to have worked reasonably well.

One word: flingtastic! As an overall theme, you almost succeeded in making it look like a broken test chamber that you had to find an unintended way to the exit. The contrived setup for the final giant fling kind of spoiled that, but I'll take any excuse for a giant fling that I can get. I also appreciate that you used the blue gel judiciously; I hate Captain Kangaroo maneuvers, and there was none of that here. 4/5 from me.

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