[SP] cube, buttons and one portal
Quote from Lpfreaky90 on February 7, 2012, 8:12 pmThis is a one-portal-portalgun level.
I created this map for the portal 2: [url=http://www.moddb.com/mods/back-stock]backstock mod[/url]It is a small map, medium difficulty and it features a cube, multiple buttons and a funnel! Now with a secret area!
Have fun!
(don't worry if you start without a portalgun by the way!)
This is a one-portal-portalgun level.
I created this map for the portal 2: [url=http://www.moddb.com/mods/back-stock]backstock mod[/url]
It is a small map, medium difficulty and it features a cube, multiple buttons and a funnel! Now with a secret area!
Have fun!
(don't worry if you start without a portalgun by the way!)
Quote from Lpfreaky90 on February 8, 2012, 11:59 amNeoDinian wrote:Nice... but I didn't need the funnel at all...Oh, that's not really intentional... mind sharing how you did that?
Oh, that's not really intentional... mind sharing how you did that?
Quote from FourthReaper on February 8, 2012, 2:56 pmClicked it. Played it. Liked it.
The central chamber had nice warm lighting, nice refreshment from most cold looking maps. In the maps I'm working on I'm using that too. I'll have to admitt, though, that I'm not used to the one portal concept anymore, especially with a funnel added. Completely forgot it wouldn't fizzle - all the time.
Mostly that is why I liked the map. One thing however, is that I didn't really see what triggered what, since there were very few indicator lights. That was a shame, really. Also, maybe the room with the cube and funnel was a tad on the large side... Everything else is great, though.
PS: lp, you working on two mods at the same time now, are ya?
Clicked it. Played it. Liked it.
The central chamber had nice warm lighting, nice refreshment from most cold looking maps. In the maps I'm working on I'm using that too. I'll have to admitt, though, that I'm not used to the one portal concept anymore, especially with a funnel added. Completely forgot it wouldn't fizzle - all the time.
Mostly that is why I liked the map. One thing however, is that I didn't really see what triggered what, since there were very few indicator lights. That was a shame, really. Also, maybe the room with the cube and funnel was a tad on the large side... Everything else is great, though.
PS: lp, you working on two mods at the same time now, are ya?
Quote from Blackrat on February 8, 2012, 2:59 pmVery nice map! It was challenging but not frustrating, which is to say it was very enjoyable!
Couple of things I noticed:
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.
The room with the funnel was a little on the large side (though I understand you might need it that way to prevent unintended solutions), and needed some more detail in my opinion.
I also did not need the funnel to get the cube. I can't really think of how to explain it, so I made a short demo of that part. [spoiler]I did use the funnel later, as intended[/spoiler]These things aside, I thoroughly enjoyed playing!
Demo: http://dl.dropbox.com/u/44462878/Portal%202/Demos/no_funnel.dem
Very nice map! It was challenging but not frustrating, which is to say it was very enjoyable!
Couple of things I noticed:
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.
The room with the funnel was a little on the large side (though I understand you might need it that way to prevent unintended solutions), and needed some more detail in my opinion.
I also did not need the funnel to get the cube. I can't really think of how to explain it, so I made a short demo of that part.
These things aside, I thoroughly enjoyed playing!
Demo: http://dl.dropbox.com/u/44462878/Portal%202/Demos/no_funnel.dem
Quote from Lpfreaky90 on February 8, 2012, 3:32 pmFourthReaper wrote:Clicked it. Played it. Liked it.Hooray =D
FourthReaper wrote:The central chamber had nice warm lighting, nice refreshment from most cold looking maps. In the maps I'm working on I'm using that too. I'll have to admitt, though, that I'm not used to the one portal concept anymore, especially with a funnel added. Completely forgot it wouldn't fizzle - all the time.That's actually a vital part in the puzzle
FourthReaper wrote:Mostly that is why I liked the map. One thing however, is that I didn't really see what triggered what, since there were very few indicator lights. That was a shame, really. Also, maybe the room with the cube and funnel was a tad on the large side... Everything else is great, though.There SHOULD be indicator lights for every button. both on the floorbuttons and on the normal buttons, I will check this out!
EDIT: fixed in v1.1FourthReaper wrote:PS: lp, you working on two mods at the same time now, are ya?I like a challenge
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Blackrat wrote:Very nice map! It was challenging but not frustrating, which is to say it was very enjoyable!Great! That was the difficulty I was aiming for!
Blackrat wrote:Couple of things I noticed:
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.Yes, that's strange isn't it? It's one of the default instances though! I will edit this in a newer version.
EDIT: fixed in v1.1Blackrat wrote:The room with the funnel was a little on the large side (though I understand you might need it that way to prevent unintended solutions), and needed some more detail in my opinion.This room is indeed rather large, I originally planned something else for this room. However, the rest of the map is rather compact, adding a large room will prevent people from getting claustrophobic feelings. In the next version I will add some more decoration to this room...
EDIT: fixed in v1.1Blackrat wrote:I also did not need the funnel to get the cube. I can't really think of how to explain it, so I made a short demo of that part. [spoiler]I did use the funnel later, as intended[/spoiler][spoiler]Here is a fun fact: the most obvious solution is one of the harder ones . Using the funnel in this room actually not part of the intended solution, it is there to confuse and to be used later, in such a way that you can take that funnel with you, which is required for the second part.[/spoiler]
Blackrat wrote:These things aside, I thoroughly enjoyed playing!Always glad to hear that
Blackrat wrote:That was very informative, thanks
Hooray =D
That's actually a vital part in the puzzle
There SHOULD be indicator lights for every button. both on the floorbuttons and on the normal buttons, I will check this out!
EDIT: fixed in v1.1
I like a challenge
====
Great! That was the difficulty I was aiming for!
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.
Yes, that's strange isn't it? It's one of the default instances though! I will edit this in a newer version.
EDIT: fixed in v1.1
This room is indeed rather large, I originally planned something else for this room. However, the rest of the map is rather compact, adding a large room will prevent people from getting claustrophobic feelings. In the next version I will add some more decoration to this room...
EDIT: fixed in v1.1
Always glad to hear that
That was very informative, thanks
Quote from co0op on February 8, 2012, 4:31 pmNice, short and fairly easy map. Nevertheless, like so many other maps this map would benefit from a more complex puzzle. I like the one portal concept very much as it provides an interesting twist to puzzles. Here, however, the concept is used in a very simple introductionary way and one can rush through the chambers. If this is the beginning of a mappack with increasing difficulty it's a great start. As a single test it's quite interesting but not challenging.
4/5 Thank you for mapping.
Nice, short and fairly easy map. Nevertheless, like so many other maps this map would benefit from a more complex puzzle. I like the one portal concept very much as it provides an interesting twist to puzzles. Here, however, the concept is used in a very simple introductionary way and one can rush through the chambers. If this is the beginning of a mappack with increasing difficulty it's a great start. As a single test it's quite interesting but not challenging.
4/5 Thank you for mapping.
Quote from quatrus on February 8, 2012, 6:17 pmOne portal concept was interesting, hope that it is used in a more complex puzzle in the mod? As a single chamber map, this was quite good. Thanks for creating and posting, I look forward to the full mod.
One portal concept was interesting, hope that it is used in a more complex puzzle in the mod? As a single chamber map, this was quite good. Thanks for creating and posting, I look forward to the full mod.
Quote from NeoDinian on February 8, 2012, 8:52 pmI'll try my best to explain how I never used the funnel...
[spoiler]As you said, the funnel is intended for room 2. I assume to ascend to the platform? I did not need it there, as I noticed the fizzler don't come on until you step on the floor in that hallway. I had a portal set up on the lower right side, and shot the new portal in the upper room as I jumped through the orange portal from the main room.[/spoiler]
[spoiler]If the funnel is to be used at the end to get to that button on the upper wall, I juse used the long fall in the second room... Had the orange portal set up on the top, went to the last room, placed my blue, stepped through, switched the orange to the bottom of the pit and jumped in... Just enough height to get that button. Then a simple fling to the exit. [/spoiler]
I'll try my best to explain how I never used the funnel...