[SP] cube, buttons and one portal
Quote from Lpfreaky90 on February 8, 2012, 8:52 pmco0op wrote: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.This map is designed to be one of the many, many maps in back-stock! So although you can rush this map, other will be a lot more challenging.
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quatrus wrote: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.There will be quite a lot more 1-portal maps Glad you enjoyed it
4/5 Thank you for mapping.
This map is designed to be one of the many, many maps in back-stock! So although you can rush this map, other will be a lot more challenging.
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There will be quite a lot more 1-portal maps Glad you enjoyed it
Quote from Lpfreaky90 on February 9, 2012, 7:54 amVersion 1.1 is now out:
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* Fixed some strange lighting.
* Fixed an unintended shortcut.
* Made the final bit of the puzzle a bit more clear.
* Fixed one of the timers that wasn't working.
* Did some more optimization.
* Added a tiny bit more variation to the big chamber.
* Changed the elevator movies.
* Added a few custom textures and models.
* Added an easter eggCan you find the easter egg?
Version 1.1 is now out:
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* Fixed some strange lighting.
* Fixed an unintended shortcut.
* Made the final bit of the puzzle a bit more clear.
* Fixed one of the timers that wasn't working.
* Did some more optimization.
* Added a tiny bit more variation to the big chamber.
* Changed the elevator movies.
* Added a few custom textures and models.
* Added an easter egg
Can you find the easter egg?
Quote from Djinndrache on February 9, 2012, 8:05 amHey lpfreaky, remember me saying I'd break all your maps at least once and try hard to not use any of your intended solutions?
I came up with the intended solution within the blindrun, but you know I won't accept it. I kept looking for a ninjaway, and I found one! I guess the map is doable within max a half minute when you use the solution I finally came up with right from the start.ScQlIXcRm8I
(Link: http://www.youtube.com/watch?v=ScQlIXcRm8I)
Hey lpfreaky, remember me saying I'd break all your maps at least once and try hard to not use any of your intended solutions?
I came up with the intended solution within the blindrun, but you know I won't accept it. I kept looking for a ninjaway, and I found one! I guess the map is doable within max a half minute when you use the solution I finally came up with right from the start.
ScQlIXcRm8I
(Link: http://www.youtube.com/watch?v=ScQlIXcRm8I)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Lpfreaky90 on February 9, 2012, 12:05 pmDjinndrache wrote:Hey lpfreaky, remember me saying I'd break all your maps at least once and try hard to not use any of your intended solutions?Yep!
Djinndrache wrote:I came up with the intended solution within the blindrun, but you know I won't accept it.The final intended step isn't in the video
Djinndrache wrote:I kept looking for a ninjaway, and I found one! I guess the map is doable within max a half minute when you use the solution I finally came up with right from the start.Fixed in v1.2!
Djinndrache wrote:That was very helpful thanks! v1.2 also fixed the emo door =D
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New in version 1.2:
* Fixed an unwanted solution.
* Fixed a door that wasn't sure what to do.
* Moved a portal frame a bit so that it looks better.
Yep!
The final intended step isn't in the video
Fixed in v1.2!
That was very helpful thanks! v1.2 also fixed the emo door =D
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New in version 1.2:
* Fixed an unwanted solution.
* Fixed a door that wasn't sure what to do.
* Moved a portal frame a bit so that it looks better.
Quote from Djinndrache on February 9, 2012, 12:36 pmlpfreaky90 wrote:The final intended step isn't in the videoI know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p
I know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Lpfreaky90 on February 9, 2012, 12:37 pmDjinndrache wrote:lpfreaky90 wrote:The final intended step isn't in the videoI know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p
I know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p
Quote from Random on February 9, 2012, 8:33 pmDon't know if this was fixed in the newest version, aside from that alternate solution, but I also noticed a few small graphical bugs. The platform the cube lands on isn't aligned to the wall so you can see the nodraw on its back face. You can shoot a portal behind the laser timer and it floats there.
Honestly, the entire funnel room confused me. Why is it so big? Is there a reason for the orange portal there? Or for the timed laser wall?Other than that it's not bad. I enjoy the one portal concept (as may be evident from my only released map). I would be interested in more.
Don't know if this was fixed in the newest version, aside from that alternate solution, but I also noticed a few small graphical bugs. The platform the cube lands on isn't aligned to the wall so you can see the nodraw on its back face. You can shoot a portal behind the laser timer and it floats there.
Honestly, the entire funnel room confused me. Why is it so big? Is there a reason for the orange portal there? Or for the timed laser wall?
Other than that it's not bad. I enjoy the one portal concept (as may be evident from my only released map). I would be interested in more.
Quote from Lpfreaky90 on February 9, 2012, 8:59 pmRandom wrote:Don't know if this was fixed in the newest version, aside from that alternate solution, but I also noticed a few small graphical bugs. The platform the cube lands on isn't aligned to the wall so you can see the nodraw on its back face.*Facepalm* How could I have missed that one?!
Random wrote:You can shoot a portal behind the laser timer and it floats there.That will be fixed in v1.3
Random wrote:Honestly, the entire funnel room confused me. Why is it so big?To confuse
Random wrote:Is there a reason for the orange portal there? Or for the timed laser wall?[spoiler]You need the timed laser wall for the intended solution, you don't really need the orange portal there, except for the easter egg. This was also added to create some confusion[/spoiler]
Random wrote:Other than that it's not bad. I enjoy the one portal concept (as may be evident from my only released map). I would be interested in more.yay!
*Facepalm* How could I have missed that one?!
That will be fixed in v1.3
To confuse
yay!
Quote from Lpfreaky90 on February 10, 2012, 9:00 amVersion 1.3 is out now:
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* Fixed a floating plant
* Fixed a visible nodraw texture.
* Fixed a floating timer
* Brought some shy portal emitters out of their walls.
* Made the portal emitters a bit more fancy.
* Fixed a door for real this time
* Changed the light in the big room a bit
* The button near the entrance can be pressed faster now.
* Changed a chair that wasn't being rendered.
* Fixed some errors hammer found.
* Changed the map name to the one used in the mod (sp_bs_a1_1p_cube_plus_button)!
Version 1.3 is out now:
- Code: Select all
* Fixed a floating plant
* Fixed a visible nodraw texture.
* Fixed a floating timer
* Brought some shy portal emitters out of their walls.
* Made the portal emitters a bit more fancy.
* Fixed a door for real this time
* Changed the light in the big room a bit
* The button near the entrance can be pressed faster now.
* Changed a chair that wasn't being rendered.
* Fixed some errors hammer found.
* Changed the map name to the one used in the mod (sp_bs_a1_1p_cube_plus_button)!