[SP] Portal Stories Mel: Past Power
Quote from KennKong on February 12, 2012, 4:17 pmLooking good. But you can still skip the first room by [spoiler]yoyoing under the cube dropper so you can see the orange gel target.[/spoiler]
Like some others, even though I knew I needed to get to the blue gel room, and quickly spotted the first panel for getting there, spotting the one by the entrance took me quite a while. And the map was just a big laggy while yoyoing out of that first panel.
Looking good. But you can still skip the first room by
Like some others, even though I knew I needed to get to the blue gel room, and quickly spotted the first panel for getting there, spotting the one by the entrance took me quite a while. And the map was just a big laggy while yoyoing out of that first panel.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from redunzl on February 14, 2012, 2:07 amThe fact that I got through this map at all is a testament to its playability. Up until about 3 days ago, I had been playing Portal 2 either on my PS3 or over at my brother KennKong's house, on his PC, with PS3 controllers so we could do split-screen coop. I finally got a graphics card with enough horsepower to run this on my PC and it's taking me a while to get used to playing with a keyboard and trackball. I'm still massively fumble-fingered on the WASD navigation because I have almost never played any games which used that particular scheme.
It took me just a little over an hour to finish. Would have been quicker if I hadn't wasted so much time trying to use [spoiler]both gels[/spoiler] instead of [spoiler]just repulsion gel in combination with a fling[/spoiler] to get to the exit.
Kenn commented about the map being laggy during his yo-yoing. The whole thing seemed laggy to me, both in keyboard response to move and mouse response to aim. My PC is not quite as fast as his. I have an Athlon 64 X2 6000+ (3Ghz) CPU with a Radeon HD5450 1GB video adapter so maybe that's a factor.
The only nit I have is that at the end of the map, the game never returned to the menu. The "To be continued..." text faded out, then I was just left in the dark elevator shaft. Maybe I just didn't wait long enough??
With all that said:
I liked the "old Aperture" look, enjoyed the puzzles, and didn't get "stuck" anywhwere, so 5/5 from me.
The fact that I got through this map at all is a testament to its playability. Up until about 3 days ago, I had been playing Portal 2 either on my PS3 or over at my brother KennKong's house, on his PC, with PS3 controllers so we could do split-screen coop. I finally got a graphics card with enough horsepower to run this on my PC and it's taking me a while to get used to playing with a keyboard and trackball. I'm still massively fumble-fingered on the WASD navigation because I have almost never played any games which used that particular scheme.
It took me just a little over an hour to finish. Would have been quicker if I hadn't wasted so much time trying to use
Kenn commented about the map being laggy during his yo-yoing. The whole thing seemed laggy to me, both in keyboard response to move and mouse response to aim. My PC is not quite as fast as his. I have an Athlon 64 X2 6000+ (3Ghz) CPU with a Radeon HD5450 1GB video adapter so maybe that's a factor.
The only nit I have is that at the end of the map, the game never returned to the menu. The "To be continued..." text faded out, then I was just left in the dark elevator shaft. Maybe I just didn't wait long enough??
With all that said:
I liked the "old Aperture" look, enjoyed the puzzles, and didn't get "stuck" anywhwere, so 5/5 from me.
--Marvin, the Paranoid Android
Quote from Lpfreaky90 on February 14, 2012, 7:34 amredunzl wrote:The fact that I got through this map at all is a testament to its playability. Up until about 3 days ago, I had been playing Portal 2 either on my PS3 or over at my brother KennKong's house, on his PC, with PS3 controllers so we could do split-screen coop. I finally got a graphics card with enough horsepower to run this on my PC and it's taking me a while to get used to playing with a keyboard and trackball. I'm still massively fumble-fingered on the WASD navigation because I have almost never played any games which used that particular scheme.Welcome to the pc world! We have cookies, oh wait, we do have custom maps though ^_^.
redunzl wrote:It took me just a little over an hour to finish. Would have been quicker if I hadn't wasted so much time trying to use [spoiler]both gels[/spoiler] instead of [spoiler]just repulsion gel in combination with a fling[/spoiler] to get to the exit.Do you think that I need to place some sort of indication thingies there so it is more clear what to do?
redunzl wrote:Kenn commented about the map being laggy during his yo-yoing. The whole thing seemed laggy to me, both in keyboard response to move and mouse response to aim. My PC is not quite as fast as his. I have an Athlon 64 X2 6000+ (3Ghz) CPU with a Radeon HD5450 1GB video adapter so maybe that's a factor.The map itself is the biggest cause of lag. The map itself is about 3 times as big as the enrichment spheres in portal 2 and practically everything can see everything. That does two things: make the map look awesome and make the map lag a lot.
redunzl wrote:The only nit I have is that at the end of the map, the game never returned to the menu. The "To be continued..." text faded out, then I was just left in the dark elevator shaft. Maybe I just didn't wait long enough??Good point, I will fix this in the next version.
redunzl wrote:With all that said:I liked the "old Aperture" look, enjoyed the puzzles, and didn't get "stuck" anywhwere, so 5/5 from me.
Glad you liked it
Welcome to the pc world! We have cookies, oh wait, we do have custom maps though ^_^.
Do you think that I need to place some sort of indication thingies there so it is more clear what to do?
The map itself is the biggest cause of lag. The map itself is about 3 times as big as the enrichment spheres in portal 2 and practically everything can see everything. That does two things: make the map look awesome and make the map lag a lot.
Good point, I will fix this in the next version.
I liked the "old Aperture" look, enjoyed the puzzles, and didn't get "stuck" anywhwere, so 5/5 from me.
Glad you liked it
Quote from redunzl on February 14, 2012, 8:15 pmlpfreaky90 wrote:redunzl wrote:It took me just a little over an hour to finish. Would have been quicker if I hadn't wasted so much time trying to use [spoiler]both gels[/spoiler] instead of [spoiler]just repulsion gel in combination with a fling[/spoiler] to get to the exit.Do you think that I need to place some sort of indication thingies there so it is more clear what to do?
No, I don't think so. This was just a case of me expecting the puzzle to be more devious than it actually was, in combination with not examining the environment carefully enough. Once I really looked around, I realized that I was only making it difficult for myself.
[spoiler]The original game used the "propulsion gel runway with repulsion gel at the end" in several places and I mistakenly thought you were doing the same thing. My first thought was that because I could get a portal in the propulsion gel plaform from that spot, it must have been part of the solution.[/spoiler]
Do you think that I need to place some sort of indication thingies there so it is more clear what to do?
No, I don't think so. This was just a case of me expecting the puzzle to be more devious than it actually was, in combination with not examining the environment carefully enough. Once I really looked around, I realized that I was only making it difficult for myself.
--Marvin, the Paranoid Android
Quote from KennKong on February 15, 2012, 12:52 pmredunzl wrote:Would have been quicker if I hadn't wasted so much time trying to use [spoiler]both gels[/spoiler] instead of [spoiler]just repulsion gel in combination with a fling[/spoiler] to get to the exit.Funny, that's the exact opposite of what worked for me. I tried [spoiler]flinging to the repulsion gel on the platform facing the exit catwalk[/spoiler] without success. What worked for me was [spoiler]a propulsion gel runway leading to the repulsion gel on the same platform[/spoiler].
Funny, that's the exact opposite of what worked for me. I tried
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Moth on February 18, 2012, 4:51 pmExecutorElassus wrote:Is there a way to play this without having Steam? Running Portal 2 under Linux runs without Steam, so I don't actually have it installed.Cheers,
EE
The solution right now is to download WINE, then install Steam within Wine, provided you add Portal2 as a game shortcut to Steam, it should work. I use this method on one of my PCs running Ubuntu 11.
WOOT WOOT! - We're mentioned in the 'Community Roundup' on the front page, and have over 1000 downloads
Cheers,
EE
The solution right now is to download WINE, then install Steam within Wine, provided you add Portal2 as a game shortcut to Steam, it should work. I use this method on one of my PCs running Ubuntu 11.
WOOT WOOT! - We're mentioned in the 'Community Roundup' on the front page, and have over 1000 downloads
"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from redunzl on February 19, 2012, 3:20 amKennKong wrote:Funny, that's the exact opposite of what worked for me. I tried [spoiler]flinging to the repulsion gel on the platform facing the exit catwalk[/spoiler] without success. What worked for me was [spoiler]a propulsion gel runway leading to the repulsion gel on the same platform[/spoiler].Yeah, I hear you. The [spoiler]fling[/spoiler] worked for me on the first try, once I realized that I could get to that area. I didn't see it at first because it's so deep in the shadows and, at first glance, it looked like I was facing [spoiler]the back side of the tower[/spoiler]. After I thought about it, [spoiler]a propulstion gel runway in the same area where I did the fling[/spoiler] would have worked just as well, but that's a much more complicated solution than is necessary.
Yeah, I hear you. The
--Marvin, the Paranoid Android
Quote from Blaizer on March 6, 2012, 2:36 amI made a video of a collection of bugs I found in this map. Everything I have to say is in the video descriptions and annotation. Thanks for mapping!
I made a video of a collection of bugs I found in this map. Everything I have to say is in the video descriptions and annotation. Thanks for mapping!
Quote from Lpfreaky90 on March 6, 2012, 7:16 amHey Blaizer!
Thanks for the video!
Most of the bugs you showed are known issues
1) Getting the cube again will be fixed in an upcoming update.
2) I will look into the hard jump on the bridge, fixing this will maybe also fix the way you can get on the ceiling.
3) The in-plain sight spawning cube will be fixed when I also fix a proper button+cube dispenser.
4) Getting on the ceiling isn't much of a problem. This usually shouldn't be a problem.
5) The strange behavior of that panel in front of the white panel is something that is fixed on the most recent version which I haven't uploaded yet.
7) That final shortcut you found with the blue gel is nice. I don't know about placing a placement helper there, because I like it when people have the freedom to place their portals where they want.Thanks for the feedback, I should start fixing some things
~Lp
ps: I like it how it took over a month for someone to report the getting stuck bug.
Hey Blaizer!
Thanks for the video!
Most of the bugs you showed are known issues
1) Getting the cube again will be fixed in an upcoming update.
2) I will look into the hard jump on the bridge, fixing this will maybe also fix the way you can get on the ceiling.
3) The in-plain sight spawning cube will be fixed when I also fix a proper button+cube dispenser.
4) Getting on the ceiling isn't much of a problem. This usually shouldn't be a problem.
5) The strange behavior of that panel in front of the white panel is something that is fixed on the most recent version which I haven't uploaded yet.
7) That final shortcut you found with the blue gel is nice. I don't know about placing a placement helper there, because I like it when people have the freedom to place their portals where they want.
Thanks for the feedback, I should start fixing some things
~Lp
ps: I like it how it took over a month for someone to report the getting stuck bug.
Quote from Lpfreaky90 on March 6, 2012, 11:00 amVersion 1.2 is out:
- Fixed a way where you can get stuck.
- Add a proper cube dispenser.
- Added proper fog
- Did some more optimization.
- Changed the damage done if you fall down.
- Changed the layout of the blue gel room.
- Fixed some clipping models.
- Added some models to make some parts of the level look better.
- Lowered the bridge a bit so it's easier to jump onto it!
Version 1.2 is out:
- Fixed a way where you can get stuck.
- Add a proper cube dispenser.
- Added proper fog
- Did some more optimization.
- Changed the damage done if you fall down.
- Changed the layout of the blue gel room.
- Fixed some clipping models.
- Added some models to make some parts of the level look better.
- Lowered the bridge a bit so it's easier to jump onto it!