[SP] Somewhere Underground Deluxe
Quote from fleabag on May 5, 2012, 10:28 ami enjoyed the map but i found a problem with the repolsion gel where i wouldn't bounce if that was fixed the map would be perfect
i enjoyed the map but i found a problem with the repolsion gel where i wouldn't bounce if that was fixed the map would be perfect
Quote from BEARD! on May 5, 2012, 12:27 pmA nice collection of maps, with some nice puzzles. The looks are bland in places, but it's enjoyable enough,
Map 1. The light block was a nice novelty, but I kept picking it up at an angle. It would have been nice if it rotated so that the light automatically faced away from me (like a reflectocube). The blue gel handle rotated the wrong direction, away from me and into the console.
Map 2. The laser puzzle was nice. The underground indicator lights looked too big though.
Map 3. Again there's a hybrid of new and old Aperture, and I'm not sure how well it works. The puzzle was nice, and the world-portal-induced [spoiler]gravity[/spoiler] was novel. [spoiler]The train was a nice idea![/spoiler].
Map 4. Was it worth it to have a map just for a [spoiler]train ride[/spoiler]!?
Map 5. Loved the projected texture lighting in the first room. The map felt a little laggy for me, and I had to turn down some graphic settings to reduce the problem. The puzzle was enjoyable though, and I enjoyed how [spoiler]the room transformed to become a blue gel puzzle[/spoiler].
Map 6. Another [spoiler]train ride[/spoiler]! It was nice to have a break from puzzling, but we didn't have too much to look at (essentially we got a look at the inside of a big box with some rails in it). I liked the bts feel at the end of this map, having to [spoiler]hunt for portalable surfaces[/spoiler].
Map 7. Nice detailing at the start, and I loved the missing roof, through which we could see part of the the mine (?). With that said, some models were missing. I couldn't pick up the turret with E, so I couldn't put him into the furnace. Eventually I became frustrated and gave up.
A nice collection of maps, with some nice puzzles. The looks are bland in places, but it's enjoyable enough,
Map 1. The light block was a nice novelty, but I kept picking it up at an angle. It would have been nice if it rotated so that the light automatically faced away from me (like a reflectocube). The blue gel handle rotated the wrong direction, away from me and into the console.
Map 2. The laser puzzle was nice. The underground indicator lights looked too big though.
Map 3. Again there's a hybrid of new and old Aperture, and I'm not sure how well it works. The puzzle was nice, and the world-portal-induced
Map 4. Was it worth it to have a map just for a
Map 5. Loved the projected texture lighting in the first room. The map felt a little laggy for me, and I had to turn down some graphic settings to reduce the problem. The puzzle was enjoyable though, and I enjoyed how
Map 6. Another
Map 7. Nice detailing at the start, and I loved the missing roof, through which we could see part of the the mine (?). With that said, some models were missing. I couldn't pick up the turret with E, so I couldn't put him into the furnace. Eventually I became frustrated and gave up.
Co-operative: Lightspeed Upstairs Downstairs
Quote from eladiozro on May 6, 2012, 1:10 pmUpdated the maps, but I have a question, the models are still missing?
Updated the maps, but I have a question, the models are still missing?
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from Lpfreaky90 on May 6, 2012, 3:21 pmBEARD! wrote:A nice collection of maps, with some nice puzzles. The looks are bland in places, but it's enjoyable enough,Map 1. The light block was a nice novelty, but I kept picking it up at an angle. It would have been nice if it rotated so that the light automatically faced away from me (like a reflectocube). The blue gel handle rotated the wrong direction, away from me and into the console.
Map 2. The laser puzzle was nice. The underground indicator lights looked too big though.
Map 3. Again there's a hybrid of new and old Aperture, and I'm not sure how well it works. The puzzle was nice, and the world-portal-induced [spoiler]gravity[/spoiler] was novel. [spoiler]The train was a nice idea![/spoiler].
Map 4. Was it worth it to have a map just for a [spoiler]train ride[/spoiler]!?
Map 5. Loved the projected texture lighting in the first room. The map felt a little laggy for me, and I had to turn down some graphic settings to reduce the problem. The puzzle was enjoyable though, and I enjoyed how [spoiler]the room transformed to become a blue gel puzzle[/spoiler].
Map 6. Another [spoiler]train ride[/spoiler]! It was nice to have a break from puzzling, but we didn't have too much to look at (essentially we got a look at the inside of a big box with some rails in it). I liked the bts feel at the end of this map, having to [spoiler]hunt for portalable surfaces[/spoiler].
Map 7. Nice detailing at the start, and I loved the missing roof, through which we could see part of the the mine (?). With that said, some models were missing. I couldn't pick up the turret with E, so I couldn't put him into the furnace. Eventually I became frustrated and gave up.
Strange, isn't that a non-custom model?
Map 1. The light block was a nice novelty, but I kept picking it up at an angle. It would have been nice if it rotated so that the light automatically faced away from me (like a reflectocube). The blue gel handle rotated the wrong direction, away from me and into the console.
Map 2. The laser puzzle was nice. The underground indicator lights looked too big though.
Map 3. Again there's a hybrid of new and old Aperture, and I'm not sure how well it works. The puzzle was nice, and the world-portal-induced
Map 4. Was it worth it to have a map just for a
Map 5. Loved the projected texture lighting in the first room. The map felt a little laggy for me, and I had to turn down some graphic settings to reduce the problem. The puzzle was enjoyable though, and I enjoyed how
Map 6. Another
Map 7. Nice detailing at the start, and I loved the missing roof, through which we could see part of the the mine (?). With that said, some models were missing. I couldn't pick up the turret with E, so I couldn't put him into the furnace. Eventually I became frustrated and gave up.
Strange, isn't that a non-custom model?
Quote from eladiozro on May 6, 2012, 5:42 pmYeah, the model there is "models/erikszeug/umgebung/geodome_ext_lod1_skybox.mdl".
And it should look like this: http://cloud.steampowered.com/ugc/57782 ... EEF1C9253/
It isn't a custom model I suppose.
Yeah, the model there is "models/erikszeug/umgebung/geodome_ext_lod1_skybox.mdl".
And it should look like this: http://cloud.steampowered.com/ugc/57782 ... EEF1C9253/
It isn't a custom model I suppose.
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from Lpfreaky90 on May 6, 2012, 8:26 pmIt is, sorry mistake by me.
Models/erikszeug/ are custom models made by skotty
You should use pakrat or something similar to add the model to your bsp
It is, sorry mistake by me.
Models/erikszeug/ are custom models made by skotty
You should use pakrat or something similar to add the model to your bsp
Quote from eladiozro on May 7, 2012, 1:11 amUpdated again, I hope there are no more problems........ And I got rid of those models and designed something different....... It was easier to say it in short words.
Updated again, I hope there are no more problems........ And I got rid of those models and designed something different....... It was easier to say it in short words.
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from eladiozro on January 24, 2013, 3:01 amold posts
Somewhere Underground
[SP] Somewhere Underground 2
[SP] Somewhere Underground 3
old posts
Somewhere Underground
[SP] Somewhere Underground 2
[SP] Somewhere Underground 3
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from lord_blex on May 21, 2013, 6:47 pmI just played through the whole thing after not playing any portal maps for a long time.
I'm not sure if I can say anything new, but I decided that I want to give some feedback after every map I play (even if it's an old one) so here it goes.
First of all, I loved your ideas, I was constantly like "I want to make something like this, this is awesome!" But a lot of things weren't "done", I can't even think of all the things that could be improved. I realize that you spent a lot of time with these maps, but they'd still need some more.
A lot of the world is too blocky, some stuff just aren't aligned right, some puzzle elements were too awkward (for example I spent ages trying to start the piston elevator with me on it, and the last puzzle leaves too little time for you to actually do it. In the end I solved it with noclip.)
The [spoiler]flashlight[/spoiler] was a great concept, though in its second incarnation it didn't function as well, I'm not sure if it's different than the first one, or just something got messed up. I really liked the atmosphere of the [spoiler]flooded (?) area[/spoiler] (I'm not quite sure about the fizzler that only covered half of the panel under the funnel. It kind of seemed like a bug - I didn't discover why it was like that) and I didn't really have anything against the [spoiler]trainride (besides the look of the train itself )[/spoiler] [spoiler]The rotating turret was an interesting thing, but it's really not pleasant to wait until it's facing the other direction..[/spoiler] Also, I'm still not a fan of mixing the old and new test elements.
So overall the whole pack took me an hour to play through, and I enjoyed all of it, but the design definitely could have been improved.
I just played through the whole thing after not playing any portal maps for a long time.
I'm not sure if I can say anything new, but I decided that I want to give some feedback after every map I play (even if it's an old one) so here it goes.
First of all, I loved your ideas, I was constantly like "I want to make something like this, this is awesome!" But a lot of things weren't "done", I can't even think of all the things that could be improved. I realize that you spent a lot of time with these maps, but they'd still need some more.
A lot of the world is too blocky, some stuff just aren't aligned right, some puzzle elements were too awkward (for example I spent ages trying to start the piston elevator with me on it, and the last puzzle leaves too little time for you to actually do it. In the end I solved it with noclip.)
The
So overall the whole pack took me an hour to play through, and I enjoyed all of it, but the design definitely could have been improved.
Quote from User on May 21, 2013, 9:12 pmlord_blex wrote:(I'm not quite sure about the fizzler that only covered half of the panel under the funnel. It kind of seemed like a bug - I didn't discover why it was like that)Whats because, you can shoot an Portal to the concrete on the one half, and when a cube goes through the portal, it will fizzled.
When the fizzler is correctly placed, you cant place an portal ^^ (ok, a Button with a Timer would be better ^^)(omg my English )
Whats because, you can shoot an Portal to the concrete on the one half, and when a cube goes through the portal, it will fizzled.
When the fizzler is correctly placed, you cant place an portal ^^ (ok, a Button with a Timer would be better ^^)
(omg my English )