[WIP] DaMaGepy 03
Quote from DaMaGepy on December 31, 2007, 2:59 pmIt's the third map of my series, #3
To make it clear:
- Its only a developer version, with not much detail and light adjustment, no cameras, sounds or observaton rooms
- Rooms will look more clear, hints/tips are not included yet
- Last room will not be the last room
- Added a spawn-timer to the box dropper, so if all 4 box has been destroyed in the same time, they will respawn one by one every 2 second
- If the portal-from-a-portal room is too hard (must be too quick for an "average" difficulty level) I'll lengthen it (the room), send feedbacks pls!
- There will be 1 more big room with 5-6 small individual puzzle.
- Overall I rate this map's difficulty as "not too hard". If you want better (harder) puzzles, map #4 and #5 will be your friendDownload:
http://heroes.hardwired.hu/-/por_damagepy_03.zip
Forum download:
http://forums.thinking.withportals.com/dload.php?action=file&file_id=136More info and future updates (will post updates here):
http://heroes.hardwired.hu/-/portal/portmap.htmlWhats new:
2008.01.01
- fixed the chemical dmg, the last room's box respawn, and blocked the way to the comp.cube in the first room and increased the button's trigger size above the door.
- Forgot to add prtal bumper to the end of the chemical room, added
- Will add a cube-sensitive triggen after the first big room so players cant stuck after removing the CC from the button and jumping back to the first room.
- decreased the time by 2.5 sec in the last room. (I can even do it if I decrease it by 1 more)
- here are 3 video that I made how I want the player to solve the first, chemical and last room, let me know if you find a workaround solution (spoiler):
http://heroes.hardwired.hu/-/portal/1firstroom.avi (2.12 MB)
http://heroes.hardwired.hu/-/portal/2chemicalroom.avi (4.34 MB)
http://heroes.hardwired.hu/-/portal/3lastroom.avi (1.95 MB)
2007.12.31
- Its a pretty early version, I dont wanted to post it but if I get too drunk tonight, I'll not continue it till next year[img]http://heroes.hardwired.hu/-/portal/map03.jpg[/img]
Please post opinions, feedbacks, bugs, possible exploits (shortcuts)
Hint:
[spoiler]- To get through the chemical room, you must shot a portal and move back before the new portal link is established, or it will push you into the poison.[/spoiler]
It's the third map of my series, #3
To make it clear:
- Its only a developer version, with not much detail and light adjustment, no cameras, sounds or observaton rooms
- Rooms will look more clear, hints/tips are not included yet
- Last room will not be the last room
- Added a spawn-timer to the box dropper, so if all 4 box has been destroyed in the same time, they will respawn one by one every 2 second
- If the portal-from-a-portal room is too hard (must be too quick for an "average" difficulty level) I'll lengthen it (the room), send feedbacks pls!
- There will be 1 more big room with 5-6 small individual puzzle.
- Overall I rate this map's difficulty as "not too hard". If you want better (harder) puzzles, map #4 and #5 will be your friend
Download:
http://heroes.hardwired.hu/-/por_damagepy_03.zip
Forum download:
http://forums.thinking.withportals.com/dload.php?action=file&file_id=136
More info and future updates (will post updates here):
http://heroes.hardwired.hu/-/portal/portmap.html
Whats new:
2008.01.01
- fixed the chemical dmg, the last room's box respawn, and blocked the way to the comp.cube in the first room and increased the button's trigger size above the door.
- Forgot to add prtal bumper to the end of the chemical room, added
- Will add a cube-sensitive triggen after the first big room so players cant stuck after removing the CC from the button and jumping back to the first room.
- decreased the time by 2.5 sec in the last room. (I can even do it if I decrease it by 1 more)
- here are 3 video that I made how I want the player to solve the first, chemical and last room, let me know if you find a workaround solution (spoiler):
http://heroes.hardwired.hu/-/portal/1firstroom.avi (2.12 MB)
http://heroes.hardwired.hu/-/portal/2chemicalroom.avi (4.34 MB)
http://heroes.hardwired.hu/-/portal/3lastroom.avi (1.95 MB)
2007.12.31
- Its a pretty early version, I dont wanted to post it but if I get too drunk tonight, I'll not continue it till next year
[img]http://heroes.hardwired.hu/-/portal/map03.jpg[/img]
Please post opinions, feedbacks, bugs, possible exploits (shortcuts)
Hint:
Quote from DelphiAegis on December 31, 2007, 4:34 pmExcellent map.
[spoiler]In the room with the compainion cube on the top clear shelf, I used the slowness of the one door closing to get to the stairs. It didn't feel like that was the proper solution, however.[/spoiler]
Also, in the final room for some reason whenever I would get all four cubes on the switches (And make it to the exit), when they were removed via the fizzlers, it only gave me three cubes. I did the puzzle again (Standing on the final switch) and as the cubes poofed, it then dispensed two cubes.
I enjoy your maps a lot and look forward to the final version.
Excellent map.
Also, in the final room for some reason whenever I would get all four cubes on the switches (And make it to the exit), when they were removed via the fizzlers, it only gave me three cubes. I did the puzzle again (Standing on the final switch) and as the cubes poofed, it then dispensed two cubes.
I enjoy your maps a lot and look forward to the final version.
Quote from Leck on December 31, 2007, 5:40 pmI just played all three of your maps, they're really good
A few things i noticed, in the first map there are some texture problems in the room with all the turrents (one missing texture on a frame of the front glass wall, and inside it looks like there are two brushes overlapping)
With regard to this third map, looks pretty good, can't wait till its finished.
I just played all three of your maps, they're really good
A few things i noticed, in the first map there are some texture problems in the room with all the turrents (one missing texture on a frame of the front glass wall, and inside it looks like there are two brushes overlapping)
With regard to this third map, looks pretty good, can't wait till its finished.
Quote from Lorithad on December 31, 2007, 7:54 pmI enjoyed this map, but was rather irritated with the last room.
Mostly because the cubes can get stuck inside the portals, which can screw up your timing. But that's not really your fault.
There was the problem for me, that when the cubes are immancipated, you won't get all of them back. When the 4 are gone, 3 spawn to replace it. Ended up having to revert to saves to complete it.
Edit:
I played through a second time, because something didn't feel quite right. Then I realised something.
[img]http://www.bloodscape.net/fumau/Portal/gepy/Gepy3-small.jpg[/img]
[spoiler]This door/room/button is completly redundant, as you need to get the cube by doing a trajectory fling, in order to get that door open. Then that hall just leads to a set of stairs that gets you back up to the glass floor'd area, where you got the WCC in the first place.[/spoiler]
I enjoyed this map, but was rather irritated with the last room.
Mostly because the cubes can get stuck inside the portals, which can screw up your timing. But that's not really your fault.
There was the problem for me, that when the cubes are immancipated, you won't get all of them back. When the 4 are gone, 3 spawn to replace it. Ended up having to revert to saves to complete it.
Edit:
I played through a second time, because something didn't feel quite right. Then I realised something.
[img]http://www.bloodscape.net/fumau/Portal/gepy/Gepy3-small.jpg[/img]
Quote from Jaso on December 31, 2007, 9:23 pmNice map, imo still too easy, but i guess i should just wait for 4 and 5.
Two more bugs I found:
[spoiler]Its possible to get stuck in the companioncube room, if you bring it into the next room and then go back and place both portals there.[/spoiler]
[spoiler]You can swim through the poison without taking damage by holding duck and jump[/spoiler]
Nice map, imo still too easy, but i guess i should just wait for 4 and 5.
Two more bugs I found:
Quote from DaMaGepy on December 31, 2007, 10:08 pm- yes, the solution for the first room is including the slow door and a fast portaling. I planning increasing the button sensitivity area so the player can strafe a bit more out of it before the door closes. The cube is just to distract the player so he thinks they need to get the cube to open the first door. I made it posible to just jump down from the upper level, but then I think I'll make it imposible to get up there by flinging. Thats not intended. Should I give a hint about the solution? I tought it will be obvious. And its not a training map anymore. And I need the player to figure out the fast portaling thing from this puzzle to solve the chemical room puzzle, where also the fast portaling from a portal is the key.
- ye, the hurt trigger is 32 unit below the poison surface, just so I can select it easier for editing, will raise it later in the final ver
- in the last room, only the button next to the dropper uses the automated respawn thing that I tested, if all box destroyed by its field they respawn properly, will add that counter timer thing to the other 3 cleanser too. This is why I said the last room is a bit broken atm. Check if the box respawn thingie is still bugged if u use this first cleanser field. I hope not
fixed most of the bugs aboveI dont know how can I solve the CC thing that Jaso mentioned. Maybe I will make the door open permanently if the player enters that area or if the cube is in that area.
last room: I also wanted the player to place the cubes for portalling in the right direction, so they are not stuck in portals. I also tried to just place the cubes near the buttons and I succesfully ran and dropped them on the buttons without using fast portals. SO I'll increase the gap between the buttons to make the portal thing the only solution. Or maybe adding a fifth button to the opposite corner
Added 3 small video to my first post
should I repace the metal corridor before the last room or is it ok (its look I mean)?
Thx for the feedbacks
- yes, the solution for the first room is including the slow door and a fast portaling. I planning increasing the button sensitivity area so the player can strafe a bit more out of it before the door closes. The cube is just to distract the player so he thinks they need to get the cube to open the first door. I made it posible to just jump down from the upper level, but then I think I'll make it imposible to get up there by flinging. Thats not intended. Should I give a hint about the solution? I tought it will be obvious. And its not a training map anymore. And I need the player to figure out the fast portaling thing from this puzzle to solve the chemical room puzzle, where also the fast portaling from a portal is the key.
- ye, the hurt trigger is 32 unit below the poison surface, just so I can select it easier for editing, will raise it later in the final ver
- in the last room, only the button next to the dropper uses the automated respawn thing that I tested, if all box destroyed by its field they respawn properly, will add that counter timer thing to the other 3 cleanser too. This is why I said the last room is a bit broken atm. Check if the box respawn thingie is still bugged if u use this first cleanser field. I hope not
fixed most of the bugs above
I dont know how can I solve the CC thing that Jaso mentioned. Maybe I will make the door open permanently if the player enters that area or if the cube is in that area.
last room: I also wanted the player to place the cubes for portalling in the right direction, so they are not stuck in portals. I also tried to just place the cubes near the buttons and I succesfully ran and dropped them on the buttons without using fast portals. SO I'll increase the gap between the buttons to make the portal thing the only solution. Or maybe adding a fifth button to the opposite corner
Added 3 small video to my first post
should I repace the metal corridor before the last room or is it ok (its look I mean)?
Thx for the feedbacks
Quote from Lorithad on January 1, 2008, 4:20 amEh.. I'm not really a fan of the slow door closes. That functionality wasn't really established within the portal main game. I'd take the trajectory fling over it any day.
Eh.. I'm not really a fan of the slow door closes. That functionality wasn't really established within the portal main game. I'd take the trajectory fling over it any day.
Quote from DaMaGepy on January 1, 2008, 7:21 amthe last room was doable with 3 cube, with the player standing on the last button. So I added a fifth button next to the last one and modified the timer.
Should I decrease the timer with 1 more sec? or for an almost hard difficulty thats too fast?
the last room was doable with 3 cube, with the player standing on the last button. So I added a fifth button next to the last one and modified the timer.
Should I decrease the timer with 1 more sec? or for an almost hard difficulty thats too fast?
Quote from Lorithad on January 1, 2008, 12:27 pmJust played the updated version.
I still prefer the trajectory fling method obtaining the WCC, but if you really want to do the slow door close method, then who am I to stop you?
I think the current cube timer is fine. I failed on more than one occasion because I wasn't fast enough.
Oh, and if you bring one or more cubes into the final hallway thing after the cube button puzzle, you can screw yourself over. Just bring the cubes in there via a portal, and then leave. Shoot both portals outisde of that hall, and you cannot continue.
I'd suggest making it so that the door remains open once the challenge is complete.
Just played the updated version.
I still prefer the trajectory fling method obtaining the WCC, but if you really want to do the slow door close method, then who am I to stop you?
I think the current cube timer is fine. I failed on more than one occasion because I wasn't fast enough.
Oh, and if you bring one or more cubes into the final hallway thing after the cube button puzzle, you can screw yourself over. Just bring the cubes in there via a portal, and then leave. Shoot both portals outisde of that hall, and you cannot continue.
I'd suggest making it so that the door remains open once the challenge is complete.
Quote from DaMaGepy on January 1, 2008, 2:52 pm- I rate trajectory fling like that is "hard", so its maybe for the next level.
- Ye the door will stay open and the fields will be disabled with the buttons
- This map mostly about buttons, will not include a single fling. Map 4 however will be only about different type of flings (Map 4: "Test subjects must fly")
- I think the timer can be slowed a bit to suit the maps difficulty. Maybe with just 0.5 sec but still...
- A ceiling observation room has been added to the last room.
- Starting the final room...
- I rate trajectory fling like that is "hard", so its maybe for the next level.
- Ye the door will stay open and the fields will be disabled with the buttons
- This map mostly about buttons, will not include a single fling. Map 4 however will be only about different type of flings (Map 4: "Test subjects must fly")
- I think the timer can be slowed a bit to suit the maps difficulty. Maybe with just 0.5 sec but still...
- A ceiling observation room has been added to the last room.
- Starting the final room...