[WIP] Thinking Outside the Cube
Quote from xitooner on January 29, 2008, 10:35 amSurely, you do not like semi-challenging puzzles? Or flinging? Areas with new physics behavior that changes your Portal strategies? Of course not; nobody does! Terrible stuff. But if you wanted to waste your time on such things. . .
. . .then try this WIP version of "Thinking outside the Cube".
dload.php?action=file&file_id=152
- 3 areas, 13+ challenges. (have about 18 challenges planned)
- above-average difficulty (too early in development to state "very challenging", but be warned)
- introducing new physics behavior (at least I havent seen it in a Portal map yet) (NOT gravity-related)
- new GLADOS voices/commentary (I got tired of reusing the old stuff)
- occasional music by The Hamster Alliance to set the mood.
- first in a seriesIMPORTANT NOTE: this map will fall flat on its face if you do not put the REQUIRED surfaceproperties scripts into your portal/portal/scripts directory. (They are in the ZIP). Sadly, I can bundle everything else into the map itself, but for some reason it refuses to use the surfaceproperties files that are bundled within the bsp. Only the Hammer deity (Thor?) knows why. . .but if someone could tell me how to do this, I would appreciate it.
As of WIP, the lighting is not to my satisfaction (later chambers dont have quite as much atmosphere as the earlier ones). And man. . .there NEVER seems to be enough time in the day to finish every texture/realism detail I want. . . . .and some missing puzzles at the end are needed to fully justify the "companion cube" you get later on. . . but it is certainly time to get more public feedback beyond my existing testers.
What I would appreciate from you guys:
- This series is meant to be difficult without becoming confusing/irritating; I dont intend to "hold your hand" all the time but. . . if something is too confusing for you or not clear enough, let me know.
- I tried to hit the right "feel/humor" of GLADOS commentary. Let me know how I did. If you have other ideas for phrases that GLADOS could/would say in this map or in certain situations, please let me know (ie not just funny stuff, I want it to sound like something she would ACTUALLY say). I'll gladly give you credit if I add it in this (or later) map in the series.
- Bonus maps/challenges are coming. Some idea of speed runs or min portal counts would be appreciated (you speed-run guys are simply amazing; I have no idea how fast an expert could do this once you get the hang of it!)
- I personally feel most maps are too short; this one has some more puzzles coming (just dont have enough time to do all I can think of!). I definitely have a plan that requires a map after this one, but I am not sure if I will break this map into 2 or not. . . would like your opinions.
Thanks!
xitooner
Surely, you do not like semi-challenging puzzles? Or flinging? Areas with new physics behavior that changes your Portal strategies? Of course not; nobody does! Terrible stuff. But if you wanted to waste your time on such things. . .
. . .then try this WIP version of "Thinking outside the Cube".
dload.php?action=file&file_id=152
- 3 areas, 13+ challenges. (have about 18 challenges planned)
- above-average difficulty (too early in development to state "very challenging", but be warned)
- introducing new physics behavior (at least I havent seen it in a Portal map yet) (NOT gravity-related)
- new GLADOS voices/commentary (I got tired of reusing the old stuff)
- occasional music by The Hamster Alliance to set the mood.
- first in a series
IMPORTANT NOTE: this map will fall flat on its face if you do not put the REQUIRED surfaceproperties scripts into your portal/portal/scripts directory. (They are in the ZIP). Sadly, I can bundle everything else into the map itself, but for some reason it refuses to use the surfaceproperties files that are bundled within the bsp. Only the Hammer deity (Thor?) knows why. . .but if someone could tell me how to do this, I would appreciate it.
As of WIP, the lighting is not to my satisfaction (later chambers dont have quite as much atmosphere as the earlier ones). And man. . .there NEVER seems to be enough time in the day to finish every texture/realism detail I want. . . . .and some missing puzzles at the end are needed to fully justify the "companion cube" you get later on. . . but it is certainly time to get more public feedback beyond my existing testers.
What I would appreciate from you guys:
- This series is meant to be difficult without becoming confusing/irritating; I dont intend to "hold your hand" all the time but. . . if something is too confusing for you or not clear enough, let me know.
- I tried to hit the right "feel/humor" of GLADOS commentary. Let me know how I did. If you have other ideas for phrases that GLADOS could/would say in this map or in certain situations, please let me know (ie not just funny stuff, I want it to sound like something she would ACTUALLY say). I'll gladly give you credit if I add it in this (or later) map in the series.
- Bonus maps/challenges are coming. Some idea of speed runs or min portal counts would be appreciated (you speed-run guys are simply amazing; I have no idea how fast an expert could do this once you get the hang of it!)
- I personally feel most maps are too short; this one has some more puzzles coming (just dont have enough time to do all I can think of!). I definitely have a plan that requires a map after this one, but I am not sure if I will break this map into 2 or not. . . would like your opinions.
Thanks!
xitooner
Quote from Nacimota on January 29, 2008, 11:35 amDownloading now (reserving this post for later)
EDIT:
It's a good map. The whole surface thing was pretty neat.
I think the problem with the second room (the one in the first screenshot below) is that it's just too cluttered. When I first walked in, I just kept looking around the room, not knowing where to start. There are signs to help, as mentioned, but it's a huge room, with a lot of visual obstructions. The player isn't really lead anywhere in particular when he/she enters the room, in my opinion.
Apart from that, great concept and general aesthetic appeal. I liked the glados comments, too =)
Downloading now (reserving this post for later)
EDIT:
It's a good map. The whole surface thing was pretty neat.
I think the problem with the second room (the one in the first screenshot below) is that it's just too cluttered. When I first walked in, I just kept looking around the room, not knowing where to start. There are signs to help, as mentioned, but it's a huge room, with a lot of visual obstructions. The player isn't really lead anywhere in particular when he/she enters the room, in my opinion.
Apart from that, great concept and general aesthetic appeal. I liked the glados comments, too =)
Quote from xitooner on January 29, 2008, 11:59 amFinally got some images downloaded for the various areas:
[img]http://i32.tinypic.com/33yhkxg.jpg[/img]
[img]http://i25.tinypic.com/oa4oyt.jpg[/img]
[img]http://i29.tinypic.com/35c0qig.jpg[/img]
[img]http://i29.tinypic.com/sazmn5.jpg[/img]
Finally got some images downloaded for the various areas:
[img]http://i32.tinypic.com/33yhkxg.jpg[/img]
[img]http://i25.tinypic.com/oa4oyt.jpg[/img]
[img]http://i29.tinypic.com/35c0qig.jpg[/img]
[img]http://i29.tinypic.com/sazmn5.jpg[/img]
Quote from Beer-Me on January 29, 2008, 12:40 pmDownloading now, looks really good in screenshots
Downloading now, looks really good in screenshots
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from infernet89 on January 29, 2008, 1:31 pmsecond part it's nonsense for me, i waited for a sphere, ball, or something like that.. Can't understand what is supposed to do.
second part it's nonsense for me, i waited for a sphere, ball, or something like that.. Can't understand what is supposed to do.
(I'll stop recording if i die.)
Quote from xitooner on January 29, 2008, 1:55 pminfernet89 wrote:second part it's nonsense for me, i waited for a sphere, ball, or something like that.. Can't understand what is supposed to do.Second part of what? the second puzzle? The second room? The second area? (ie you solved the 1st 4 puzzles in the first 2 rooms and left the first area?) Need more description to be helpful.
For the puzzles. . .there is always a set of dots telling you where to need to get to, and there is often the same set of dots telling you where to start to do it. (Like for the 2nd puzzle in the large room). I tried to be helpful, but you must look around, and sometimes you must experiment (it IS a new environment, after all, and you need to learn what you are capable of).
No need to wait for anything, anytime; there is a cube already present in all cases you need one; all you have to do is get it to where its needed, when you need it. If you destroy it, the cube-maker will give you a new one. I am pretty sure there is no fizzler that destroys a cube, so no worries there. The energy-ball puzzle starts only when you push the button; YOU decide when to start (and although you can watch the ball to see whats up, you will probably need to explore a little to figure out all the details involved to get the ball in the catcher. And it has dots to tell you where to start too. . .)
Second part of what? the second puzzle? The second room? The second area? (ie you solved the 1st 4 puzzles in the first 2 rooms and left the first area?) Need more description to be helpful.
For the puzzles. . .there is always a set of dots telling you where to need to get to, and there is often the same set of dots telling you where to start to do it. (Like for the 2nd puzzle in the large room). I tried to be helpful, but you must look around, and sometimes you must experiment (it IS a new environment, after all, and you need to learn what you are capable of).
No need to wait for anything, anytime; there is a cube already present in all cases you need one; all you have to do is get it to where its needed, when you need it. If you destroy it, the cube-maker will give you a new one. I am pretty sure there is no fizzler that destroys a cube, so no worries there. The energy-ball puzzle starts only when you push the button; YOU decide when to start (and although you can watch the ball to see whats up, you will probably need to explore a little to figure out all the details involved to get the ball in the catcher. And it has dots to tell you where to start too. . .)
Quote from msleeper on January 29, 2008, 2:44 pmWow the screens look amazing.
Wow the screens look amazing.
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Quote from xitooner on January 29, 2008, 3:51 pmNacimota wrote:I think the problem with the second room (the one in the first screenshot below) is that it's just too cluttered. When I first walked in, I just kept looking around the room, not knowing where to start. There are signs to help, as mentioned, but it's a huge room, with a lot of visual obstructions. The player isn't really lead anywhere in particular when he/she enters the room, in my opinion.Apart from that, great concept and general aesthetic appeal. I liked the glados comments, too =)
Thanks for the comments!
I agree; its one complicated room, and I've been struggling with how to best to handle it. In the end (and I REALLY dont want to do this) I could break it apart into seperate rooms; one for each puzzle. But that actually hurts some of the existing puzzles some too. . .like I dont want you to have to backtrack through 3 areas to reach the exit back in the 1st room, for instance.
I think most of the room flows once you get started though, and then it becomes more obvious what to do; if I can just get you to the start of the initial puzzle (the drop where you gain momentum for the jump), I think things might be good enough. So how about this:
1) An arrow on the floor pointing down the glass stairs; located where you come into the room.
2) Some scrawlings right at the end of the glass platform, that illustrates what to do / where to put the portals.
Apart from that, great concept and general aesthetic appeal. I liked the glados comments, too =)
Thanks for the comments!
I agree; its one complicated room, and I've been struggling with how to best to handle it. In the end (and I REALLY dont want to do this) I could break it apart into seperate rooms; one for each puzzle. But that actually hurts some of the existing puzzles some too. . .like I dont want you to have to backtrack through 3 areas to reach the exit back in the 1st room, for instance.
I think most of the room flows once you get started though, and then it becomes more obvious what to do; if I can just get you to the start of the initial puzzle (the drop where you gain momentum for the jump), I think things might be good enough. So how about this:
1) An arrow on the floor pointing down the glass stairs; located where you come into the room.
2) Some scrawlings right at the end of the glass platform, that illustrates what to do / where to put the portals.
Quote from Adair on January 29, 2008, 4:32 pmWell it all looks fun, but I'm in the same boat as some others, ths second room is quite the head scratcher. I managed to get inside the area with the turret on the wall to the left when you first walk in, but I don't know what to do there yet. I don't know how to get to the turret and ball shooter and I don't know how to get a cube to the button up there.
It looks like I need to get to the small button near the ceiling first, but I haven't managed that either.
All that confusion in room 2 after I spent forever in room 1 getting to the door leading to chapter 2 only to find that it doesn't open yet.
Edit:
OK, now I'm making some progress [spoiler]I got up to the small button near the ceiling, but it turns out I wasn't supposed to go there first, at least I know how to get there now. Then I noticed the thing that I should've noticed first(my fault I guess): the wide fizzler on the wall is cube-friendly. D'oh! So I've gotten up to the place with a turret, a button, and a ball shooter.[/spoiler] I'll post more as I make more progress, assuming I do make more progress.On a side note [spoiler]I noticed that if I am on the button next to where the turret up there was then I can just barely get a portal back onto the lower part where the cube is now sitting on the previous lower button to deactivate the fizzler, not sure if that really makes things easier on me or not.[/spoiler]
Edit(again):
OK now I've beaten it, all of it. I must say that the confusion of part1-room2 was the biggest challenge. Although I did feel a great sense of accomplishment after figuring that part out. Sure there's a puzzle here or there that made me wonder if I'd solved it as intended, but there wasn't anything else that had me stumped for more than a minute or so. I think it really all comes down to me not recognizing that the fizzlers are cube friendly.I'd say great job on the puzzles, they made me think even if they didn't stump me for minutes on end.
The music is well placed, especially in the second chapter it felt like I really was breaking rules.And finally a little gripe: [spoiler]At the very end we lose the companion cube to a fizzler after taking it through several cube-friendly fizzlers. You mentioned "more to come" so maybe in the long run we aren't going to lose the cube there, but if that is to be the last goodbye to the beloved companion cube I'd like to send it off in style with an incenerator. That's just my two cents.[/spoiler]
Just thought of one more question: [spoiler]what was the purpose of the cube in the first room of part 1?[/spoiler]
Well it all looks fun, but I'm in the same boat as some others, ths second room is quite the head scratcher. I managed to get inside the area with the turret on the wall to the left when you first walk in, but I don't know what to do there yet. I don't know how to get to the turret and ball shooter and I don't know how to get a cube to the button up there.
It looks like I need to get to the small button near the ceiling first, but I haven't managed that either.
All that confusion in room 2 after I spent forever in room 1 getting to the door leading to chapter 2 only to find that it doesn't open yet.
Edit:
OK, now I'm making some progress
On a side note
Edit(again):
OK now I've beaten it, all of it. I must say that the confusion of part1-room2 was the biggest challenge. Although I did feel a great sense of accomplishment after figuring that part out. Sure there's a puzzle here or there that made me wonder if I'd solved it as intended, but there wasn't anything else that had me stumped for more than a minute or so. I think it really all comes down to me not recognizing that the fizzlers are cube friendly.
I'd say great job on the puzzles, they made me think even if they didn't stump me for minutes on end.
The music is well placed, especially in the second chapter it felt like I really was breaking rules.
And finally a little gripe:
Just thought of one more question: