[RELEASE] The Beta Complex

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Farragar
73 Posts
Posted Apr 19, 2009
After around 12 months of development it's finally here! The Spiritual sucessor to 'The Electric Castle'.

Taking place in around 8 different test chambers with a wide range of puzzles, this can be considered a fairly hard map; slightly harder than the advanced chambers. I hope you enjoy it and stick around until the end! More information can be found at http://www.farragar.co.uk/Maps.htm

Gallery:




Full Gallery at http://www.farragar.co.uk/Gallery.htm

dload.php?action=filefile_id=328

&&

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pestchamber
614 Posts
Posted Apr 19, 2009
Replied 2 hours later
This looks really awesome! I'm gonna download now. It really looks like you put alot of work into every small thing in this map. Can't wait.

EDIT: The link. It's broken. You may have the problem i had on Nevada. Have you released a WIP Version on this? Anyway, if it isn't just me who's having a problem you should try to change the filename and reupload it.

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Farragar
73 Posts
Posted Apr 19, 2009
Replied 28 minutes later
Oh yeah, sorry. I changed the location of the file and forgot to change the link on TWP, should be working now.
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pestchamber
614 Posts
Posted Apr 19, 2009
Replied 15 minutes later
Yay it works. I'll try tomorow when i get home from school.
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soad667
86 Posts
Posted Apr 19, 2009
Replied 1 hour later
Just commented on myApertureLabs for this. Copy/paste/edit from there...

<copy/paste on>
I loved both of your previous maps and i really liked this one too.
Really enjoying. Tricky puzzles, but not frustrating at all. Nice!

Two notices:
-after the tutorial, the main map won't load. It looks for it in the main maps folder, not in "maps/farragar". I used the console to play it.
-to the point with the horizontal cube dropper, there is not really a clue that you have to be on the platform for the cube to come out. I stuck quite some time there, cause i didn't use the moving platform at all. Maybe add a button, instead of making it open by itself?

Anyway, except these two small issues, i loved it...
<copy/paste off>

That's all! Keep up the good work.

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Hen7
91 Posts
Posted Apr 19, 2009
Replied 3 hours later
Gets "The_Beta_Complex.rar: Unexpected end of archive" every time I download the zip.
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PortalFan77
432 Posts
Posted Apr 19, 2009
Replied 1 hour later
Same it wont extract.
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Farragar
73 Posts
Posted Apr 20, 2009
Replied 4 hours later
Damn, just hang-fire until I get back tonight guys, I'm reuploading a new version sorry!
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Kiavik
81 Posts
Posted Apr 20, 2009
Replied 4 hours later

Farragar wrote:
Damn, just hang-fire until I get back tonight guys, I'm reuploading a new version sorry!

I also got the level-changing failure bug from the tutorial level to the actual level. Anyway I loaded it up with the console and well, what can I say. A very good level. Highlight-worthy. Perfectly calibrated difficulty. I even found the secret area
Though I'd have liked a different ending

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Farragar
73 Posts
Posted Apr 20, 2009
Replied 4 hours later
Map has been updated and reuploaded, should work fine now!
Also,

Kiavik wrote:
Anyway I loaded it up with the console and well, what can I say. A very good level. Highlight-worthy. Perfectly calibrated difficulty. I even found the secret area
Though I'd have liked a different ending

Thanks, and I'm so pleased you found the secret area! I was wondering if anyone would find that...
There's a few other secrets in there too if you can find them!

And as to the ending, well I like it because I'm a miserable bastard.

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HMW
806 Posts
Posted Apr 20, 2009
Replied 6 hours later
Very nice map! Challenging, but not impossibly hard. I got several of those "what the hell do I do now?" moments, which I like. This is definitely worth re-playing some time, let alone to find those secrets. (I usually suck at finding secrets if I don't know they're there. But that's the point of a secret, I guess...)

I did find something else though:
||In the room with the moving platform above the slime, there is a lift that leads to the next section. There is a small crack between the lift platform and the edge of the hole, that you can use for getting into the lower area, thus bypassing the turret on the button at the other end of the moving platform. (You only have to get the first cube to knock the other cube away from the fire pit.)

That should be fairly easy to fix by putting a nodraw border around the lift.||

Overall, I like the design and the visualisation of your custom game play elements. (And I can't help but notice that a lot of Portal mappers have a preference for macabre endings. )

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hanging_rope
435 Posts
Posted Apr 20, 2009
Replied 3 hours later
I can't figure out what to do for the cube dropper behind the shield thing after the platform over the slime pit
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PortalFan77
432 Posts
Posted Apr 21, 2009
Replied 5 hours later
This map was kinda a mind fuck.
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pestchamber
614 Posts
Posted Apr 21, 2009
Replied 7 hours later

This... puzzle. The cube isnt out i cant grab it ;_;

EDIT:
Ok, replayed and the box came, got through it and i loved the map!
As said by soad667, the puzzles are awesome! hard, but not frustrating. I loved it and the ending was really good. i didnt knock out the cube from the pit, i managed to bug the map up to make the cube dropper (not a dropper now) give me another cube. nice map!

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Aldéz
221 Posts
Posted Apr 21, 2009
Replied 49 minutes later
I like this map. The difficulty is well balanced, you made a handy tutorial map explaining the new concepts (which don't feel out of place) and it looks good too. I's a bit glitchy in some places (I think) and I encountered a seroius bug which disabled the A.I. I think it was triggered when I quick loaded a save. The turrets became disabled and an annoying text appeared saying that the AI was disabled.
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Mek
459 Posts
Posted Apr 21, 2009
Replied 2 hours later
I have a problem - the lever at the start of the map doesn't work and this appears in the console:```
LEVEL DESIGN ERROR: Entity CP4P_switch_7 is parented to itself!
Attemped to precache unknown particle system "explosion_turret_break"!
Inserted trigger_hurt with no model
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()
!! ERROR: bad input/output link:
!! env_citadel_energy_core(room3_citadel_core,StartCharge) doesn't match type from logic_auto()

```

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Farragar
73 Posts
Posted Apr 21, 2009
Replied 5 minutes later
The lever at the start of the map isn't supposed to work (It's down and the indicators are orange) and those messages don't affect playability in any way, although I'll tidy them up with my next bugfix release.
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Mek
459 Posts
Posted Apr 21, 2009
Replied 1 hour later
ah, thank you. I thought the orange indicator means "active". I will try to play again
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Farragar
73 Posts
Posted Apr 21, 2009
Replied 42 minutes later
Yes, sorry if I'm not being clear - the two levers operate on a switch; when one is active, the other is not. When the map starts, the lever on your left is the 'active' lever -> platform is facing down. When you activate the second lever however, the platform moves to a more useful position.
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Mek
459 Posts
Posted Apr 21, 2009
Replied 23 minutes later
Okay, just finished playing this one, my little review:

  • Great map with balanced difficulty and entertaining puzzles.
  • The puzzle with the incinerating cube was very clever, at first I didn't think the solution was even possible

  • A few bugs I noticed (hope it helps you):

  • After finishing the tutorial, the map was not changed, I was dropped to the main menu.
  • I encountered the AI disabled bug too. This happened after falling into the acid in the U-shaped hall with the horizontal lift and then quickloading. After that, the GlaDOS said the well-known sentence about yourself trapped in this room and that an escape hatch will open. This sentence was repeated quite a few times with a minute pause between them (seemed on a randomly basis). GlaDOS stopped saying that after I completed the puzzle - see the screenshot.
  • You can shoot a portal on the observation room glass if you aim at the plaster divider of the glass
  • Because of the annoying AI Disabled I didn't see the ending text. Can you write it here for me pls?

//edit: and there really was a cake