Portal: Aperture Deja Vu

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Skinnycap
79 Posts
Posted Oct 22, 2009
Aperture D?j? vu
It is a non-linear map which have many paths to take and reach the end. The point is, that you play a map one time and you are happy. Then you have a little break in Portal, because there aren't any new released maps for some time. But the answer is here: play the Deja-Vu again, but choose a different path with different puzzles. You can choose freely the way that is going to lead you to the end. Thats it!


This Version is not entirely final.
The sound/voice isn't added. Too bad i can't get it to work and didn't have the time to take a look at it.
The chapters aren't locked. If you want to start playing from the last chapter, go ahead...
I think you guys will start from the begining, anyway.

I have worked very hard for this project.
I really hope that you guys will enjoy this mod.
A new version will come later...


Features:

* Level design similar to the original Portal style
* Level difficulty is balanced, like the original
* Jumping pads
* Gravity
* Red lasers
* Moving box-droppers
* Floor lifts
* Bridges
* Non-linear
* Easter eggs (in every chamber)
* New blue suit
* Boss battle

Installation:
To install, follow these steps...

  1. Extract the downloaded file somewhere on your desktop.

  2. Copy the Aperture Deja Vu folder and paste it into the Steam's SourceMods path.
    You can find it here: .../Steam/SteamApps/SourceMods/

  3. Log in to Steam and you can find the mod under your installed Games list.

  4. Play and enjoy!

If you encounter any bugs or want to give feedback, feel free to send an e-mail.


Skinnycap - Project Lead / Main Level designer / Story creator
Tuoppi - Level designer / Voice creator

DOWNLOAD : http://www.moddb.com/mods/aperture-dj-vu

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pestchamber
614 Posts
Posted Oct 23, 2009
Replied 15 hours later
downloading

Edit:

So, I really like this concept, and the puzzles were nice and challanging.when i loaded the new game, i was happy that there weren't some 2 minute GLaDOS speech. :biggrin: The blue catchers and the blue jumpsuit were awesome. I have discovered a bug though, but i am unsure what path i took to find it, so here is a screenshot:
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.

A really cool mod :biggrin: Can't wait for the final version.

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Skinnycap
79 Posts
Posted Oct 23, 2009
Replied 8 hours later

pestchamber wrote:
downloading

Edit:

So, I really like this concept, and the puzzles were nice and challanging.when i loaded the new game, i was happy that there weren't some 2 minute GLaDOS speech. :biggrin: The blue catchers and the blue jumpsuit were awesome. I have discovered a bug though, but i am unsure what path i took to find it, so here is a screenshot:
Link
Here's what happens: The door i am pointing at, when it opens, a copy of the door is still there, though you can walk through it.
I also noticed that the steam icon, looks like the Project alpha icon, but yellow'ish.

A really cool mod :biggrin: Can't wait for the final version.

Good bug find.
I will fix that for the next version:D

and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^

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pestchamber
614 Posts
Posted Oct 24, 2009
Replied 11 hours later

Skinnycap wrote:
Good bug find.
I will fix that for the next version:D

and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^

Oh, Ok.

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pestchamber
614 Posts
Posted Oct 24, 2009
Replied 7 minutes later

Skinnycap wrote:
Good bug find.
I will fix that for the next version:D

and about the yellow portal icon.
I din't copyed that from project beta.
I made it my own^^

Now i don't want to offend anyone here;
But i think it's odd you say Project Beta when i'm pretty sure i said Project Alpha (the trailer version of project beta) in my post (As the icon for Project Beta is mirrored the alpha and aperture deja vu logo).
img
I still think this mod is awesome though, And i'm completely find with these 2 logos "looking" like each other. Of course, it all depends on if Reepblue is. (And i am guessing Reepblues was made first as project alpha was released before this. Of course, i could be wrong)

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monkeyman
100 Posts
Posted Oct 24, 2009
Replied 18 hours later
great! downloading now! can't wait to play :biggrin:

@pestchamber: you have highlighted one similarity in the two icons, but there are actually quite a few differences are... look where the dark patches are... It doesnt really matter to me... just saying that it is likely they could have both just used an icon that was included with portal and both scaled it similarly, creating a very similar result... :razz:

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ASBusinessMagnet
490 Posts
Posted Oct 25, 2009
Replied 11 hours later
Okay.

I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had. :biggrin:

Then I found myself falling rather than solving the puzzle and encountered another bug:
img

The door and the X sign don't reflect on water. :biggrin:

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WinstonSmith
940 Posts
Posted Oct 25, 2009
Replied 2 hours later

ASBusinessMagnet wrote:
Then I found myself falling rather than solving the puzzle and encountered another bug:
img

The door and the X sign don't reflect on water. :biggrin:

I'm guessing the door isn't reflected because it's a prop_dynamic...I'm not quite sure why the sign isn't reflected, though. It probably has to do with whatever func_... it's tied to.

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HMW
806 Posts
Posted Oct 26, 2009
Replied 1 day later
I played through this a couple of times, an I must say it's BIG! The concept of having multiple paths to choose from is a good idea, it provides replay value and it allows players to choose the kind of puzzle they like best. (For example, personally I prefer the mind benders over the double-looping-triple-flings tricks.) Marking particularly hard puzzles as such is a nice touch also. Very well done.

I have only two minor points:

First of all, there is something odd going on with the re-orientation when you fall through a portal where both openings are on the floor. (Like you would do for a step fling.) I'm used to pointing the player straight down, so I come out the other end pointing straight up. For some reason, in some places in this mod, the player is turned in a random direction when I do this, which makes some of the fling puzzles much harder to do. An example where this occurs for me is the first puzzle when you choose the right path at the beginning.

Secondly, when the game loads another level, some stray objects from the previous level remain in the game. One example of this is the door that Pestchamber was talking about here. Another example: when you choose the route with the acid pit where poisonous vapour is pouring out of two exhaust pipes, some poison stream particles re-appear in the next map, in the large room with water. (I'm on Linux right now so I can't make a screen image of that. I'll put one up later if you don't know what I'm talking about.)

This can probably be fixed by enclosing each of your level exits with a trigger_transition. Give it the same name as the landmark entity for that exit.

WinstonSmith wrote:
I'm guessing the door isn't reflected because it's a prop_dynamic...I'm not quite sure why the sign isn't reflected, though. It probably has to do with whatever func_... it's tied to.

It depends on the player's video settings whether the water reflects models or not. There is a setting for water reflection in the advanced video settings, which can be set to "simple reflections" (static cube maps), "reflect world" (world + func_detail only) and "reflect all" (duh). This is not something the mod author can influence.

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Skinnycap
79 Posts
Posted Oct 26, 2009
Replied 40 minutes later

ASBusinessMagnet wrote:
Okay.

I went right, took the "HARD" path, went straight and encountered the bug Pestchamber had. :biggrin:

Then I found myself falling rather than solving the puzzle and encountered another bug:
img

The door and the X sign don't reflect on water. :biggrin:

img

It's reflecting.

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Solomon
23 Posts
Posted Oct 27, 2009
Replied 23 hours later

Skinnycap wrote:
It's reflecting.

Really? But it doesn't reflect for me in-game either.
I wonder why it does for you? Video settings? Because, the only thing
I turn off is AA.

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penapappa
186 Posts
Posted Nov 01, 2009
Replied 4 days later

Quote:
The door and the X sign don't reflect on water.

It doesn't reflect because your videos settings. There's an option like "Reflections". There have to read "reflect all". Thats do it for me...

BTW, did you notice that this room is my never released "Minipuzzles 3" :razz:

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hanging_rope
435 Posts
Posted Nov 01, 2009
Replied 9 hours later

penapappa wrote:

BTW, did you notice that this room is my never released "Minipuzzles 3" :razz:

Yes.
i'll probably download this in a few days, but i'm too lazy to right now.