[WIP] The Flood
Considering how many problems everybody had with my previous map, and finding a really easy way to solve one of the puzzles, I'm posting this map early for some feedback.
As it stands right now, I think it's a little bit too hard unless you know exactly what to do... you'll see what I'm talking about when you play. Let me know of any glitches / easy solutions / whatever, and let me know what I can do to improve it.
As this is a beta, the lighting / sounds are subject to change, theres also no elevator at the beggining, and just a cake decal for an end.
I have plans to create one or two more puzzles with the gimmick of the map, then branch off at the end for some slower puzzles with a little more thinking to finish it off.
Anyway - enough talk, heres the link
dload.php?action=filefile_id=74
Edit
Forgot the screenshots:
Screenshot 1
Screenshot 2
Screenshot 3
&&
However, I know there will be a market for this sort of thing, as there are people out there who do enjoy jump maps. (my brother, shutupyourface who plays them constantly in CS 1.6 being one of them.)
At the end of the first chamber, which I eventually made it to (please reference the part in which I mentioned I hate you), at the door, I fell off the edge of the map. I just fell and fell and fell.
So when looking at your screenshots, I never made it to shot #2, or shot#3.
So don't tell people what they can/can't do in THEIR maps Lorithad.
Either way, Rivid deserves to have honest feedback.
But on the subject of the map itself, I fell through as soon as I came to the door. I'll load up the map and see about taking some screen shots for ya.
As you can see, there isn't actually a door. I'm not sure if this is the result of needing to save (and load - a lot )once I got to the first portalable surface of the jump chamber, but that is pretty much the only thing that I can think of that would set my run of the chamber apart from others.
Uploaded the version with all 3 rooms now... there should be custom GLaDOS voice in there (which is probably not final either... doesn't sound that great) sorry for you guys who downloaded the 1 room version 
Note to the few who already downloaded it... i renamed it to the_flood, instead of just flood. so type
map the_flood
in the console to run the new version... and delete your old flood.bsp
In the third chamber:
||I'm fairly certain that what I'm supposed to do, is make portal1 on the ground by the moving wall, then run over and push the button. Make portal2 next to the button, and then put portal2 onto the moving wall. Then go into portal1, fall out of 2, make a new portal1 mid air in order to get enough velocity to make it over the wall.
Well, I've made it a total of once. And then half a second later, the water caught up with me. So you might want to raise the movable wall a bit, or lower the wall you need to fling over.||
Also, in the 3rd room thats the right idea it's possible to double-fling over the glass wall however, this is the type of thing I'm looking for. I had initially thought there wasn't enough time to do the puzzles, just wondering what other people say.
Anybody else with turret issues?
Quote:
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow_frosted_002
it seem noone else is having this issue, does anyone know what's going on or how to fix this?
Player1 wrote:
The first room (well the first room with puzzles in I guess, not the ante-chamber) is all purple to me. Can't see a thing in there...
same
roger federer wrote:
same
I have that problem too :/
Edit
I forgot to pack in the custom textures after I fixed the last problem... I think it should work now, if it doesn't... well, damn.
I can't wait for the SDK 
I love the timepressure, but I hate it, it makes me so stressed. But I guess it's in a good way. That kind of time pressure just doesn't feel very Portal-like.
The first room was almost not cool, until I reached the point where I had to use portals to proceed then it became cool instantly!
Second room: no turrets was active so I ran straight through. Haven't tried playing it while pretending the turrets are active, sorry.
Third room: this was damn hard! Mostly done hard with the time pressure of course. Once I nailed the first jump (not flinging over, but, uhm, double jumping I guess you could call it, with two portals in the floor using the height from the lowered wall as my initial momentum) the rest wasn't too hard.
Initially I landed on top of the glass dividers. That confused me a bit. Couldn't really use it for anything though. Portal-in-portal makes the cube puzzle quite easy though...
When that was done I had a hard time seeing where to go next, but then there wasn't more after that so...
Anyways. This kind of time pressure map is cool in a limited dose I guess. There was a whole lot of quick-saving and quick-loading involved in completing the map. Not sure I fully approve, but I liked the puzzles a lot so I look forward to the completion of this 
Also - with the feedback I've been given (which wasn't all that unexpected) about the first room, I ** do ** plan on altering it to involve more portals, and probably another lift or two.
One last thought damn those turrets... they fire at me! 
I changed the first room around a little bit to involve more portaling.
The second room remains unchanged... so the turrets probably still won't fire, this room is going to go through a rework soon, probably.
I've added one more timed puzzle after the 3rd room, and a couple more 'behind the scenes' rooms after this as well. The end is still when you see the cake!
** Edit **
Sorry for the double post!
Rivid31 wrote:
I've uploaded a newer version of the map. Let me know if theres any texture bugs this time around
The only one I think was in the little room at the end (after the fire pit stuff) there was a hole in the top. But I don't think I was supposed to get there? I had to run on the handrails to get up there...
Rivid31 wrote:
I changed the first room around a little bit to involve more portaling.
Yeah. You also made it possible to complete without even pressing the firsdt button. I'll have to try it again where I press the button, but my first impression was that I liked it. (As much as it's possible liking a map where you have to explore under time pressure. It'll still be a quick save / quick load fest.)
Rivid31 wrote:
The second room remains unchanged... so the turrets probably still won't fire, this room is going to go through a rework soon, probably.
Lo and behold they fired on me. Don't really know what the puzzle was though. All it took was two sets of portals and some knock-the-turrets-down action to go through this chamber.
Rivid31 wrote:
I've added one more timed puzzle after the 3rd room, and a couple more 'behind the scenes' rooms after this as well. The end is still when you see the cake!
I don't think I got to the end then?
I got to the fire pit room... I used some portal-in-portal stuff to get to the end of that. After that, a broken staircase that leads up to a door that won't open? Is there more? Did I miss something?
I like where this map is going, and I like your GLaDOS voice much too. It does seem a bit confusing and unfocused at the moment though.
The second room isn't so much of a puzzle room the way it's set up now, as I said, I plan on changing it around. Good to know the turrets fired at you, though.
