[WIP] The Flood

Avatar
Rivid31
152 Posts
Posted Nov 02, 2007
Just posted the beginning of my new map in the download directory.
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

&&

Advertisement
Registered users don't see ads! Register now!
Avatar
Lorithad
240 Posts
Posted Nov 02, 2007
Replied 32 minutes later
First off, I want to say that I hate you. And I hate the concept of jump maps being in portal. Portal should be about portals. And not about jumping.

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.

Avatar
Rivid31
152 Posts
Posted Nov 02, 2007
Replied 24 minutes later
Only the first chamber is about jumping, really. Then you start getting in to more portal-esque puzzles. Also... where did you fall off?
Avatar
Mapster
396 Posts
Posted Nov 02, 2007
Replied 5 minutes later
Portal maps should be about using portals, but there is no reason why they can't add in jump parts to their maps... it's their maps they can do what they like to them.

So don't tell people what they can/can't do in THEIR maps Lorithad.

Avatar
Lorithad
240 Posts
Posted Nov 03, 2007
Replied 38 minutes later
Mapster, I know people can do what they want with their maps. I was merly stating my opinion. I also stated that I know some people out there will like that sort of thing.
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.

Edit:

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.

Avatar
Rivid31
152 Posts
Posted Nov 03, 2007
Replied 19 minutes later
Ok, I have no idea how that happened. Somehow the .rar I made with the sounds and stuff in it kind of disappeared and reverted to the first .rar I made, when I compiled the map with room 2 and room 3 invisible...

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

Avatar
Lorithad
240 Posts
Posted Nov 03, 2007
Replied 20 minutes later
Well, with that version I can get to the other rooms. However, this time there's a new problem: None of the turrets fire.

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.||

Avatar
Rivid31
152 Posts
Posted Nov 03, 2007
Replied 6 minutes later
Curious. I downloaded the .rar off the site and copied over all my versions of my files, and my turrets fire just fine.

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?

Avatar
roger federer
75 Posts
Posted Nov 03, 2007
Replied 17 hours later
i'm getting alot of missing textures on this map, and many maps people are putting out.

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?

Avatar
Player1
212 Posts
Posted Nov 04, 2007
Replied 5 hours later
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...
Avatar
roger federer
75 Posts
Posted Nov 04, 2007
Replied 22 minutes later

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

Avatar
Azkoyen
7 Posts
Posted Nov 04, 2007
Replied 9 hours later

roger federer wrote:
same

I have that problem too :/

Avatar
Rivid31
152 Posts
Posted Nov 04, 2007
Replied 6 minutes later
Hmmm. I'll look into it. I've had some trouble with this in the past. Is it the metal textures?

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

Avatar
roger federer
75 Posts
Posted Nov 04, 2007
Replied 4 hours later
works for me now, but what was the middle room for? also, the turrets did not shoot at me, i probably missed a puzzle there because of that
Avatar
Rivid31
152 Posts
Posted Nov 04, 2007
Replied 1 hour later
Stupid turrets. They fire on my computer... does anybody have any idea why turrets don't fire sometimes? I know there was a similar issue with Shmitz's first map with the turret at the top of the first fling, it never shot at me, but somebody else said it did shoot at them...
Avatar
Player1
212 Posts
Posted Nov 05, 2007
Replied 1 day later
I finally got around to completing this. Let me say two things: 1) I love it. 2) I hate it.

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

Avatar
Rivid31
152 Posts
Posted Nov 05, 2007
Replied 23 minutes later
Well, the cube puzzle solution is to use portal in portal Those puzzles aren't really meant to be too hard, just going against the time. If you have to screw around with the turrets, you have less time to screw around with the cube in the next room. This is just the first version. I have completed 1 more time sensitive puzzle, and that'll be the end of them. After those I'm going to move you through a couple puzzles that involve more thinking, and no more worrying about the clock. I may also adjust the turret puzzle since, even when they fire at you it isn't really too bad.

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!

Avatar
Rivid31
152 Posts
Posted Nov 07, 2007
Replied 1 day later
I've uploaded a newer version of the map. Let me know if theres any texture bugs this time around

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!

Avatar
Player1
212 Posts
Posted Nov 10, 2007
Replied 3 days later

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.

Advertisement
Registered users don't see ads! Register now!
Avatar
Rivid31
152 Posts
Posted Nov 11, 2007
Replied 6 hours later
Yeah. You didn't get to the end I tried to make it impossible to go up those stairs, but I guess I failed at that. Look around a little more. Also, when you portal tunneled in the fire room, how much did you skip doing this?

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.