[WIP] Post-Portal

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espen180
307 Posts
Posted Nov 08, 2007
Update 23/11/07:

Version 1.1 Beta, also called Beta 02 is now released.

Download Link

Please take the challenges and post your scores so I can adjust the values properly.

Changelog:

[CHANGE]Status strips are now overlays instead of func_illusionaries.
[CHANGE]Ugly blue field in Room 3 is now a particle field.
[ADD]GLaDOS voice files.
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[ADD]Room 2 Escape Route.
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.

Keep in mind: In room 3, the portable surface on the ceiling is a little hard to spot, but it's there. Something funky happened to the .vmt, but I'm fixing it for the next release. I will also fix the axis problem with the small hatch in Room 2.


This is the project I've been working on since Oct 28th. The first map is now playable, but it still needs polishing. The next release will feature GLaDOS voice acting by Hamsteralliance, as well as overlays instead of illusionaries and other orange box stuff.

Some important information:

Don't place portals on the floor, even though it possible, it's not supposed to be. There are only two places where you are allowed to do place portals on the floor; the fling puzzle right after the second room, and the large stairs in room 3.

For now, I would like you to play my map, and give me information on the following:

-Gameplay (Puzzle difficulty and setup, etc...)
-Looks (Textures and lighting, as well as architecture)
- Ambiance (For now, just the background music)

Screenshots:

The first puzzle
Screenshot #1

The second puzzle. About the blue field: You can't walk through it, but everything else can.
Hint: You can get stuck in this puzzle by placing both portals in the same room (not counting button room), so quicksave when you get here.
Screenshot #2

Third and final room of the test chamber. About the blue field: There is a button to toggle it off for 5 seconds. When toggled off, you can walk through it without losing your portals, but the box still gets dissolved.
The portable stairs are to the right of this image.
Screenshot #3

Download link:

dload.php?action=filefile_id=79

&&

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espen180
307 Posts
Posted Nov 08, 2007
Replied 15 minutes later
Double Post because I can:

Be sure to try the challenges. When you access the espen180 folder in bonus maps, open the other espen180 folder to see the same map with challenges. Please post your records so I can set the gold/silver/bronze valuers. Thanks.

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msleeper
4,095 Posts
Member
Posted Nov 08, 2007
Replied 43 minutes later
Bonus Map Scripts make me smile. Can't wait to play this even more now.
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Crooked Paul
226 Posts
Posted Nov 08, 2007
Replied 1 hour later
Good thinking, asking for feedback on people's challenge scores. You really gotta distribute that task to players with different styles to find out what scores are reasonable. Like they say in the Valve commentaries: "Playtest the hell out of it." (I'm paraphrasing.)
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Lorithad
240 Posts
Posted Nov 08, 2007
Replied 1 hour later
Any chance you can either link to the screen shots or post thumbnails of them that link to the full size? Having that large an image on the board stretches the thread's width out.

Not to mention it's unfair to those 56kers out there.

Looking forward to playing it though. Downloading now.

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Player1
212 Posts
Posted Nov 08, 2007
Replied 1 hour later

Lorithad wrote:
Not to mention it's unfair to those 56kers out there.

What, they still exist?!?

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Astro
77 Posts
Posted Nov 09, 2007
Replied 3 hours later
noooo they dont they are like big foot and the loch ness monster!
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espen180
307 Posts
Posted Nov 09, 2007
Replied 20 minutes later
I'll change the pictures later today maybe.
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roger federer
75 Posts
Posted Nov 09, 2007
Replied 7 hours later
i didn't use or find a use for the last push button on this map, but i really liked the ball puzzle.
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espen180
307 Posts
Posted Nov 09, 2007
Replied 6 hours later
The very last button? It opens the door to the chamberlock. How did you beat the map without using it? Please explain using screenshots or a video (if you feel like it)

Also, glad you liked the ball puzzle.

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Crooked Paul
226 Posts
Posted Nov 09, 2007
Replied 3 hours later
I just played through this map and found it very polished. How did you do the reverse-gravity-for-objects in the first room? (As if I'll understand the answer.)

I liked the puzzles. I had to put on my thinking cap a bit, but I was able to make steady progress.

I really like your ball-catcher puzzle, but if you can think of a way to do it so that it's not possible to get stuck, that would be a lot better. I saw the danger of getting trapped in the launcher/catcher room, so I was really careful how I placed my portals. But generally speaking if I get stuck in a map with no way out, I won't play it again unless it's really exceptional in some way.

I haven't tried the challenges yet, but I will.

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roger federer
75 Posts
Posted Nov 09, 2007
Replied 26 minutes later
i never used this button, at least not intentionally.
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Crooked Paul
226 Posts
Posted Nov 09, 2007
Replied 40 minutes later
That button disables the Combine field, just like the button on the other side at the top of the moving stairs. If you get past the Combine field and fizzler without a crate, you would be stuck in the final room. The button you didn't use would allow you to go back to the room with the stairs and the crate-dropper so you could try again. It's there so you don't get stuck.
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espen180
307 Posts
Posted Nov 10, 2007
Replied 11 hours later
Actually, you can walk through that last blue fizzle wall, but it erases your portals. It's a replacement until I can get toggleable particle effects working. However, I would like to know how you guys completed the puzzle without use of the last button.

The reverse gravity is done using a trigger_push.

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Lorithad
240 Posts
Posted Nov 10, 2007
Replied 10 hours later
I really liked this map. The whole reversed gravity thing was really neat.

One thing I'm not sure that I did correctly though, In regards to the ball catcher puzzle:
I ended up putting a portal on the right side room's wall where the balll first impacts, then put a second portal on the wall of the left side room that faces the wall. If the door is open, the ball impacts on the door and goes off on a chaotic patern, eventually finding its way to the catcher.

The only other way I thought I could do it, involved Letting the ball bounce back and forth in the button hallway until I had placed a portal directly in line with the catcher. However, the hall was quite small for that, and every time I tried I got fried by the ball.

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espen180
307 Posts
Posted Nov 10, 2007
Replied 22 minutes later
Method number two sounds at least closer to the intended solution. I placed invisible walls on two of the ones the ball had to touch in order for the intended solution to work. Gotta place walls on the last one too, it seems.

1. Place portal 1 on the wall in the button room.
2. place portal 2 behind right door.
3. place portal 2 on the first wall the ball impacts.
4. Place portal 2 on the wall behind the left door when the ball is in the button room.
5. Place portal 1 on the wall opposite of the ball catcher when the ball is in the room with the launcher and catcher.

Has anyone tried the challenges yet?

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youme
937 Posts
Posted Nov 10, 2007
Replied 27 minutes later
First off, the ball catcher puzzle is way WAY too easy to get stuck, then have to restart - players should never have to restart because they messed up, restart the puzzle, yes, restart the level, no. Need a get-out clause

The first button (the timer one) what was the point? didn't need it, didnt use it.

the last button (the other timer one) what did it do? I didnt even press it to find out because i didnt need it.

the odd force fields: as with any new gameplay element it needs 'training' they talk about this in the comentary a lot, new elements need to be introduced to a player in a way that will let them fully understand it before having to use it in a pressured situation, you didnt do this, which made the level frustrating and confusing.

personaly this feels like just another of those "early custom portal maps" that dont really fit as a test chamber and dont really fit as not a test chamber. too many maps being released arent making a distinction, either they are a test chamber and so should look like one, or they arent a test chamber and shouldnt look like one at all.

basicly

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espen180
307 Posts
Posted Nov 10, 2007
Replied 38 minutes later
As I stated before, this is early in development. The finished version will include elements to prepare the player for their functionality.

I will also provide a way to prevent the player from getting stuck.

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Player1
212 Posts
Posted Nov 10, 2007
Replied 23 minutes later
I just played through this. I didn't like the new forcefields, mainly because it was really hard to figure out how they worked.

||Room 1:

I liked the idea of the reverse gravity thing, but the whole push button to use piston etc. was too difficult to use. It was much easier to just use a portal to pick up the cube, portal upside and release the box to make it fly to the button.

Also the mechanic you're using for reverse gravity is kinda borked. If you create a portal in the floor and then another portal below the cube it will increase in velocity. I dunno if this is a non-issue once you get noportal stuff on the floor texture maybe?

Room 2:

The forcefield in here prevented anything except the energy ball from passing. Dunno if that was intended. I couldn't work this out except by making a portal mid-door (ie. the trick from Logic Portal) to enable me to get out of the little room and into the big room.

Room 3:

Another forcefield that acted weirdly. When the button was activated it disabled only the portal fizzling thing, so I could put a portal on the other side, which I guess was the intention?

But once you figoure that out the rest was really easy so it felt more like a "read the obscure mind of the level designer" kinda challenge rather than an actual portal puzzle.||

I will have to try this again and do it without putting portals on the floor I guess...

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espen180
307 Posts
Posted Nov 10, 2007
Replied 13 minutes later
Don't worry. In the finished version, GLaDOS will be happy to explain how things work as yout progress.