[SP] Switch Case

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mironos
66 Posts
Posted Jun 26, 2011
Fling your way 'round this detailed chamber, unlocking the next set of panels to fling yourself from.

Can you use this map's varied puzzle elements to effectively utilize limited resources and find your way out?

Featuring unique design elements such as custom entry and exit chambers, personalized chamber signs, and very own mini art gallery, you may just find yourself returning to sightsee, even after solving the puzzle.

Feedback welcome.

Versions:
1.2 (final, barring any bug reports)
Bug fixes:
- first cube dropper with void inside
- could walk on front of shut panel
- catwalk cable attachments were transparent from below

Improvements:
- Fired the decorator who positioned the tube in front of the art gallery Tube raised
- Changed ceiling texture to gray color to avoid portalling/no portalling confusion
- New gates in pit to make it clearer what side room's purpose is
- Minor lighting improvements

1.1:
Gameplay:
- Prevented several shortcuts
- Added indicators for confusing buttons
- Assigned trigger events more intuitively

Bugs:
- glitchy textures around\inside panel no.1
- Button inappropriately disabling fizzler
- The camera at the exit can intersect the wall.
- There is a gap between the door and the wall in the exit hall

File Name: sp_switch_case_v1-2.rar
File Size: 3.39 MiB

Click here to download Switch Case

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xdiesp
1,078 Posts
Posted Jun 26, 2011
Replied 1 hour later
Vertical map with high production values but sometimes arguable choices: custom graphics prove a double edged sword sometimes, some being novelty and others quite hit and miss. But in the end it's the uncostumized level design proving sound, so consider it sold on my part. Fling based puzzles keep adding up (literally), are very playable and unpunishing while not being extremely cerebral. Consider this shortcut:

E36Zv-gQPQw

What I found aggravating at first, were the many unportable white surfaces: those could use an intervention imo. Bugs: glitchy textures around\inside panel no.1; first cube dropper with void inside; same dropper is easy to knock your head onto, during the last jump; see that you can't walk on the front of shut panels (weird but possible); the arrow marked button could use some indication of what it does; glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room.

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Nahor
54 Posts
Posted Jun 26, 2011
Replied 1 hour later
It took me a while to understand what the buttons with the down arrow were doing. And I still don't understand why they are needed.
Maybe I didn't need it because of the following bug:Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating

The cable are immaterial. It's better for the gameplay but the player might take extra unnecessary care to avoid bumping into them. Using pillar from below or near horizontal cables (i.e. not in the flight path) would be better.

First incline platform is not necessary, from the catwalk, one can shoot a portal at the white wall in front of the laser.

The walls in/around the office with the map are white but one can't put a portal on them.
Same for the ceiling and the exit wall in the main room.

The things attaching the cables to the platform are transparent from below.
The camera at the exit can intersect the wall.
You can put a portal over the spot lights in the entrance hall but they don't fall. They should behave like the security cameras.
Lighting in the entrance and exit halls is off (lack shadows).
There is a gap between the door and the wall in the exit hall.

The entry and exit halls could use some extra stuff to explain why they exist. As is, they feel random. You should make it a bit more like the entrances/exits of the old Aperture in the main game (waiting area, processing window/desks, ...).
And the transport tube in front of the art gallery!? Who was the decorator? He ought to have his degree revoked!

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smwlover
68 Posts
Posted Jun 26, 2011
Replied 3 hours later
I had a hard time trying to figure out what the button indicated with the down arrow did. At first I thought its function is to let the cube not evaporate when thrown through the fizzler.(It turns out to be a bug actually.) Only when I got to the third platform and accidentally looked up did I realize its function.
In addition, as others say, the first cube dropper can block players' way when flinging.
Beside those small flaws, everything looks pretty good.
The name of the map reminds me of the programming language C++.
5/5 overall.
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infernet89
174 Posts
Posted Jun 27, 2011
Replied 11 hours later
Easier and faster shortcut:
VjfD2aFRlZ8
(recorded without seeing xdiesp's one, lol)
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quatrus
1,047 Posts
Posted Jun 27, 2011
Replied 3 hours later
I played the map cold and enjoyed it, everything worked as intended. Although, I heard things happening and then had to look around for a while before seeing what made the noise - eg glass breaking... A great map, thanks for creating.
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mironos
66 Posts
Posted Jun 27, 2011
Replied 2 hours later
Thanks for all the feedback so far! This is my first map, so your comments are really helpful to me.

I'll be releasing an updated version in the next day or two that addresses the more serious gameplay bugs, and as many of the other cosmetic bugs as possible. Then I'll loop back around to pick up the remainder after that.

Avatar
Pricee
27 Posts
Posted Jun 28, 2011
Replied 20 hours later
Hello mironos!

I am just posting here to say I have really enjoyed your map and loved playing through it, and I have decided to do play throughs of portal 2 single player maps, starting with this one, you can view it on my channel (http://www.youtube.com/user/Pricee123?feature=mhee) and yes, I am british and 15 years old, doesn't stop me from voice commentating.

Thanks for the map!

video will be up shortly
E: here's the video http://www.youtube.com/watch?v=PmcZAy9IqyU

Avatar
mironos
66 Posts
Posted Jun 28, 2011
Replied 3 hours later
Thanks Pricee -- the video walkthrough is really helpful. Really drives home the point about nobody knowing what the button w/ the down arrow does at first. That will be fixed w/ the next version. Thanks for the kind comments as well.

I know I -- and I'm sure other level designers -- will benefit from the recordings you do, so please continue!

Avatar
mironos
66 Posts
Posted Jun 30, 2011
Replied 1 day later
An updated version (1.1) is now available.

Thanks for all the feedback and playtesting.

The following should now be fixed:

From xdiesp:
- glitchy textures around\inside panel no.1
- the arrow marked button could use some indication of what it does
- glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room
- Shortcut shown in video

From Nahor:
- Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating
- The camera at the exit can intersect the wall.
- First incline platform is not necessary, from the catwalk, one can shoot a portal at the white wall in front of the laser.

From infernet89:
- Shortcut shown in video
- There is a gap between the door and the wall in the exit hall

Avatar
mironos
66 Posts
Posted Jul 02, 2011
Replied 2 days later
An updated version (1.2) is now available. This will be the final version, barring any bugs popping up.

v1.2
Bug fixes:
- first cube dropper with void inside
- could walk on front of shut panel
- catwalk cable attachments were transparent from below

Improvements:
- Fired the decorator who positioned the tube in front of the art gallery Tube raised
- Changed ceiling texture to gray color to avoid portalling/no portalling confusion
- New gates in pit to make it clearer what side room's purpose is
- Minor lighting improvements

Avatar
infernet89
174 Posts
Posted Jul 03, 2011
Replied 14 hours later
Wanted to try to find another shortcut but online file is the same i've played two update ago..
Maybe you need to reupload and changing the file name?
Avatar
mironos
66 Posts
Posted Jul 03, 2011
Replied 8 hours later
Ok, changed the .rar file name -- looks like it should be the correct version now.

Map name hasn't changed, so you can still run the map w/ "map sp_switch_case".

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infernet89
174 Posts
Posted Jul 04, 2011
Replied 15 hours later
Nice work! I wasn't able to find any other relevant shortcut this time..
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Djinndrache
1,442 Posts
Posted Jul 05, 2011
Replied 1 day later
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

TaPjlxQ-S6M
(Link: http://www.youtube.com/watch?v=TaPjlxQ-S6M)

Also note the video description for more feedback and my signature for additional project information.

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mironos
66 Posts
Posted Jul 05, 2011
Replied 6 hours later
Thanks for the feedback and video guys.

Djinn, I think several of the confusing elements and shortcuts that you found in your video should be corrected in the most current version, if you're at all curious.

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Enigmaphase
110 Posts
Posted Jul 09, 2011
Replied 4 days later
I really enjoyed the unique nature of this map, and decided it would be a great map to speedrun. Of course, I had my whole route planned out for v1.0 before checking the thread and realizing there was a v1.2, but in the end I think v1.2 was much more interesting to speedrun than the original version would have been; it forced me to get creative with my route design...
Enjoy!

fVaY_HHFuyU

And since this map had so many buttons, I had to also do a speedrun with the button glitch...

evMzoW9AubU

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KennKong
942 Posts
Posted Feb 03, 2012
Replied 6 months later
I appreciate the effort to pretty up the map with some underutilized assets. It would be even prettier if you had remembered to buildcubemaps (the shiny tube in the entrance is a dead giveaway.)
I screwed up a lot on my first time, and was grateful that there were many opportunities to get back on track without long resets. Unfortunately, it also revealed some pretty big shortcuts. So it's no surprise the speedrunners made hash of this one. Nonetheless, it is fun to play the intended way. 4/5 from me.

P.S. If you can't play this map because it's in a .vpk file, see my signature.