cpm_chamber1 [RELEASE]
Hi guys, after reading many topics here that helped me to create my map, i decided to share it with you.
Download Link:
or
http://halflife2.filefront.com/file/Por ... _Map;84673
please tell me if you like it, or not and if i made any errors (also in submitting the file to your system)
for more information read the readme (incuded in the file)
thanks for playing!
But seriously, welcome to the ThinkingWithPortals community. You'll have some feedback soon enough, I reckon. Until then, don't forget to stop by the Wiki and chip in if you have something to add.
The map is incredibly easy. The design is decent, but it's missing....something.
Maybe it's just that the turrets were broken, or that I had something that said "AI disabled" on the right side of my screen for the entire map.
I'm going to give it another run through to see if I can find some actual bugs or something.
my question did you disable the AI or did it just not work at all?
my playtesters reportet no problems but who knows... please tell me
also i figured that my puzzles are a little repetative (spell?) it's mostly a combination of the double-flinge but i try to keep the next map more creative and test completly new things for puzzles
I do kind of have a problem with the turret room. Every time I've made it there when the AI is still active, they rape me. I'm sure it is possible to do, it just seems irritating that there's pretty much zero chance of being able to do it the first time you go through the map.
maybe it's on your side - i can't figure it out .. if someone else has problems he or she should post here
anyways, yes it's possible but hard to do it
best way is to rush forward to the first turret, grab it and then go on to the next 2 before the other three come up, then make portal near the wall and above on the wall on the side where the next turrets are
It would be nice is there was maybe a small glass shielded area as soon as you entered the room, so you've got that spot to fall back on when the turrets come out of nowhere.
Because its so simple though, it makes it very fun to play, good work, and i hope to see more.
I personally think that the last two GlaDOS lines should be delivered in reverse order because: the way it is now GLaDOS tells you to "mind the gap" after you've already gotten through the crushing walls. And the line that you now have before the crushing walls about remaining resolute would make as much sense, if not more, at the end of the level.
Adair wrote:
I personally think that the last two GlaDOS lines should be delivered in reverse order because: the way it is now GLaDOS tells you to "mind the gap" after you've already gotten through the crushing walls. And the line that you now have before the crushing walls about remaining resolute would make as much sense, if not more, at the end of the level.
well about the GlaDOS lines: those lines are single choerographc scenes
but consist of more spoken lines - so sometimes they have a prt that you want and then a complety different thing is attached to the file.
in the end i wanted to have a simple "go to the chamber log" line from GlaDOS but they are always combined with some different lines that didn't quite fit there .. so i chose the one with the gap.
btw i'm working on the second chamber now and i can tell you that it will feature some puzzles that are unseen in the main game and it contains
everyones favorite: the weighted companion cube!
btw
Hober wrote:
For submission into the November map contest?
what contest? and november is over right?
Also, the crushing walls room would be more interesting if you had to fling to make it in time, or something. As it stands, you can just run through, and that's sorta uninteresting, I think. Either make a barrier to fling over or make them move faster. Also, perhaps it'd be better if they were activated with a switch.
MrCow wrote:
what contest? and november is over right?
Read the contest thread, it ends this weekend since the SDK's release was a bit late.
There is one small problem: in the huge fling room, with the emancipation grid, if you go up to the wall just below the button and look down, you can see outside the level. Not map-breaking, but if you plan to release an updated version, I can't imagine it being to hard to fix. If you need a better explanation of where it is, just ask.
My only other gripe is the turret ambush near the end. My first time through, I went in, the doors sealed (which was extremely cool, might I say), and then I died in a hail of bullets. In my opinion, there should be some kind of indicator - nothing to obvious, but maybe a single-dot-square where the first turrets show up, and a two-dot-square on the second wave, just to give first-timers more than luck to help them.
All things considered, a great start to Portal mapping - I really enjoyed this map.
but i don't really think i should rerelease the whole map .. i mean many people dowloaded it and why would they redownlod it for a few bug fixes?
but i think i will fix it and release it later when all my chambers are done and i can do a little pack or so ^^
Phil 