I created this map for the portal 2: backstock mod
It is a small map, medium difficulty and it features a cube, multiple buttons and a funnel! Now with a secret area!
Have fun!
(don't worry if you start without a portalgun by the way!)
It is a small map, medium difficulty and it features a cube, multiple buttons and a funnel! Now with a secret area!
Have fun!
(don't worry if you start without a portalgun by the way!)
NeoDinian wrote:
Nice... but I didn't need the funnel at all...
Oh, that's not really intentional... mind sharing how you did that? 
The central chamber had nice warm lighting, nice refreshment from most cold looking maps. In the maps I'm working on I'm using that too. I'll have to admitt, though, that I'm not used to the one portal concept anymore, especially with a funnel added. Completely forgot it wouldn't fizzle - all the time.
Mostly that is why I liked the map. One thing however, is that I didn't really see what triggered what, since there were very few indicator lights. That was a shame, really. Also, maybe the room with the cube and funnel was a tad on the large side... Everything else is great, though.
PS: lp, you working on two mods at the same time now, are ya? 
Couple of things I noticed:
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.
The room with the funnel was a little on the large side (though I understand you might need it that way to prevent unintended solutions), and needed some more detail in my opinion.
I also did not need the funnel to get the cube. I can't really think of how to explain it, so I made a short demo of that part. I did use the funnel later, as intended
These things aside, I thoroughly enjoyed playing!
Demo: http://dl.dropbox.com/u/44462878/Portal%202/Demos/no_funnel.dem
FourthReaper wrote:
Clicked it. Played it. Liked it.
Hooray =D
FourthReaper wrote:
The central chamber had nice warm lighting, nice refreshment from most cold looking maps. In the maps I'm working on I'm using that too. I'll have to admitt, though, that I'm not used to the one portal concept anymore, especially with a funnel added. Completely forgot it wouldn't fizzle - all the time.
That's actually a vital part in the puzzle 
FourthReaper wrote:
Mostly that is why I liked the map. One thing however, is that I didn't really see what triggered what, since there were very few indicator lights. That was a shame, really. Also, maybe the room with the cube and funnel was a tad on the large side... Everything else is great, though.
There SHOULD be indicator lights for every button. both on the floorbuttons and on the normal buttons, I will check this out!
EDIT: fixed in v1.1
FourthReaper wrote:
PS: lp, you working on two mods at the same time now, are ya?
I like a challenge 
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Blackrat wrote:
Very nice map! It was challenging but not frustrating, which is to say it was very enjoyable!
Great! That was the difficulty I was aiming for!
Blackrat wrote:
Couple of things I noticed:
In the room with the two floor buttons, the light in the observation room seemed to be blue but the light in the chamber was yellow.
Yes, that's strange isn't it? It's one of the default instances though! I will edit this in a newer version.
EDIT: fixed in v1.1
Blackrat wrote:
The room with the funnel was a little on the large side (though I understand you might need it that way to prevent unintended solutions), and needed some more detail in my opinion.
This room is indeed rather large, I originally planned something else for this room. However, the rest of the map is rather compact, adding a large room will prevent people from getting claustrophobic feelings. In the next version I will add some more decoration to this room...
EDIT: fixed in v1.1
Blackrat wrote:
I also did not need the funnel to get the cube. I can't really think of how to explain it, so I made a short demo of that part. I did use the funnel later, as intended
Here is a fun fact: the most obvious solution is one of the harder ones
. Using the funnel in this room actually not part of the intended solution, it is there to confuse and to be used later, in such a way that you can take that funnel with you, which is required for the second part.
Blackrat wrote:
These things aside, I thoroughly enjoyed playing!
Always glad to hear that 
Blackrat wrote:
Demo: http://dl.dropbox.com/u/44462878/Portal%202/Demos/no_funnel.dem
That was very informative, thanks ![]()
As you said, the funnel is intended for room 2. I assume to ascend to the platform? I did not need it there, as I noticed the fizzler don't come on until you step on the floor in that hallway. I had a portal set up on the lower right side, and shot the new portal in the upper room as I jumped through the orange portal from the main room.
If the funnel is to be used at the end to get to that button on the upper wall, I juse used the long fall in the second room... Had the orange portal set up on the top, went to the last room, placed my blue, stepped through, switched the orange to the bottom of the pit and jumped in... Just enough height to get that button. Then a simple fling to the exit. 
co0op wrote:
Nice, short and fairly easy map. Nevertheless, like so many other maps this map would benefit from a more complex puzzle. I like the one portal concept very much as it provides an interesting twist to puzzles. Here, however, the concept is used in a very simple introductionary way and one can rush through the chambers. If this is the beginning of a mappack with increasing difficulty it's a great start. As a single test it's quite interesting but not challenging.
4/5 Thank you for mapping.
This map is designed to be one of the many, many maps in back-stock! So although you can rush this map, other will be a lot more challenging.
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quatrus wrote:
One portal concept was interesting, hope that it is used in a more complex puzzle in the mod? As a single chamber map, this was quite good. Thanks for creating and posting, I look forward to the full mod.
There will be quite a lot more 1-portal maps
Glad you enjoyed it 
* Fixed some strange lighting.
* Fixed an unintended shortcut.
* Made the final bit of the puzzle a bit more clear.
* Fixed one of the timers that wasn't working.
* Did some more optimization.
* Added a tiny bit more variation to the big chamber.
* Changed the elevator movies.
* Added a few custom textures and models.
* Added an easter egg
Can you find the easter egg?
ScQlIXcRm8I
(Link: http://www.youtube.com/watch?v=ScQlIXcRm8I)
Djinndrache wrote:
Hey lpfreaky, remember me saying I'd break all your maps at least once and try hard to not use any of your intended solutions?
Yep!
Djinndrache wrote:
I came up with the intended solution within the blindrun, but you know I won't accept it.
The final intended step isn't in the video 
Djinndrache wrote:
I kept looking for a ninjaway, and I found one! I guess the map is doable within max a half minute when you use the solution I finally came up with right from the start.
Fixed in v1.2!
Djinndrache wrote:
(Link: http://www.youtube.com/watch?v=ScQlIXcRm8I)
That was very helpful
thanks! v1.2 also fixed the emo door =D
New in version 1.2:
* Fixed an unwanted solution.
* Fixed a door that wasn't sure what to do.
* Moved a portal frame a bit so that it looks better.
lpfreaky90 wrote:
The final intended step isn't in the video
I know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p
Djinndrache wrote:
lpfreaky90 wrote:The final intended step isn't in the video
I know, but it came to my mind while I was trying to exploit your map. I still didn't want to use it :p

Other than that it's not bad. I enjoy the one portal concept (as may be evident from my only released map). I would be interested in more.
Random wrote:
Don't know if this was fixed in the newest version, aside from that alternate solution, but I also noticed a few small graphical bugs. The platform the cube lands on isn't aligned to the wall so you can see the nodraw on its back face.
Facepalm How could I have missed that one?!
Random wrote:
You can shoot a portal behind the laser timer and it floats there.
That will be fixed in v1.3
Random wrote:
Honestly, the entire funnel room confused me. Why is it so big?
To confuse 
Random wrote:
Is there a reason for the orange portal there? Or for the timed laser wall?
You need the timed laser wall for the intended solution, you don't really need the orange portal there, except for the easter egg. This was also added to create some confusion
Random wrote:
Other than that it's not bad. I enjoy the one portal concept (as may be evident from my only released map). I would be interested in more.
yay!
Version 1.3 is out now:
* Fixed a floating plant
* Fixed a visible nodraw texture.
* Fixed a floating timer
* Brought some shy portal emitters out of their walls.
* Made the portal emitters a bit more fancy.
* Fixed a door for real this time
* Changed the light in the big room a bit
* The button near the entrance can be pressed faster now.
* Changed a chair that wasn't being rendered.
* Fixed some errors hammer found.
* Changed the map name to the one used in the mod (sp_bs_a1_1p_cube_plus_button)!