[SP] sp_fr_penrose _01 + 02

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FourthReaper
356 Posts
Posted Feb 17, 2012
Testing Focus: Surface Division Fields
Difficulty: Easy
Expected Play Time: Not that long


These two maps focus entirely on world portals, or as I like to call them, Surface Division Fields (still hoping that name sticks ).
The first map is extremely easy, it's really just an introduction to my way of using world portals (both ways). The second map is not difficult, but will hopefully stimulate the brain just enough to want more, as I expect to deliver. Future testchambers in this course will naturally be more challenging, with an appropriate learning curve.

Note that I created a link to the Penrose Collection as the external download. I can't link to both maps, so I figured I would do this instead.

I hope you will enjoy the test course, however brief, but even more so the design of the maps. Please send feedback, and if you would be so kind, vote.

Changelog:

Version 1.2
- Updated screenshots since V1.0.
- Made the map compatible with the workshop. // Now links to the Penrose collection in the workshop
- Made custom indicator lines and checkboxes.

Version 1.1
- Updated the design of the map significantly. // mostly the elevators (still don't feel they're finished) and observation labs (I want to add humans )
- Created custom skin for Surface Division Field generators.
- Added testchamber signs and improved and added custom test element signage.
- Fixed the cheating past the glass window in the first map.
- Fixed the double funnel issue in the second map. // still includes some issues somehow, though I don't know how to fix them.
- Stopped adding instances // apparently that was unnecessary...

Version 1.0
- Map Release


Credits:

FourthReaper - for design and creation
Valve - for making the Half-Life/Portal universe a better place

lpfreaky90 - for telling me how to make custom fizzler vmt's.
Omnicoder - for making the Chamber Sign Maker, a nice base for my custom testchamber signs.

And anyone else who helped me with issues I had.

Feel discredited? Want in? Contact me right here.

Click here to download Penrose 01 + 02

&

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FourthReaper
356 Posts
Posted Feb 17, 2012
Replied 1 minutes later
Here are some screenshots to gaze at while you're undoubtedly downloading the maps. Click them for the fully sized version.




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OnePortalizedGal
156 Posts
Posted Feb 17, 2012
Replied 2 hours later
Really enjoyed this. Looked great and played great. Interesting concepts. Thanks for making.
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inax
23 Posts
Posted Feb 17, 2012
Replied 22 minutes later
stop making easy maps! the ones who download custom maps are people who played the hole game and want some challenge! hyeaah
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Tullio
31 Posts
Posted Feb 18, 2012
Replied 7 hours later
Very nice !
As the first times in Portal 2, feeling of loss.
Excellent choice of color and light environment.
The only negative note for me, the music is too repetitive.
(how did you get fizzler green?)
hello
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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 23 minutes later
Thanks for the feedback everyone, really nice to hear.

inax wrote:
stop making easy maps!

I'm gonna', don't worry. I'm just using these maps to set the right mood. As I mentioned, it's going to get more and more difficult. (not instantly, though)

Tullio wrote:
Very nice !

Tullio wrote:
As the first times in Portal 2, feeling of loss.

Not sure what that means, but okay.

Tullio wrote:
The only negative note for me, the music is too repetitive.
(how did you get fizzler green?)

I'll try to vary the music some more, though I want very basic, subtle tunes, not like you're being chased or anything.
Also, the fizzler I edited using a tool called VTFEdit Takes some time and effort to pull off. (Also, it's not just green, but also vividly moving and tweaked in various ways )

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Lpfreaky90
2,842 Posts
Posted Feb 18, 2012
Replied 38 minutes later
VTFEdit Takes some time and effort to pull off. (Also, it's not just green, but also vividly moving and tweaked in various ways )
Why not notepad++?

anyways:
Too awesome, good looking clean maps with an interesting concept (I LOVE worldportals ).
Puzzles are quite easy but still fun and I love your custom elevators

All in all I think this is worth a 5/5: Excellent, looking forward to more stuff ^_^

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josepezdj
2,386 Posts
Posted Feb 18, 2012
Replied 21 minutes later
Nice small maps with really awesome looking! I'm also a bit more into "warm" lights and calm mood instead of cold lights. I hope you test my mappack when it's ready!

Btw, you don't need to upload the instances you've made for your map, there're just that, instances, so they're compossed by original Portal2 stuff that all ppl already have into their game folder... The only necessary is your custom materials, which I've seen you have included into the bsp, so...

Thanks for mapping!

EDIT: those pistons models you've placed behind the panel where the funnel is, have no collisions, put some player_clip textured brushes in there.

EDIT 2: btw, I've seen you have used your old elevator instances (those you used in sp_fr_lasers_01): I like them a lot, but aesthetically, they fit more with your old work. I would have modified them now so the style mix better with the current mood and visuals...

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Ruien
157 Posts
Posted Feb 18, 2012
Replied 16 minutes later
Excellent work! Great new puzzle element - just looking forward to a tricky puzzle using these now.
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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 12 minutes later

lpfreaky90 wrote:
Why not notepad++?

Well, you need to save it as a vmt with VTFEdit, right? Also, I don't mean it's hard after you get to know it, but that takes some effort.

lpfreaky90 wrote:
Too awesome, good looking clean maps with an interesting concept (I LOVE worldportals ).
Puzzles are quite easy but still fun and I love your custom elevators

All in all I think this is worth a 5/5: Excellent, looking forward to more stuff ^_^

Wow, positive response there! Thanks!
The elevators I had sitting there from my last map, quite simple, just some optimalisation for use.
Also, more stuff inbound!

josepezdj wrote:
I hope you test my mappack when it's ready!

Sure thing!

josepezdj wrote:
You don't need to upload the instances you've made for your map, there're just that, instances, so they're compossed by original Portal2 stuff that all ppl already have into their game folder...

Seriously? I've been adding them in all my maps so far. Thanks for the tip!

josepezdj wrote:
Those pistons models you've placed behind the panel where the funnel is, have no collisions, put some player_clip textured brushes in there.

Aha. I'll do that. Buissy with school right now but expect a fix soon. Anyone see any more bugs?

Ruien wrote:
Excellent work! Great new puzzle element - just looking forward to a tricky puzzle using these now.

Thanks! I'll see if my brain can keep up with difficult mapping.

Really like the feedback, people! After my last map I figured responses would go at a slower pace.

josepezdj wrote:
EDIT 2: btw, I've seen you have used your old elevator instances: I like them a lot, but aesthetically, they fit more with your old work. I would have modified them now so the style mix better with the current mood and visuals...

I kinda' wanted to do that, just didn't pull through when push came to shove. I'm gonna try to create something (half) new-ish from this. Don't wanna start from scratch, but yeah, I'll edit them.

Still, I think I'll keep the cold lights in there. My idea is that places test subject shouldn't venture or loiter in should be 'cold' whereas important sections are nice and cozy, 'warm'...

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josepezdj
2,386 Posts
Posted Feb 18, 2012
Replied 28 minutes later
Only one thing more: you should use the "fit" button in Face Edit Sheet for the water texture to avoid those squares that the goo draws on your water surface (elevator), becase it looks like the water was made of several square-shaped mini-goos...
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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 38 minutes later
@ josepezdj: Seriously, I did that? One would think one wouldn't commit such a monstrous act himself.
Ah well, I'll edit that when I'm working on the elevators.
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Lpfreaky90
2,842 Posts
Posted Feb 18, 2012
Replied 10 minutes later

FourthReaper wrote:
Well, you need to save it as a vmt with VTFEdit, right? Also, I don't mean it's hard after you get to know it, but that takes some effort.

No, just editing the vmt with a program and saving it will do. VTFEdit is very useful though

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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 1 hour later

lpfreaky90 wrote:
FourthReaper wrote:

Well, you need to save it as a vmt with VTFEdit, right?

No, just editing the vmt with a program and saving it will do.

Oh lol... Ah, well, at least I had to use it sooner or later for a custom texture.
(In this case, the signage for the Surface Division Field.)

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Djinndrache
1,442 Posts
Posted Feb 18, 2012
Replied 4 hours later
After I recorded my blindruns (which I'll upload later) I did some tests with your custom fizzlers because they seem to be interesting. I noticed some really weird (and kinda random) cube behavior with them: http://www.youtube.com/watch?v=nMfSTsS2wKY
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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 39 minutes later

Djinndrache wrote:
I noticed some really weird (and kinda random) cube behavior with them.

Yeah, 'bout that...

Unfortunately world portals are really glitchy, learned that the hard way (while mapping). This is why I gave - and will continue to give - every cube a respawn zone. Just try and get stuck! (I've also added an emergency hatch for when you get stuck in a room, so take that!)

'Funny' thing is though, that I originally planned for the map to have thermal discouragement action instead of the funnel. But that was simply too buggy. Still, even the funnel has issues. For one, it can't go through more than one world portal. I cheated this by reversing the on/off state of one world portal with what it looks like. Had to mess with the entire map structure just for that. And the logic, oh...

But yeah, world portals are extremely buggy. I don't believe the cube thing has anything to do with the fizzlers, (they're normal fizzler entities,) but it makes me wonder...

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Djinndrache
1,442 Posts
Posted Feb 18, 2012
Replied 59 minutes later
Why don't you just make your fizzlers fizzle objects? For these puzzles you don't need to let a cube get through any fizzler.

By the way here are my blindruns. The video length of the blindruns shows up that your maps are short and simple (but sweet):

Map 1:
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(Link: http://www.youtube.com/watch?v=_hZDuUhkFw0)

Map 2:
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(Link: http://www.youtube.com/watch?v=hKd1dAW0X8s)

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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 26 minutes later

Djinndrache wrote:
Why don't you just make your fizzlers fizzle objects? For these puzzles you don't need to let a cube get through any fizzler.

No, but I'm thinking I will for future maps in the series. I don't want them to be fizzlers, really. Now I can do things like having to use world portals to get a cube or dodge a fizzler.

Anyway, thanks a bunch for the videos. Always nice to see.

I just hope people can forgive me for using the most buggy element in the game...

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gompasta
109 Posts
Posted Feb 18, 2012
Replied 40 minutes later
It is pretty confusing having a fizzler texture there. I was avoiding them with my cubes and portals until i realised they did not do that. Blocking portals shots, but not doing any other of fizzler mechanics make it a bad choice. Perhaps use another texture with it?
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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 28 minutes later

gompasta wrote:
It is pretty confusing having a fizzler texture there.

Really? It's green, I was hoping that would be enough... I kinda' worked hard on that texture to make it very different from the fizzlers. But alas, that was in vain.

Anyone else have any issues with the design of the field?