[SP] Versatile Diversity

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AntiVector
102 Posts
Posted Jul 24, 2011
A small map which re-introduces Pneumatic Diversity Vents to Portal 2. The tubes are coloured blue to avoid confusion with other tubes, there's an extra special bonus puzzle beyond the video areas, the indicator strips have been given my own twist, and there's 3 new mechanics using the tubes: the Discrete and Continuous scanners, and the Redirectors. The Discrete scanners require a certain number of things to pass through them to activate, Continuous scanners continuously need things to be in them to activate, and Redirectors change the direction of the tubes. This map was originally part of the E3 Complete Pack, but since it's more of a showcase than an actual level, I decided to release it on its own. Expect more maps using these mechanics fully in the future.

Notes: Valve could not have built a worse model for getting stuck with those bots, but don't worry. I have made precautions against it, but even if the bots do get clogged, the level can still be completed.

And you know the drill: extract the ZIP to C:\Program Files\Steam\Steamapps\Common\Portal2\Portal2\Maps, start up Portal 2, type "map Versatile Diversity" into the console, and play away!

File Name: Versatile_diversity.zip
File Size: 2.57 MiB

Click here to download Versatile Diversity

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xdiesp
1,078 Posts
Posted Jul 24, 2011
Replied 1 hour later
Vent based map, possibly the most faithful-to-the-source yet: compared to similar, upper tier projects what repertoire you have here is exactly what was shown in the pre-release vids. But imho Arch 02 or Fast Bridge reinvented better vents than the original formula, the world has moved on.

Being it a remake of sorts, technically you get exactly what "unfinished Valve" quality you would expect to: the odd colorization, rooms cluttered with machinery and nothing in between. Again, puzzles all simple and on-rails as in an E3 showcase. Bugs: HDR seemed to be a little strong, at least on my machine; tiles acted strangely when the sucking portal was around the vent (not exactly below); door fizzlers appeared to be invisible.

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arvisrend
60 Posts
Posted Jul 25, 2011
Replied 16 hours later
I think you should make the objective in the turret-based sections more clear: not to kill the turrents, but rather to let the vent suck them in. It is a bit of a trial-and-error gameplay element.
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quatrus
1,047 Posts
Posted Jul 26, 2011
Replied 1 day later
Xdisep hit all my issue notes already. I enjoyed the maps, not enough vent-type maps thanks for creating - well done
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BlumCoLe
211 Posts
Posted Jul 28, 2011
Replied 1 day later
thanks for mapping

who need it:

walkthrough
3wx8qKN0c4I

greetz

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Djinndrache
1,442 Posts
Posted Aug 01, 2011
Replied 4 days 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:

5yIlhV9S1cI
(Link: http://www.youtube.com/watch?v=5yIlhV9S1cI)

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

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Moth
225 Posts
Posted Oct 09, 2011
Replied 2 months later
Nice map, good concept. Nice implementation. However, I was disappointed that I myself could not enter the suction tubes
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spongylover123
944 Posts
Posted Oct 09, 2011
Replied 3 hours later
Great map, you made it exactly like e3 video, i always wanted to try one of those,like xdiesp, the tiles didnt suck right.

@Rufus
Their pneumatic diversity, not vital apparatus

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KennKong
942 Posts
Posted Feb 21, 2012
Replied 4 months later
More of a demo than a testchamber. It's OK for what it is, but the weak puzzles suck the fun out of it. The tube switch mechanic has puzzle potential, but it's been done elsewhere to much better effect. Since I'm not playing all the maps in release order, this map may have been genesis for the better one. 3/5 from me.