cpm_chamber1 [RELEASE]

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MrCow
15 Posts
Posted Nov 27, 2007
Hi guys, after reading many topics here that helped me to create my map, i decided to share it with you.

Download Link:

dload.php?action=filefile_id=110
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!

&&

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Hober
1,180 Posts
Posted Nov 27, 2007
Replied 2 hours later
I can't speak on the map itself given that I'm currently in class (:ninja:) but you don't seem to have made any problems uploading it. Which is fortunate for you, because if you had made a mistake, Lorithad would have been in here being all "plz uplod to teh dbdl plzkthx."

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.

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Lorithad
240 Posts
Posted Nov 27, 2007
Replied 5 minutes later
First impressions:

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.

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MrCow
15 Posts
Posted Nov 27, 2007
Replied 50 minutes later
thanks for the early response:

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

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Lorithad
240 Posts
Posted Nov 27, 2007
Replied 6 minutes later
The AI disables and the turrets break upon death and loading of a saved file. Be it an auto save, quick save, or normal save.

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.

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MrCow
15 Posts
Posted Nov 27, 2007
Replied 3 hours later
hm i don't see any logical reason why you have these AI porblems on saving/death...

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

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Lorithad
240 Posts
Posted Nov 27, 2007
Replied 6 minutes later
I know it's possible, I know it's hard. I have no problem with that whatsoever. It's just that a new player, when he first goes into the room; the door locks behind him, then turrets come up. If you've never played, you don't know where the turrets are coming from. You will die the first time you play. 100% certain of it.

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.

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MrTwoVideoCards
584 Posts
Posted Nov 28, 2007
Replied 5 hours later
No Ai problems with me, just mainly the BNS didn't work, but it was nice and simple, very plain lighting though, this map would be great with slightly better lighting.

Because its so simple though, it makes it very fun to play, good work, and i hope to see more.

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Rivid31
152 Posts
Posted Nov 28, 2007
Replied 13 hours later
I also had AI problems in the turret room. Died once, and it said AI Disabled (or something like that), then the turrets didn't shoot at me the next time around.
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brood_x
12 Posts
Posted Nov 29, 2007
Replied 20 hours later
I did not have this problem, and had to save/reload several times in that room. I thought it was pretty fun.
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Adair
213 Posts
Posted Nov 30, 2007
Replied 1 day later
About the turrets: The first time the turrets ambushed me I was lucky that one of the turrets popped up right in front of me and I was able to use one of those super thin columns on the turret chambers to hide (funny, there was still plenty of me available to shoot, but I could be safe by lining myself up so that I couldn't see the turret's laser eye, therefore it couldn't see me at all). Then I killed 2 of them and when the next three popped up I happened to instantly see the area I could be safe in and managed to get there easily. So it is possible, but I didn't do it on skill alone.

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.

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MrCow
15 Posts
Posted Dec 01, 2007
Replied 14 hours later

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

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Hober
1,180 Posts
Posted Dec 01, 2007
Replied 9 hours later
For submission into the November map contest?
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MrCow
15 Posts
Posted Dec 02, 2007
Replied 17 hours later

Hober wrote:
For submission into the November map contest?

what contest? and november is over right?

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Volatile
23 Posts
Posted Dec 03, 2007
Replied 1 day later
No AI problems for me, but that turret room was extremely difficult. Took me many tries to get through that.

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.

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msleeper
4,095 Posts
Member
Posted Dec 03, 2007
Replied 8 minutes later

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.

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Cyclone
42 Posts
Posted Dec 05, 2007
Replied 2 days later
Just played through this map a couple times, and I'm very impressed. It's solidly crafted, well-planned, and has some very creative puzzles.

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.

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MrCow
15 Posts
Posted Dec 06, 2007
Replied 8 hours later
well thanks for the whole bug reports and gameplay hints
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 ^^

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Lorithad
240 Posts
Posted Dec 06, 2007
Replied 3 minutes later
Well, not everyone will download it for a few bug fixes. Some will, but a lot of it will be new traffic that may or may not end up posting on the forum some time. If it were my map, i'd want to iron out the bugs in any public releases asap.
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claguey
28 Posts
Posted Jun 30, 2009
Replied 1 year later
Couldnt get this to work, d/l from both available sites, tried loading from console, said it was invalid

Phil