New Map: Sidewinder [WIP]

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dis3322
21 Posts
Posted Nov 26, 2007

Hey everyone, i've been a lurker on this forum for a bit, now i'm going to start posting. With my first post I would like to present my first portal map.

It is called Sidewinder and available at the following url

http://myaperturelabs.com/file.php?id=18

Please rate is, and comment it.

I would greatly appreciate it if you provide me feedback.

Thanks a bunch!

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Lorithad
240 Posts
Posted Nov 26, 2007
Replied 22 minutes later

Upload it to the TWP database and one of the mods will move it to the appropriate forum.

Which reminds me, you say "new map" But is it a work in progress? Or have you pretty much finished the work on it and are now releasing it to the general public?

Either way, i've just downloaded it, and am about to play it. So welcome to the thinking with portals forum

Edit:
Just finished playing.
Found a no draw texture here:

http://members.shaw.ca/lorithad/Portal/ ... _10000.jpg

All in all, I think the map was pretty well made. There were a few sections where I think you had some impossibly thin walls, but nothing too bad.

One thing I didn't really like, was how you're required to Use a turret to press down a button.
It's not really true to the game in that sense. Again, nothing major.

I really enjoyed the Turret bit, where you press the button to move various doors out of the path of the rocket. I've yet to see anything like that before in a custom map. Good stuff.

Also, was it just me, or did the energy orb travel a lot faster than normal?

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dis3322
21 Posts
Posted Nov 26, 2007
Replied 43 minutes later
All right, I have uploaded it to the database as a work in progress. I consider it pretty much done but until I get feedback from the community and squash a few more bugs i'm still considering is a WIP.

Thanks for pointing out the nodraw texture i'll be sure to fix it.

Do you think the thin walls detract from it?

About the turret holding down the button, I know it's different but I really like the way that puzzle came together. Doesn't need to be the same to be good I was afraid the player wouldn't realize turrets could hold down buttons in my map so I had the turret holding down a button at spawn, did that come across to you right away?

I didn't do anything to make the energy ball go faster.

Thank you for your kind constructive feedback and welcoming me to the forums.

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MrTwoVideoCards
584 Posts
Posted Nov 26, 2007
Replied 15 minutes later
It wasn't too bad, but to be honest, it was horrible.

To state why and be fair, it wasn't what portal was about, including HL2 based models didn't help much with the map, and felt too out of place, including the really thin Brushes. They felt to un-realistic to fit in the world itself, or in portal to be precise. The lighting was also very bad, using extreme tones of white, green and blue, which hardly make any sense.

I've yet to see someone implement different colors well into a map, but this didn't do it all so well. Most of the lights tend to be too bright, like you had placed a single light entity, and left it there. Also the the amount of entity work seems to be completely depressed by the brushwork within the map.

The map isn't too bad, but the mega large walls with floor textures on it dont fit really.

I'd give the map a 5/10 which in this case isn't bad nor good, its jut eh. However still its nice to see more and more maps come along to the site, and hopefully I can see more dedicated work from you in the future.

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volt
104 Posts
Posted Nov 26, 2007
Replied 2 hours later
I think the gameplay elements are spot-on, except for maybe the second part should have a cube somewhere, and then filter the buttons so only the cube will depress them. Heck, you could even set up a cube/turret combo so they are both on the button.

The door that covers the button: you have it set to "Touch Opens" , so if you stand on it, it opens. I don't know if you wanted that or not. Also there are gaps along the edges of this door so you don't even have to open it in the first place, you can portal in.

The other guys have said everything else bad that I would comment, so I'll save you. The gameplay just barely makes up for the poor construction, in my opinion.

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NocturnalGhost
200 Posts
Posted Nov 27, 2007
Replied 14 hours later
I just played your map, and for a first map it's quite good. I particularly liked the rocket/doors puzzle.

However, I have a nice long list of bugs that I think you need to squish before considering this map for release.

The main thing I noticed on my first playthrough is the extreme amount of misaligned textures. This is the case in virtually every room. In the corners, the textures end half way across, which detracts from realism considerably, and many walls have obvious seams on them where textures haven't been matched.

The first room in which you wake makes no sense to me. It has a "behind the scenes" feel, which wouldn't be so bad in itself, but GLaDOS talks to you when you leave the room as if you are just a normal test subject. If I were you, I would make it so GLaDos is somewhat surprised by your appearance there, if you choose to stick to the BTS theme.

You should also work on some kind of voice for this first room, as the text doesn't fit if you are using voices for the rest of the map.

After you leave this first chamber, GLaDOS refers to the Companion Cube as the "Weighted Storage Cube"

The Companion Cube only seems needed for the first button, if I use what seems to be the intended solution to the map. There is no need to take it with you at all, which to me takes away the need for it to be anything other than a normal storage cube.

However, you do not even need to use it on the first button, as the entire level can be completed without touching it. There is a small gap in the green area above where the cube is, which you can shoot a portal through. This bypasses the first button, and takes you behind the turret in the next main room.

If you like, you can also take the cube with you to use, instead of the turret, but like I said, you do not actually need to touch the cube to finish the level.

The room right at the end has a few problems as well. Firstly, one half of the door appears to stick out of the wall when you open it.

And, when you get to the Cake, if you turn around, you can see some of the level through the skybox.

Other small issues:

This may just be down to taste, but the glass texture you used seems really ugly to me, and doesn't fit with the Aperture feel. You should also think about adding window frames, for appearance's sake.

You need to add some sounds to the buttons when depressed, as I didn't feel I was getting any feedback from them, like you would in the normal game.

You should read up on "func_portal_bumper" and their proper placement in this thread.

Don't let these issues put you off though. The map shows genuine promise in some areas, and I enjoyed playing it, which is what matters most. I tried to point out the negatives more in my post to help you improve the map, which I guess is the point of beta testing.

Good luck with this.

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dis3322
21 Posts
Posted Nov 27, 2007
Replied 1 hour later
Thank you for all of your feedback I have compiled a list of problems I need to address and will probably release a new version today that addresses the major bugs and another patch later on that addresses the aesthetic problems.

MrTwoVideoCards:

 You make very valid points about my map construction so I can't get mad at your insults <img src="/static/img/emoji/wink.gif" alt=":wink:" class="emote">  The lighting is definitely an issue and my inexperience really shows there.  If you could provide a link to a guide/article on lighting technique I would really appreciate it.  I will definitely try to address the texture issues, wall size issues, and entity depression issues down the line.

 Although I still don't see a problem with using HL2 models.  I purposely wanted to create an extreme contrast between the start/finish of the map and the puzzle itself so that it doesn't feel like it starts and ends abruptly.  I thought it would help bring the map full circle.  Plus I didn't want to copy valves elevators, and this is supposed to be stand alone.  I hope you continue to give me feedback on future iterations of this map and other maps.

Volt:

 Thank you for your kind words about my map and pointing out the sideways door issue.  I will get on that bug right away.  Although I know it breaks the game-logic valve used in portal I still don't see a good reason not to allow the turret to hold down a button.  If you could explain the reasons for your opinion on this in more detail I would appreciate it.

NocturnalGhost:

 Wow did you find a lot of bugs, i've written them all down and they will be dealt with.  I intend to act upon your advice about the use of text and the BTS theme as well.  Don't worry about insulting me too much I found your post very helpful.

 The intended solution of the map requires the cube.  There is a bug with the sideways door that allows you to take the turret out of the box.  That is not supposed to happen.  you are meant to use the rocket turret to break the glass by the green light so you can enter the first room and retrieve the cube.

 You shouldn't be able to see the level through the skybox.  This is a very odd problem because there are supposed to be two very large brick brushes to make it look like you are exiting a giant brick building.  I don't know why the brushes aren't appearing for you, i'm going to try and reproduce the bug and see whats up with that.

Thank you for the feedback everyone

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dis3322
21 Posts
Posted Nov 27, 2007
Replied 1 hour later
I see this was moved to the release section, but it is still a work in progress.

I apologize this is my fault I didn't clearly mark the thread as WIP. I have changed the thread name now and hope that an admin will move it to the proper place soon.

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msleeper
4,095 Posts
Member
Posted Nov 27, 2007
Replied 7 minutes later
Nope that was my fault, the Release and WIP boards are right next to eachother and my mousewheel likes to spaz out on me.
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Madman
25 Posts
Posted Nov 28, 2007
Replied 22 hours later
That door-rocket thing is absolutely awesome!
Nice job!
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dis3322
21 Posts
Posted Nov 29, 2007
Replied 1 day later
Hey all, want to thank everyone for their support again. I just released a new version of the map which fixes many bugs that you guys found and fixes many graphical problems. Let me know what you think
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Adair
213 Posts
Posted Dec 02, 2007
Replied 2 days later
Hi, nice map.

I just played the latest version which is the only version I've played. Judging from the feedback you got prior to this latest release I'd say you've made a lot of progress on this map.

As far as playability: I found the map very playable and it wasn't very hard, but there were a couple of challenges that made me stop and think for a minute, which is good because sometimes I get tired of the fling puzzles that require some very fast and precise portal placement. Your puzzles are more cerebral without being too easy. Especially getting through that last door, I knew I needed something to hold the button down with, but I'd almost forgotten the WCC by that point. When I couldn't get the turret back I started thinking really hard and then I figured out how to get the WCC back. Good job making me think. And I agree, the door-rocket thing is awesome.

As for problems: I found at least one place where I took issue with the graphics. The first main room, where you get the cube, if you look at the ceiling and move around you can see what looks like the outline of the bottom of a door way. I can't remember if there were more problems or not.

And for the record I also don't like using the turret to press buttons. It seems like Valve made a point that they weren't to be used for that(maybe they're supposed to be too light weight or something...even if you have multiple turrets, I don't know).
My suggestion: You could disable the ability to use a turret on a button and put a regular cube in the same room with the turret that would only be usable on the same buttons that the turret is used for.

I almost forgot, one more problem: After I got to the very end I could turn around and shoot a portal at the brick wall above the door which allowed me to bring the WCC with me outside. I then placed the WCC on the lighted cake, which made it look like the WCC was glowing with happiness because I had brought it with me, which made me happy as well.

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dis3322
21 Posts
Posted Dec 02, 2007
Replied 5 hours later
Adair:

Thank you very much for your detailed post. i'm glad to see you liked it.

About the problems you pointed out, I will look into the graphical issues. Despite all the improvements i've made it is still definitely the weakest area of my map.

The strange thing is that this is the only site that I have made a thread on that anyone has taken issue with the turret thing so i'm still not convinced on that. I understand where you are coming from, it does go against what valve did but I just don't want to do exactly what valve did. But I still appreciate having your opinion on this. If people on other sites start to say the same thing i'll change it.

About being able to take the cube out. That was actually intentional. So at least i'm glad you enjoyed it. But did it come across as a bug? I could see why since the wall uses a texture that has previously been non portable. If so I need to make it more clear that was intentional.

There is actually another easter egg at the end.

spoilers

You can portal onto the skybox at the end, and there is more cake out there

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Crooked Paul
226 Posts
Posted Dec 03, 2007
Replied 2 hours later

OMFG I loved this map.

There's a bunch of stuff you can criticize about the map if you're in that kind of mood. For instance, I didn't particularly like the one-way "portal ventricle" where the OVER HERE graffiti is, with its mostly unportalable surfaces except for the ceiling above a slot not big enough for the player to fall back down once he's come up via portal. Meh. Big meh on that. Especially beause it meant I left the CC permanently behind (BTW shouldn't this really be a normal WSC?).

But let's keep our nitpicking in perspective. This map is fun. Having control of your own pet rocket turret is fun, and it's used really well here. Loved the three-gate "locks"!! I figured it out and did it right my first try, and it made me feel like a total badass. That is what solving a Portal puzzle should feel like every time.

If you want my honest assessment, dis, I think this map has fucking great core gameplay. But there are some issues, and if you took a little time to do a revision, you could have a really killer map on your hands here. For instance, some (but not many) of the rooms have big expanses of wall with samey textures, and the other posters are right, you really shouldn't use turrets to press buttons, especially in a map where GLaDOS is present. Really breaks the mood. But you could provide the player with a WSC (not the CC) pretty easily, like putting it behind the gate that protects the ball-catcher. Then they would have the means to press those buttons legitimately, and you wouldn't have to change any puzzles, I don't think.

Check out what I did with the missile turret:

http://www.youtube.com/watch?v=H7XnrWcipTA

Thanks for a rad map, dis! I hope you will have the patience to really polish it up before you do the official release. And welcome!

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Adair
213 Posts
Posted Dec 03, 2007
Replied 1 hour later

Crooked Paul wrote:
...Especially beause it meant I left the CC permanently behind.

You left the CC behind permanently? Then how did you get through the last door which requires a button being held down with something?
Btw, nice little rocket video.

dis3322 wrote:
About being able to take the cube out. That was actually intentional. Smile So at least i'm glad you enjoyed it. But did it come across as a bug? I could see why since the wall uses a texture that has previously been non portable. If so I need to make it more clear that was intentional.

If I remember correctly there was only a small area or two where I actually could make a portal on the brick wall. Which is why I thought it was unintentional. I might be mistaken about that though. I'll get back to you on that soon as I can.

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Remmiz
631 Posts
Posted Dec 03, 2007
Replied 40 minutes later
Haven't played it yet but just from opening the zip I got a ocuple things:
1. Directories in the zip. Putting your maps into their own folder and allowing us to extract into the portal folder helps a lot.
2. You still have your user name in the extract directory

After playing:
1. The lighting on the lamp is very dark in the first room.
2. Consider taking out the text at the beginning. It's pretty obvious what we have to do and gives a bit of seclusion feeling.
3. Texturing, lighting and entity creation needs a lot of work.

Great ideas but your mapping skills needs quite a bit of work. I kept getting distracted by the misaligned textures or out of place lighting. Keep on working on it though. Read some tutorials on how to create the Portal objects, examine other maps and keep on thinking with Portals.

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xitooner
132 Posts
Posted Dec 03, 2007
Replied 4 hours later
Defintely didnt like the lighting adn textures. . .most of the puzzles were insanely simple, really. The rocket was easily the most enjoyable/unique aspect (I think I just like to see things blow up) The problem with the rocket is. . .when I see one, the first thing I do is look around for the nearest window. No surprise any more; too bad we cant do much more with it. The rockets really arent dangerous. . . just an irritation really. At least you put a little bit more spin on it than usual, and actually made blowing the glass up into a decent puzzle in places. . .
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Crooked Paul
226 Posts
Posted Dec 03, 2007
Replied 5 hours later

xitooner wrote:
The rocket was easily the most enjoyable/unique aspect (I think I just like to see things blow up) The problem with the rocket is. . .when I see one, the first thing I do is look around for the nearest window.

I see what you're saying here. But really that's a good thing. It means players can apply their training from SP and other custom maps to new ones.

When you see an Aperture Science 1500 Megawatt Supercolliding Superbutton, don't you immediately look around for a WSC? When you see a pellet-spitter, don't you look for a catcher right away?

In portal, the "endpoints" of a "puzzle line" are rarely the interesting bits, if you see what I mean. It's how you connect them that's fun, and this map connects that missile launcher to various glass panels in a nice, satisfying way.

@ Adair: I thought the CC was lost to me forever. So I was moving that single disabled turret from button to button, which took some doing, but it's possible. I'm definitely going to be playing through this map again (especially if there's an updated version!), so I'll figure out some other hacks/workarounds then, and maybe make some vids if they're interesting at all.

EDIT: Posted a new vid of the part I call "missile locks" (like locks in a canal). Total spoiler! These videos seem to look a lot sharper if you hit the "contract" button second from right.

http://www.youtube.com/watch?v=gACbz5IrMdU

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dis3322
21 Posts
Posted Dec 03, 2007
Replied 6 hours later
Again, thank all of you for your detailed input.

Just so you know, i'm pretty busy right now so making a new version of the map may take a while.

Crooked Paul:

I'm glad you loved the map so much
About the turret thing, I never really thought of an interesting way to include a cube in that room, but I like the idea of putting it by the catcher I think I will do that when I get around to a new iteration.

There are actually three ways to press the final button, two of which involve the CC the other uses the turret. The hardest way is the quickest, which I like it gives a sort of speed run element to the map.

Btw, it's really flattering that you liked it enough to make videos

Adair: I'll definitely look into the brick wall thing for the next iteration.

Remmiz:

I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?

Xitooner: Thanks for your feedback.

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Remmiz
631 Posts
Posted Dec 04, 2007
Replied 4 hours later

dis3322 wrote:
Remmiz:

I will take your advice on the packaging stuff for my next release. About the lamp, on my computer it looks perfectly bright so i'm wondering what dx mode/ setting are you playing in? I agree about taking out the text btw. I also have to ask, the aesthetic part is still the worst aspect of my map, but most of the texture alignment issues and such have been fixed. Are you sure you are playing the most recent version of the map?

I downloaded the version which was up at the time of my post. I'm running in DirectX 9.0c with everything as high as it can go. The room is lit, but the model of the lamp is black for me...as it is in your own screenshot.