[SP] emancipated polarity

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tanger2b
70 Posts
Posted Apr 10, 2012
This map has fizzlers, flings, and funnels. I hope you enjoy this map.

File Name: sp_emancipated_polarity.rar
File Size: 4.13 MiB

Click here to download emancipated polarity

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Lpfreaky90
2,842 Posts
Posted Apr 10, 2012
Replied 33 minutes later
Interesting what you did with the funnels! Really liked the twist to the element.

The mapping isn't very good yet though. There are a lot of misaligned textures, and you suddenly switch from one theme to another. You might want to change that.

I would change the floor to be not-deadly and just a panel to get up. I quicksaved at a very inconvenient location; so I was trapped and had to no-clip out.

But yea; good map but needs a bit more work. 3/5

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zivi7
649 Posts
Posted Apr 10, 2012
Replied 1 minutes later
Nice short map. I've never seen those surfaces for the funnel - are they your own creation? Those puzzles were a nice new thing. The flinging in part 1 is very easy for seasoned players.

The two areas didn't seem to fit together though. The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.

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Lpfreaky90
2,842 Posts
Posted Apr 10, 2012
Replied 8 minutes later

zivi7 wrote:
The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.

Forgot to mention that, did you use some sort of custom texture there?

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sicklebrick
876 Posts
Posted Apr 10, 2012
Replied 2 hours later
Heh, loved your portal detector panels. Pretty simple, but effective mechanic!
Again, yeah.. the map looks a bit weird, and forces you to run about lots but that aside it was a nice relaxing puzzle. Thanks ^^

lpfreaky90 wrote:
zivi7 wrote:

The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.

Forgot to mention that, did you use some sort of custom texture there?

Looks like it's lights/light_panel_cool
Never thought of doing that as a form of lighting, might help with a problem area in my next map.
Cheers

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OnePortalizedGal
156 Posts
Posted Apr 10, 2012
Replied 18 minutes later
I enjoyed the puzzles and the portal detector element for the funnels. Like the others - did not care much for the combined themes. Also in the long walkway it was just one big bright light and I must admit we did have to walk alot. GlaDos humor is always appreciated. Work on perfecting the looks of your maps - you seem to be on the right track puzzle and element wise. Thanks for making!
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Lpfreaky90
2,842 Posts
Posted Apr 10, 2012
Replied 8 minutes later
I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)
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andyb
257 Posts
Posted Apr 10, 2012
Replied 5 minutes later
I liked it.The style changes are weird but the puzzles are good

Playthrough
a4ibFd3zekg

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quatrus
1,047 Posts
Posted Apr 11, 2012
Replied 15 hours later
Liked the new excursion panel. Some wall texture problems as noted by others.
thanks for creating.
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sicklebrick
876 Posts
Posted Apr 11, 2012
Replied 4 hours later

lpfreaky90 wrote:
I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)

The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though

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Lpfreaky90
2,842 Posts
Posted Apr 11, 2012
Replied 1 hour later

sicklebrick wrote:
lpfreaky90 wrote:

I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)

The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though

I know that; it's just that I don't like the plain light brushes without a model in front of it. It's just not realistic at all that you have a light-emitting surface.

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KennKong
942 Posts
Posted Apr 11, 2012
Replied 2 hours later
I recorded my blind playthrough for you. I agree with everything that has been said by other posters, and I don't have anything new to add. The looks and the layout are just barely worth a 3, but I'm giving you a bonus point for the funnel mechanic, so 4/5 from me.

Emancipated Polarity blind playthroughembedded
u6V06uh0amY

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sicklebrick
876 Posts
Posted Apr 11, 2012
Replied 41 minutes later

lpfreaky90 wrote:
sicklebrick wrote:

lpfreaky90 wrote:

I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)

The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though

I know that; it's just that I don't like the plain light brushes without a model in front of it. It's just not realistic at all that you have a light-emitting surface.

Aaah, gotcha, yeah. I was half expecting it to be camouflaging a little army of turrets just around the next corner :p

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Djinndrache
1,442 Posts
Posted Apr 12, 2012
Replied 14 hours later
I like the funnel panels. This map is not bad

Xg_Z8C1Lkho
(Link: http://www.youtube.com/watch?v=Xg_Z8C1Lkho)

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co0op
114 Posts
Posted Apr 12, 2012
Replied 7 hours later
Great concept and map. I honestly do not at all care about the looks of a map, but walking annoys the shit out of me and because of that I have to take one point away: 4/5.
Thank you for mapping!
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wildgoosespeeder
178 Posts
Posted Apr 12, 2012
Replied 3 hours later
A few minor problems:

1. The ledge to upper right when you first enter the chamber where you do traditional fling maneuvers has sometimes caused me grief. I sometimes have just enough momentum to go over the edge when placing a portal on the floor panel, dropping me into the toxic water. I suggest lowering the panel above the ledge to be on the same level as the ledge and not one block up.
2. The ledge also has a gap between it and the wall. I have accidentally fallen through this gap. Please extend it.
3. White walls emitting light (everybody is saying that).
4. Excursion Funnel emitters don't show they are emitting the funnel, but the emitters spin. Odd.
5. For whatever reason trying to bring the cube back going through the funnel when in the room where the player will be first introduced to a new way to change the direction of the funnel, I fall through the funnel and fall to my doom as if it was cut off but wasn't. Not sure what causes that but needs fixing.