[SP] Stasis Map Pack
Hey guys, once again, I'm back with some news, this is the map pack i've been working on for a while. it takes place after the coop story, so be sure to play coop first! The "download" button will forward you to the workshop, there you can subscribe to my collection. Go on, subscribe!
Nononono, wait! Before you go, can you PLEASE record a blindrun and upload it? PLEASE?
For more information, go check the workshop!
For the ThinkingWithPortals community: I challenge you guys to find the 6 hidden companion cubes! Good luck!
Don't forget to rate the maps here and in the workshop, and comment! After that, don't forget to play my other maps! So go on, be a nice test subject, and go play it!
Really, REALLY special thanks:
-lpfreaky90 (For the relaxation vault)
-Entrophoria (YouTube) <- this guy have some awesome tutorials, check it out. I can't remember his name on the forums now...
-Playtesters (Love you guys)
The bit where you have to duck behind tables and stuff in the abandoned office was totally cool, felt very Die Hard, and the Resident Evil style moving lasers was pretty sweet!
Forgot to read the description first, so no blindrun :p
Not much to say yet but just awesome!
5/5
sicklebrick wrote:
The bit where you have to duck behind tables and stuff in the abandoned office was totally cool, felt very Die Hard, and the Resident Evil style moving lasers was pretty sweet!
Forgot to read the description first, so no blindrun :p
I knew someone would remember that!
Aww, no blindrun...
lpfreaky90 wrote:
AWESOME I did record my blind playthrough but it was just awesome!
Upload it! For the good of science.
Lot of scrpted stuff as i see.
Though, I fond the puzzles prety easy and quick, and the ending is quite frustating since...well..you know what i mean ^_^
Excellent - fantastic looking maps and really nice to simply explore. Puzzle-wise I think number 1 was probably my favourite. Here are some blind run demos for you:
stasisdemos.zipOne big thing: In the second "Die Hard room" you can use the turrets and chairs from the previous room to climb over the computers/cabinets.
I found other things as well. If you'd like to know about them I'll update this post later on tonight.
My blindrun as you asked:
1_iWjzMl4zY
It's 21min long so grap some popcorn and enjoy.
Also, I would like to take a look at the vmf file if that was possible. I could always extract one myself from the .bsp file but I don't want to do that without permission. So would you mind sending me the vmf just for learning purposes. I'm working on little more puzzle oriented "story"map myself.
El Farmerino wrote:
Excellent - fantastic looking maps and really nice to simply explore. Puzzle-wise I think number 1 was probably my favourite. Here are some blind run demos for you:
stasisdemos.zip
Thank you for carrying science forward!
Logic wrote:
It gave me a solid 20 minutes of gameplay and was generally really good. I spotted a few hiccups here and there and found the gameplay to be a bit less "puzzely" then expected, but it was still awesome.
One big thing: In the second "Die Hard room" you can use the turrets and chairs from the previous room to climb over the computers/cabinets.
I found other things as well. If you'd like to know about them I'll update this post later on tonight.
Please post the issues you had! Thank you. I was hoping people would spend less time playing... Maybe it was just me, since I played every single puzzle lots of times!
Shakky wrote:
Also, I would like to take a look at the vmf file if that was possible. I could always extract one myself from the .bsp file but I don't want to do that without permission. So would you mind sending me the vmf just for learning purposes. I'm working on little more puzzle oriented "story"map myself.
Sure you can! Just give me a couple of minutes...
EDIT- There you go! For those who want to take a look on the VMF files, feel free to do so.
stasis_01_intro is a mess sorry
There's also a extra file included! It's the GLaDOS studio, for those who want it, exclusively for the TWP Community! 
PART 1
||- The shadow looks a bit pixelated and weird (especially on the emitter) in the first playable room
- The light in the same room goes out when the player goes through the door, but if you don't go through all the way and step back the light will still be out (intended issue i guess)
-
Cables that you can go through in the room where you can see the orange gel
-
Unnecessarily large and empty area where you walk in to the first "real" test chamber
- Entrance door with dark spots and exit door looks off as well
- Miss aligned vertical fizzler-emitter
- Testchamber sign should really be somewhere close to the entrance
- The wall textures are kind of sterile and boring to look at in this chamber||
PART 2
||- Second "real" testchamber also looks a bit sterile and boring as well
- The "button makes wall disappear" part would have been better looking with panels instead of brushes
- Can jump over computers in second "Die Hard room" using turret from previous chamber||
PART 3
- If you just stand around and wait for the "test-on-wheels" to break the bridge the game will just fade to black. Understandable but it could have been better executed
- Door of left side after the "test-on-wheels" sequence looks really weird
- You can place portals on doors in this area
Well, the list was a bit longer than I expected. But I had fun playing it. I probably couldn't have done it better myself 
Shakky wrote:
Great job! No complains. Great look and nice atmosphrere.My blindrun as you asked:
1_iWjzMl4zY
Looks like you found and unintended solution to the first puzzle!
Anyway, nice blindrun, thanks for sharing it.
Logic wrote:
I'll just post a new thread explaining some of the bugs/errors I've found:
Thank you! I'm sure this will be very helpful.
I took the time to avoid those laserfields three or four times since touching them makes me die and start over - only to find out that in the end I can't survive anyway. Or am I blind and just didn't find the way to escape for a "good" ending instead?
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves
) on staying alive, and then despite all that died at the ending. But it's your artistic freedom to do so.Summary:
However, I ran into a strange bug in the first puzzle (with the turrets and cube and funnel):
||If you let the cube go up in a funnel until he hits the ceiling, then press the button and put the portal that's not under the cube on the portalable surface behind the grating, the cube often flies straight through the grating. If I drop it just holding it in that portal it sometimes 'wobbles' half through it and then 'floats' back up. Very strange.
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).
If this is a known portal 2 glitch, then feel free to ignore this remark.||
Edit: I can upload attachments now, so the demo is attached.
Dinosawer wrote:
I recently played this pack and really enjoyed it. More exploring than puzzels but the puzzles were very nice nevertheless, and the aesthetics of the exploring parts were very nice too.
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves) on staying alive, and then despite all that died at the ending. But it's your artistic freedom to do so.
Summary:![]()
However, I ran into a strange bug in the first puzzle (with the turrets and cube and funnel):
||If you let the cube go up in a funnel until he hits the ceiling, then press the button and put the portal that's not under the cube on the portalable surface behind the grating, the cube often flies straight through the grating. If I drop it just holding it in that portal it sometimes 'wobbles' half through it and then 'floats' back up. Very strange.
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).If this is a known portal 2 glitch, then feel free to ignore this remark.||
Edit: I can upload attachments now, so the demo is attached.
That's a very strange bug that i couldnt fix. I saw other maps with this same bug, it looks like high speed objects can pass through thin brushes, this also happens with the player. Anyway, thanks for reporting that!