[RELEASE] cpm_wccmap

Avatar
MrCow
15 Posts
Posted Dec 17, 2007
My second Portal map and contains puzzels designed for weighted companion cube use.
The Official Release of the Winning Map of the November Mapping Contest. All Puzzles work 100%.

Thanks to the whole ThinkingWithPortals Community for voting, help and critic!

              Official Release Version Changes:
  • added an image in the bonus map selection screen
  • added new gravity effects and indicators (special thanks to MrTwoVideoCards)
  • added one additional autosave
  • added proper use of func_portal_bumper where needed
  • changed extraction folder (!)
  • changed the layout of the 5th test-room a little
  • changed some triggers ,so players can (hopefully) not lose their weighted companion cube
  • changed the position of some decals
  • changed .bns file
  • changed readme file
  • fixed the invisible door bug in the last test-room
  • fixed an error with a model that would appear in the console
  • fixed one door getting black on open position
  • removed visible nodraw textures
              ThinkingWithPortals Mapping Contest - November 2007 Requirements:
              1.) Player must be given one, Companion Cube in the map.
              2.) Each puzzle must require useage of the Companion Cube to be completed.
              3.) At the end of the map, the player must be forced to euthanize her Companion Cube before being able to finish.
    

Download:

dload.php?action=filefile_id=130

Screenshots:

&&

Advertisement
Registered users don't see ads! Register now!
Avatar
msleeper
4,095 Posts
Member
Posted Dec 17, 2007
Replied 35 minutes later
Community spotlight updated.
Avatar
MrCow
15 Posts
Posted Dec 17, 2007
Replied 10 minutes later
Thanks , feel free to add comments, votes and criticism
Avatar
Cyclone
42 Posts
Posted Dec 17, 2007
Replied 1 hour later
Good work, and congratulations on your victory.

As for the map... the WCC fling puzzle is still my least favorite part. I don't entirely hate it, but it seems to me like the button seems like it's too far away, and unless you place you portals perfectly, with masterful timing, getting everything where it needs to be is borderline luck. Unless I'm completely missing something about the map, this one seems way off the difficulty curve.

Also, I had a problem with the WCC "falling" off of the buttons, i.e., if the cube is on the edge of the button, it will often randomly bounce off, creating general havoc for the player. In the aforementioned puzzle, this was especially annoying - we finally manage to couple cube and button, only to have the door slam closed milliseconds before we fire a portal, forcing us to repeat the process. Definitely not map breaking, but if you plan to update again at some point, this could be something to fix.

Now that I'm done pointing out my problems with this map, the good things: the anti-gravity fields are great, and the new particle effects are a great addition. You made great use of them, to the point where they never felt overused or redundant - every puzzle had a unique way to defy gravity to reach out goals. Using the WCC as an elevator was especially cool. I remember hopping on, wondering if this would actually work, and then slowly rising up through the shaft. Awesome.

The non-anti-gravity puzzles were good as well. They didn't feel as well thought out as the rest of the map - very standard "get X from A to B" type stuff. Not that it wasn't fun, and given that it wasn't the main feature of the map, it's forgivable, but still, for all the innovation you brought in with anti-gravity fields, I expected more than simply putting a button on the ceiling.

Overall, I loved this map almost as much as I loved my Aperture Science Weighted Companion Cube. Excellent puzzles, great new ideas, and high caliber map design make it a solid map in all respects; being able to make an infinite portal loop where the cube is forever falling up makes it a clear winner.

Avatar
Adair
213 Posts
Posted Dec 17, 2007
Replied 1 hour later
I look forward to playing this updated map, but in the contest version I never figured out the fling puzzle. I eventually realized that I could pass that part by: placing a portal on the ceiling and falling through onto the ledge of the window up there. I could walk along the ledge to where I could just drop the cube and have it float up to the button.

I'd be interested to see a video of the intended solution to that puzzle.

Avatar
MrCow
15 Posts
Posted Dec 18, 2007
Replied 6 hours later
hm i'd like to do a video of my map , but i have no idea how to make one o.0
any help?
Avatar
mur666
2 Posts
Posted Dec 18, 2007
Replied 6 hours later
I loved it! Anti-gravity was great, wcc was lookin' good as usual. I see people had problems with the wcc-fling. I certainly did not, didn't anybody think to get the wcc going at terminal velocity? When done right, that is the coolest part of the level, except maybe the wcc elevator.

Good job, keep mapping!

Avatar
Lorithad
240 Posts
Posted Dec 18, 2007
Replied 2 hours later

MrCow wrote:
hm i'd like to do a video of my map , but i have no idea how to make one o.0
any help?

http://youtube.com/watch?v=Gq4jS4cNnHA

Here ya go

Avatar
MrCow
15 Posts
Posted Dec 18, 2007
Replied 29 minutes later
hey thanks a lot ^^
funny to see how other people play my map.

here's how i do it:
1. room quite the same
2. room you made a portal to reach the button, i stand on the cube to reach the button
3. room you fling with the ceiling and the floor, i fling with the wall to reach the button
4. room we just hop the cube the same way
5. room you place the portals exactly right to fling the cube, but you make it complicated to get through the door, you can just shoot a portal through the door and don't have to fling up there
last room is the same again ^^ nice

Avatar
bizob
186 Posts
Posted Dec 18, 2007
Replied 7 hours later
That was a fun map to play. Nice job! and grats on winning the November contest. Nice use of anti-gravity and switches.
Avatar
msleeper
4,095 Posts
Member
Posted Dec 18, 2007
Replied 14 minutes later
I voted for this map not because of the neat reverse gravity effect, but because it made me feel like the Compaion Cube was a required part of the journey, and as someone else said in the voting thread, it felt like we were partners through the map.
Avatar
DELTA2468
20 Posts
Posted Dec 19, 2007
Replied 11 hours later
For the fling room I did a trampoline portal placement and had my cube floating inbtween the portals so when I came down I "kicked" it into the anti grav fields.
Avatar
Volatile
23 Posts
Posted Dec 19, 2007
Replied 10 hours later
For the WCC fling I just put a portal on the ceiling where the "x" was, a portal on the wall panel you're supposed to fling from and just jumped and released the cube into the anti-gravity field. No terminal velocity required.

By the way, I loved this map. Some of it was very intimidating at first, but once you figure everything out it's pretty much sublime. The anti-gravityness wasn't obvious at first (I thought, in the first room, you had to throw the box into the switch while running through the door, using a portal. I wasn't aware that a gravity field existed. That could be made a bit more clear.)

Other than that, this was most excellent.

Edit: Oh yeah, and the WCC elevator...genius.

Avatar
VolumetricSteve
16 Posts
Posted Dec 19, 2007
Replied 2 hours later
First off, this was a very well and cleanly built level, not to mention fun. However, I'm fairly confident I didn't beat a single puzzle the way it was meant to be beaten.

||I had the portal text and sounds turned off, so except for visuals, I had no interaction with the game. I just looked at the gravity thing and somehow knew exactly what it was as if it'd been in the full game and it was just second nature to know it's function....good design on your part i guess.

then, for the majority of the rest of the game, i portaled through portals in a very sneaky-like fashion, totally circumventing some door based puzzles. (a la speed runs of the beginning of level 19)||

but over all, fun, I enjoyed myself

Avatar
brood_x
12 Posts
Posted Dec 22, 2007
Replied 2 days later
Excellent map, I enjoyed it a lot. The visual flow made the puzzles more intuitive.
Avatar
Phil
2 Posts
Posted Dec 25, 2007
Replied 3 days later
excellent map man, totally deserving of the award. No complaints from me at all
Avatar
MrTwoVideoCards
584 Posts
Posted Dec 27, 2007
Replied 1 day later
PRetty cool stuff you have, and i belive i just realized something, technically what me and Mr.Cow have made isn't Anti-Grav, Its just simply applying force towards an object, in a certain direction. Anti-Gravity is where the Objects mass, and total weight become 0.

So with that said, Hooray for 1/2 anti-gravity!

Avatar
Duffers
474 Posts
Posted Dec 27, 2007
Replied 6 hours later
Yes, in this case it would be reverse gravity.
Avatar
NykO18
183 Posts
Posted Jan 17, 2008
Replied 20 days later
Great map, I enjoyed it a lot.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".
I also liked that last room when I tried to put that cube into the incinerator and noticed that the cubic hole on the glass pane was way too small to pass it. Man, I tried to force it into every possible angle before realizing that there was a concrete ceiling above the incinerator.
Well done !
Advertisement
Registered users don't see ads! Register now!
Avatar
Adair
213 Posts
Posted Jan 17, 2008
Replied 9 hours later

NykO18 wrote:
Great map, I enjoyed it a lot.
When I understood that I should return to the first room to get that damn cube and bring it two or three rooms after, I was like "damn, I knew I should have taken it with me from the start".

Most custom mappers try to adhere to the sandard that if its a companion cube the player needs to bring it with them through the map, use it to solve most if not all the puzzles, and then be forced to euthanize it before stepping onto the elevator at the end. Also, that whole idea was the theme of the monthly contest that Mr.Cow's "cpm_wccmap" won first place in.