A Beam Too Far

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HMW
806 Posts
Posted Sep 23, 2012
The second installment in the Sendificate series.
Like the first part, difficulty is medium/hard; no ninja-skills required.

If you have not played the first map yet, I strongly recommend that you do so before attempting this one.
Link: post69888.html#p69888


Licensed under Creative Commons Attribution 3.0 Unported

You can download the source files for this map from my website.

Credits::

Beta testing: josepezdj, sicklebrick

Sound effects:
* Waterfall.aif by ignotus -- http://www.freesound.org/people/ignotus/sounds/14779/
* waterfall_cycle.wav by martats -- http://www.freesound.org/people/martats/sounds/127840/

Update v3:
* Improved model for the sendificator (design is the same; just added some detail and improved texture space usage)
* Solved bug where playing this map after the first Sendificate map, caused some models to appear white.

Update v2:
* reworked the area with the cube platform in the last puzzle;
* fixed an unintended solution for the last puzzle;
* added some portal placement guides near the laser in the second chamber;
* removed unneeded physics barrier from exit door (thanks Felix!);
* minor lighting tweaks to the power-off state of the last chamber.

Click here to download A Beam Too Far

Click here to download A Beam Too Far

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josepezdj
2,386 Posts
Posted Sep 23, 2012
Replied 30 minutes later
First 5/5 from me!

I love it. My favourite part is the dark version of the final chamber the first time you enter it and it all is switched off. Impeccable atmosphere with the music and the lighting, so scary... Well... I also loved the waterfall part, absolutely amazing!

Thanks for creating

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FelixGriffin
2,680 Posts
Posted Sep 23, 2012
Replied 2 hours later
Woo! New Sendificator map!

Unfortunately P2 is acting up again so I haven't even played the beta version. Oh well, maybe today I'll get it working.

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UsCobra11
272 Posts
Posted Sep 23, 2012
Replied 1 hour later
Well, that was amazing.
I loved the entire part of navigating the powerless chambers and finding the switch. When I entered the waterfall area my jaw dropped. Another amazing piece of work from you. Good job!
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marKiu
238 Posts
Posted Sep 23, 2012
Replied 23 minutes later
Brilliant work! Absolutely stunning visuals and atmosphere! 5/5

I found out that the white texture in those holes is portable. I was expecting an easter egg when I entered the portal but I was stuck :O

I don't know if you did this intendedly but when I try to beam a cube inside the exit area it gets fizzled. That was kind of confusing at the start because I thougt a beamed cube can't pass fizzlers. That messed up the puzzle a bit. And why is there a second button to activate the beam? Only for the lazy players?

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grayarea
260 Posts
Posted Sep 24, 2012
Replied 12 hours later
I've only had time for a brief play so far but this thing looks incredible! A work of art! 5/5!
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ChickenMobile
2,460 Posts
Posted Sep 24, 2012
Replied 1 hour later
This. Map. Was. Awesome.

HMW, you never cease to amaze.
I have to say that the puzzles were incredibly thought out and there wasn't a dull moment.

A hint for those who get a little stuck on the last puzzle: remember the trick you learned in the first chamber.

Visuals = awesome. Waterfall = awesome. BTS puzzle = awesome. Hints to solve BTS puzzle = awesome. Posters and custom textures in BTS = awesome. Progressive learning = awesome. That platform with the fizzlers in the last chamber = meh.

5/5 (you win)

This map took me 53 minutes and 43 seconds to solve (relatively late at night).

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Xtreger
216 Posts
Posted Sep 24, 2012
Replied 30 minutes later
This is one of the very few maps on this site that I think are worthy of the perfect 5.00, as in five point zero zero...

I think you should get the privilege of directly uploading your maps to the community spotlight section

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Mr Waterhandle
88 Posts
Posted Sep 24, 2012
Replied 6 hours later
Already commented on the workshop file for the two minor things I saw.

HMW, if I was a girl, I would be your Portal 2 mapper groupie, the kind that would do your dishes for you.

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HMW
806 Posts
Posted Sep 24, 2012
Replied 43 minutes later
Thanks for all those nice comments! This map was a lot of work, so I'm very happy reading this!

Of course it wouldn't feel right if there weren't some bugs and small things to tweak. I'll get cracking on that soon.

FelixGriffin wrote:
Unfortunately P2 is acting up again so I haven't even played the beta version. Oh well, maybe today I'll get it working.

Man, that sucks! I hope you get it fixed soon.

marKiu wrote:
I found out that the white texture in those holes is portable. I was expecting an easter egg when I entered the portal but I was stuck :O

Thanks for alerting me to that! That is indeed just a plain white texture that is portal-enabled, aparently. A fact that I stupidly didn't think to try out before using it.
(Can't use a real skybox texture because the lighting is different.)

marKiu wrote:
I don't know if you did this intendedly but when I try to beam a cube inside the exit area it gets fizzled. That was kind of confusing at the start because I thougt a beamed cube can't pass fizzlers. That messed up the puzzle a bit. And why is there a second button to activate the beam? Only for the lazy players?

It should only fizzle when it falls into the water. Which should happen always, if you try to sneak a cube in there the wrong way. Also remember that the cube's destination is a small distance back from the endpoint of the beam. If you try to beam a cube just past a fizzler, it may end up just barely touching it.

The primary reason for the second button is, that I originally had another way in mind for getting the first cube across on the platform. This involved parking the lens cube on the light bridge, so the player needed another button "at hand" on that side of the room.
(The other, faraway button is obviously there as a hint for the final step.)

ChickenMobile wrote:
That platform with the fizzlers in the last chamber = meh.

Well, I tried the other option of surrounding it with glass. That just looked ugly and cramped, so I went with fizzlers. (They are there to prevent discourage cube tossing.)
I'm still thinking of a better design for those "point emitters" though.

Mr Waterhandle wrote:
Already commented on the workshop file for the two minor things I saw.

HMW, if I was a girl, I would be your Portal 2 mapper groupie, the kind that would do your dishes for you.

Thanks! I replied to your comments in the workshop.
And, although I don't own a dishwasher, I'm sorta happy that people don't know where I live.

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FelixGriffin
2,680 Posts
Posted Sep 24, 2012
Replied 1 hour later
You could make a trigger on the platform that enables some fizzlers if a cube comes at it...
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Lpfreaky90
2,842 Posts
Posted Sep 25, 2012
Replied 18 hours later
5.00/5.00
10 points for Gryffindor etc.
Amazing work! Great puzzles, great visuals, great test elements.

Simply amazing.

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quatrus
1,047 Posts
Posted Sep 25, 2012
Replied 1 hour later
HMW, absolutely brilliant - another outstanding map that only requires thought. Nice to see the use of the sendificator in another map, so many times new effects/tools are created and then never used again. Clever twist with the glass...!
Enjoyed hunting through the decayed environment to find the power switch, and then getting back to use it...very logical... thanks for another excellent creation. The waterfall - pure joy to see...
5/5
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Habzs
225 Posts
Posted Sep 26, 2012
Replied 14 hours later
This was one of the few puzzles in awhile that I had to stop and think. Nice work with the aesthetics and puzzle.
My favourite part, was finding the switch and powering the chamber, as well as the waterfall.
Good job! Definitely a 5/5 from me.
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portal2tenacious
393 Posts
Posted Sep 28, 2012
Replied 2 days later

UsCobra11 wrote:
When I entered the waterfall area my jaw dropped.

Words cannot describe how amazing this map was. I loved it all and will probably never see a map as good as this as long as I live. Thank you so much for making this map.

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FelixGriffin
2,680 Posts
Posted Sep 29, 2012
Replied 18 hours later
Could I get a hint? I managed to get one cube into the "cage" thing by portalling a lightbridge out of the point where the laser hits the wall, then putting a cube on it and sending the other. But then I got stuck. Am I doing it horribly wrong? I thought I had it, until I found that the glass stops lightbridges, so I couldn't raise up the cube on the inside to block the beam. Or is the glass on the bottom the important part?

EDIT: Wow I'm stupid. Never mind. I was making it harder than it had to be.

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breakingspell
8 Posts
Posted Sep 29, 2012
Replied 4 hours later

FelixGriffin wrote:
Could I get a hint? [s]I managed to get one cube into the "cage" thing by portalling a lightbridge out of the point where the laser hits the wall, then putting a cube on it and sending the other. But then I got stuck. Am I doing it horribly wrong? I thought I had it, until I found that the glass stops lightbridges, so I couldn't raise up the cube on the inside to block the beam. Or is the glass on the bottom the important part?[/s]

EDIT: Wow I'm stupid. Never mind. I was making it harder than it had to be.

Pray tell, i'm still stuck there D: I thought the same thing about making the light bridge hold up the cube on the inside of the glass

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PCdoc
245 Posts
Posted Sep 29, 2012
Replied 34 minutes later
Although the first and third rooms used the same trick - the map itself was a lot of fun.
I particularly like the interlude with the waterfalls and those damn Offices from HELL.
I got stuck there for a long time - never realizing that the power, when shut off, would leave the doors OPEN. Makes perfect sense now - but not then.

I must say - your reputation precedes you.
As wonderful as this map was . . . you received a ton of praise as you should have.

However, the lesser known, Sleter and his new map, "Variable Reflection" is a triumph rarely seen.
Yet for some reason he has only received several responses.
Oh well - they both rocked - and since they are so different you cannot compare.

P.S. I still remember that "Rube Goldberg" map you did a long time ago for Portal I with the spheres and chutes and the control and timer buttons. That is my fav of yours.

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FelixGriffin
2,680 Posts
Posted Sep 29, 2012
Replied 1 hour later
breakingspell: Here's a small hint. How could you get the beam to a lower level? If only there were some way to redirect it...

But I need one in the offices with the circuit breaker. :S

And the waterfall is, as others have said, breathtaking! I should copy that room to be my menu background!

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HMW
806 Posts
Posted Sep 30, 2012
Replied 17 hours later

FelixGriffin wrote:
breakingspell: Here's a small hint. How could you get the beam to a lower level? If only there were some way to redirect it...

Exactly

FelixGriffin wrote:
But I need one in the offices with the circuit breaker. :S

PCdoc's post above gives a small hint, as well as the note besides the switch.
If that doesn't make the coin drop: place portals in the office with the door button and near the switch. Press the door button and then quickly turn the power off.

FelixGriffin wrote:
And the waterfall is, as others have said, breathtaking! I should copy that room to be my menu background!

I'm so happy to hear that people like that. It was probably the most labour-intensive thing to make in the whole map!

@PCdoc: I actually have a P2 Rube Goldberg style map in the works, that is a lot like Manic Mechanic. I was planning to release that as my first P2 map, but then that Sendificator idea happened so it's been moved down the priority list somewhat. It's almost done too. It only needs a model for a huge stirling engine (Old-Aperture style!) that I haven't finished yet.

BTW I'm going to check out Sleter's map right now, 'cause I'm so intrigued by those complex looking screenshots!