I will make a video of me playing/commenting on your map

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Xindaris
74 Posts
Posted Jun 26, 2013
Replied 11 hours later
Okay, I guess my run just got glitched the heck out for the most part then. I still don't exactly like the pellet gun, because I don't like arbitrary random deaths, but if it's only meant to appear in the last stage that's tolerable at least. However, from what I can tell, the way the first stage is programmed causes the arm to sometimes suck the player in and then immediately spawn an energy pellet, which is basically an arbitrary instant death. You might fix it so that it can't make a pellet when the player has just been sucked in, like while it's doing the throwing it won't freeze and shoot energy pellets. That would help. I also seem to remember only being able to see where the white gel was splattering to in the last stage, from above; I'm not sure how I could ever have gotten a portal to direct it anywhere from the floor, is what I'm saying.

At the moment I would say that, largely due to glitches, it hasn't really surpassed the real portal/portal 2 bosses in terms of difficulty. But do recall my statements in the commentary about how bosses in general should be, in any sort of game like a platformer or whatever. If there's no way for me to see what I'm meant to do inside of the level, it might not be well designed..for example, I have no idea walking into the level that any part of the machine I'm looking at is a power generator; there is no clear indication that any point on the thing is intended as a weak spot, so even if I figured out how to get white gel going I still wouldn't have a clue where to throw the bombs. Contrast Wheatley's battle, where you're clearly supposed to be hitting him, you just have to figure out how to get around his shields. I'm not asking for a big glowing light saying "WEAK POINT HERE", but some kind of in-game hint would be good.

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CamBen
973 Posts
Posted Jun 26, 2013
Replied 2 hours later
Most of what is revealed in the p2 boss fight is through dialog, which is probably why the arm is harder to understand at first glance. The panels are supposed to be more of indicators in that part, showing where to shoot and when. Also if you are fast about the last stage, it is possible to press the button before it manages to launch even 1 ball. I'm reuploading the map soon, since I fixed the tube breaking issue.
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Nyctha
8 Posts
Posted Jul 07, 2013
Replied 10 days later

http://steamcommunity.com/sharedfiles/f ... =158335781

I finally had another map idea! It's not quite as difficult as some people apparently found 'Permeate' but 'Alternating' i definitely enjoyed making so hopefully it's another good one

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TeamSpen210
608 Posts
Posted Jul 08, 2013
Replied 16 hours later

http://steamcommunity.com/sharedfiles/f ... =157788029

I'd love to know if there are any problems or ways to get stuck. I spent quite a while trying to make it impossible to get trapped so I'd like to know if I suceeded.

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Xindaris
74 Posts
Posted Jul 09, 2013
Replied 1 day later
Nyctha, I played Alternating. Here's the videos: Part 1, Part 2
It was fun; a nice challenge to figure out. I think I saw a comment somewhere that it was possible to finish the level without actually redirecting the laser with the cube, so some of my late-game floundering was trying to find that solution and point it out to you, but since I couldn't find that I settled for the official one instead. Other than that, really the only recommendation I have to improve this map is adding a little "pit" for the ball to fall into, as I mentioned in the playthrough, so it doesn't go rolling off into a fizzler half the time. If you don't want to push a tile down somewhere in the "target" side of the room, you could just put gratings around one of the corners to make a little "cage" for it.

EDIT: On review of the uploaded videos, it looks like I made an error in my editing. The second part, ignore everything after 6:03, because it's just what you just watched again, and I'm honestly too lazy to fix it.

I'll get to Crushed Gel soon.

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bmaster2000
94 Posts
Posted Jul 10, 2013
Replied 22 hours later

Hi Xindaris, after a small break from portal 2 and a change of computers I had the urge to make a couple more maps. The old RCTI 13 - Pass the parcel has been removed from my collecton because its just a let down of a chamber and the rest of the collections numbers have been shifted to compensate but the two new chambers are 14 and 15 so here's the collection link again and take a look if you get a chance because they really need a some blind testing

http://steamcommunity.com/sharedfiles/f ... =139096086

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Rancore202
13 Posts
Posted Jul 11, 2013
Replied 4 hours later
Template: "Hello!"
(First time on the site... Still finding my way around.)

Not sure if they're worth your time but I have made a couple of simple chambers recently that I'd like to hear someone's opinion on.
Metal Petal: http://steamcommunity.com/sharedfiles/f ... =156834795
Underworks: http://steamcommunity.com/sharedfiles/f ... =158483195

They're just PeTI chambers made with BEEMod, nothing fancy. (Without a copy of Windows, Hammer is sadly beyond my reach for now.)

If you decide to play them: thank you! If not: thanks anyway!

-?_

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Xindaris
74 Posts
Posted Jul 12, 2013
Replied 1 day later
Alright, got some more videos done.

Crushed Gel: 1 | 2 | 3
Took me forever to figure out something relatively simple. Other than that, a good map. My only real complaints are that the way the antlines are laid out is a bit confusing, as mentioned in the video, and the crusher can kill the player standing in what should be a safe room. With regard to the latter, I know it looks nice to have the crusher slamming into a hole in the grating, but if the player happens to be standing too close to the wall it kills them, and it feels like it shouldn't have. Maybe put a little bit of space between where the crushers stop and where the player's able to walk around?

Underworks:
Fun little map. Not terribly difficult, but it did require me to think a bit. Nice gimmick at the start.
Also, this chamber was not nearly as dark when I was playing it as the video would seem to imply. I was able to see just fine while playing.

Metal Petal:
A bit too easy for my tastes, but nothing offensive to it.

RCTI 14 - Permutation 1 | 2
I liked most of the map, but the laser pushing bit was just a pain. I recommend simplifying that a little bit; I ultimately decided to just skip it. The problem is when you make something like that too complicated to work out, the player gets bored and frustrated after trying a bunch of different configurations, none of which work.

I tried to get RCTI 15 too, but my computer was being a dork and kept giving me "unable to download map" errors. So I'll look into trying that one again soon.

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bmaster2000
94 Posts
Posted Jul 12, 2013
Replied 2 hours later
It's a shame you got so frusrated with the laser puzzle

I can add some more lighting to try emphasise it a bit but it wont be easy to do so here is a hint on how to do it because simply ignoring it's completion really does ruin the majority of the chamber.

Hint:Sending the laser through the same portal twice allows you to hit more than just 2 relays per cube.

Complete Spoiler (For if the hint really was not enough! If you have to use this than my chamber has a big problem): complete spoiler
The lasers will form an hourglass shape with the portals placed on the central column.

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TeamSpen210
608 Posts
Posted Jul 12, 2013
Replied 32 minutes later
Thanks for playing my map! I'll reroute the antlines so they run to the funnel. You didn't comment about the antline running from the cube button to the gel dropper, which also doesn't connect directly. There is a little sign next to the button indicating polarity reversal, but it is a bit unclear. I'll widen the gel pit so the crusher doesn't actually get to the grate, that'll fix the random death problem. I'll also make the little triangles holding the antlines non-solid entirely so you can't hit them. It does seem like a lot of the time you were stuck was because you were able to funnel yourself past the crushers. Is that right? I'll just get rid of the lower white surface that you were using to get over to the other side.
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Xindaris
74 Posts
Posted Jul 12, 2013
Replied 1 hour later
It was really more that I wasn't thinking of momentum, so looked for any way at all to get across using the funnel. I probably would've found some other way to fumble about fruitlessly all that time if I hadn't done that.
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Rancore202
13 Posts
Posted Jul 12, 2013
Replied 3 hours later
Thank you for your critiques on Metal Petal and Underworks!

I'll see what I can do about the doors in Underworks. (Thinking of replacing them with BTS-style doors.)
Also: all of the lasers in the back hallway of Underworks are actually the map's logistics system. I decided to make it visible( but not accessible) to the player as decoration.

As for Metal Petal: it wasn't really meant to be particularly challenging or clever. 'Twas more of a design test.
(And that laser construction in the thumbnail was an SR-Latch, something that as far as I know cannot be functionally built using BEEMod logic gates. I've tried.)

I really appreciate the feedback! Thanks!

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Xindaris
74 Posts
Posted Jul 12, 2013
Replied 16 minutes later
Hmm. FGEMod, which includes BEEmod's elements, actually includes some more complex logic circuits if you want to look into that. But I think they're going to put up a better/combined version of all those things soonish, BEE2. FG's selection program is a bit clunky to use, being a command line interface and all.

But it is pretty neat to know you found another logic circuit buildable in portal elements. Could you perhaps educate me on how those were designed?

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thedarkgreenfox
2 Posts
Posted Jul 12, 2013
Replied 5 minutes later

http://steamcommunity.com/sharedfiles/f ... =159408360

This map is based around using a funnel constantly. My main purpose for posting it here is seeing what you think could be changed or removed.

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TeamSpen210
608 Posts
Posted Jul 12, 2013
Replied 41 minutes later
S-R latches can be constructed using this tutorial on the VDC. You could replace the lasers with an OR to make it more compact. I've been trying myself to make a S-R latch logic item, but it's a bit tricky to get two inputs on an item working right. The BEE2 is basically a combination of all the PTI mods, and is coming out any day now.
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FelixGriffin
2,680 Posts
Posted Jul 12, 2013
Replied 58 minutes later
It should be possible to make an S/R latch logic item using the ItemTbeam class. Enable/Disable inputs will be S, and Direction inputs will be R.

In theory, at least. I've never actually used a tbeam in the PTI so I don't know how its inputs work.

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bmaster2000
94 Posts
Posted Jul 14, 2013
Replied 1 day later

Added a 4th chamber to my PAST series if you would like to try it.

http://steamcommunity.com/sharedfiles/f ... =153350030

Also let me know when you've gotten round to RCTI 15 too

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Rancore202
13 Posts
Posted Jul 15, 2013
Replied 19 hours later

Xindaris wrote:
But it is pretty neat to know you found another logic circuit buildable in portal elements. Could you perhaps educate me on how those were designed?

Well I've made a chamber demonstrating all of my logic gates but Steam decided to be stupid and "fail to publish" for a while so it took me a while to get this link to you: http://steamcommunity.com/sharedfiles/f ... =160540469
Enjoy.

"The beancounters told me we literally could not afford to buy seven dollars worth of bandwidth, much less seventy million... So I came up with an even better idea! Fire the beancounters! Beans are expensive!"

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Xindaris
74 Posts
Posted Jul 17, 2013
Replied 2 days later
Urrgh. I ran a couple of tests Monday night, but I was really tired and not mentally all there. So..this is what we got.

RCTI 15: Impulse: 1 | 2
Good chamber, decent puzzle; I spent about half an hour not realizing that the button up top in the third room was connected to a fizzler and trying to find some other way to solve it. Please make that more clear to the player, perhaps change that one particular visibility to antline so that it's super obvious that it's connected that way.

Funeelz: 1 | 2
This chamber is almost certainly broken. I know I was in an addled state when I played through it, but I am absolutely sure there's no way to get to the button that drops the cube in the middle of the chamber. That second jump is completely impossible, and there's no way to make it not impossible. Please fix that. Other than that, a nice chamber with plenty of little surprises to it.

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fedebenarg
70 Posts
Posted Jul 17, 2013
Replied 4 hours later
I heard that you make playthroughs of some maps, and, could you try my map, Untitled? In the topic of the map, some guys told me that were lots, lots, LOTS of unintended solutions and curiosities in this map.
Anyway, could you? http://steamcommunity.com/sharedfiles/filedetails/?id=160297194
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