[RELEASE] Remmiz Test Chamber 1

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Remmiz
631 Posts
Posted Nov 13, 2007
After a week of slaving over Hammer, testing, troubleshooting and surviving with bears; (alright, maybe not the last one) I am finally ready to release my first Portal map, Remmiz Test Chamber 1!

I hope for this to be the first in a line of fun and tricky maps. Below are links for download and screenshots:

Screenshot 1 - Mirror
Screenshot 2 - Mirror
Screenshot 3 - Mirror

Download v1.2 - Mirror

EDIT: v1.2 released

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taco
504 Posts
Posted Nov 13, 2007
Replied 3 hours later
Remmiz,

This is a fantastic map.

I wouldn't say it was especially difficult or tricky to play though, but it was a lot of fun. I especially enjoyed the whole cube puzzle section - very well done.

Visually, the map seemed to be spot on with only a few misaligned textures.

If I were to change one thing in the map I would remove the risk of death from the fling-onto-a-moving-platform puzzle. Simply replacing the toxic water with a metal floor and providing portable textures on the lower part of the wall or a set of stairs would alleviate potential frustration that comes with failed attempts.

A bug I found: In a few places, if you walk to the edge of a drop-off, turn around and look down to put a portal on the wall you are standing above, the player can get stuck in the floor - unable to move. I believe this is caused when the floor and wall are the same brush (though I could be mistaken).

Once again, I really enjoyed this map and look forward to your future releases.

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Korjagun
122 Posts
Posted Nov 13, 2007
Replied 1 hour later
I liked this map a lot. Very sensible puzzles.

One bug I noticed: The door on the right in the room after the fizzler puzzle seems to have an invisible brush sticking out a bit too far.

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 5 hours later

Korjagun wrote:
I liked this map a lot. Very sensible puzzles.

One bug I noticed: The door on the right in the room after the fizzler puzzle seems to have an invisible brush sticking out a bit too far.

I had a problem with the doors early on that if you crouched you could jump really fast and pass through them. I had to create some invisible brushes to prevent this. Now I know what was wrong but since it isn't too much of a problem I'll probably just leave it and learn for my next map

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espen180
307 Posts
Posted Nov 13, 2007
Replied 6 minutes later
In short, I liked it.

In long:

The puzzles were mostly thought out and needed thinking. I like that. However, I had to noclip past the box-with-4-fizzlers part.

The last maze, however, it felt very disorganized, as if I were running in circles, not sure where to go etc...

You made use of the existing scenes too. Good job.

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 4 minutes later

espen180 wrote:
However, I had to noclip past the box-with-4-fizzlers part.

And that's the easiest one! It will be one of those "DUH!" moments when you figure it out.

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Korjagun
122 Posts
Posted Nov 13, 2007
Replied 7 minutes later

Remmiz wrote:
I had a problem with the doors early on that if you crouched you could jump really fast and pass through them. I had to create some invisible brushes to prevent this.

Really? The standard func_door wasn't thick enough to prevent passage? What do your doors look like in Hammer?

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 9 minutes later
8x56 nodraw brushes. Exact same as the official map. The problem I think though is that I have Use Bounding Box for the door model instead of VPhysics for the clipping.
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msleeper
4,095 Posts
Member
Posted Nov 13, 2007
Replied 9 minutes later

Remmiz wrote:
8x56 nodraw brushes. Exact same as the official map. The problem I think though is that I have Use Bounding Box for the door model instead of VPhysics for the clipping.

Yup, that would do it.

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Astro
77 Posts
Posted Nov 13, 2007
Replied 30 minutes later
yeah the 4 fizzler was quite simple, good map, rather easy, also I say keep the moving platform with the goo instead. I made it on my first try, anyone that does simple flings long enough wont have much trouble with it either.
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Guitar
19 Posts
Posted Nov 13, 2007
Replied 52 minutes later
It was a good map. However, I ran across a few glitches on my first time around.

||I got here and was about to fall down into the portal but got stuck so I fired a portal where the cursor was and it flung me HERE

It probably has to do with the brushes overlapping.

I also found the last maze bit to be confusing. I forgot the cube that I first got and couldn't get through the last door. I had to noclip to go back and get the other box. You do need 2 to get though right?||

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Korjagun
122 Posts
Posted Nov 13, 2007
Replied 14 minutes later
Oh yeah, I forgot to mention... while I didn't have that problem myself, I did quickly notice that it's possible to get stuck in the room below the turret and the second cube; just open the door, put a portal on the other side and toss the cube through.
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BlackSphinx
24 Posts
Posted Nov 13, 2007
Replied 1 hour later
Very good map. Found it very enjoyable, although on the easy side

Then again I'm a sucker for impossible stuff.

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Cyclone
42 Posts
Posted Nov 13, 2007
Replied 22 minutes later
Easy?!? I've been stuck on that quad-fizzler puzzle for 45 minutes now. Can someone please give me a walkthrough, this is getting ridiculous.

Please help me out ASAP. Thanks.

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Astro
77 Posts
Posted Nov 13, 2007
Replied 27 minutes later
use the portal in portal trick, simply throw down a portal and then fire the other portal into it and it will spawn it right next to it outside the field.
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BlackSphinx
24 Posts
Posted Nov 13, 2007
Replied 6 minutes later
I will say it.

The button to open the door also clears the fizzlers. Stand on the button, and put a portal under the cube. At no moment is Portal into Portal required in this map.

I will produce a video of beating this map.

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Cyclone
42 Posts
Posted Nov 13, 2007
Replied 2 minutes later
Thanks a million - I never would have thought to do the portal-in-portal, since I've always considered it a de facto exploit. And as for the button... wow, I really need to look around more.

The rest of the map is great, and very original. I especially liked the timed flinging puzzle. Looking forward to chamber 2! (There is going to be a chamber 2... right?)

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Remmiz
631 Posts
Posted Nov 13, 2007
Replied 17 minutes later

Cyclone wrote:
The rest of the map is great, and very original. I especially liked the timed flinging puzzle. Looking forward to chamber 2! (There is going to be a chamber 2... right?)

Yup I have a 2 hour long programming class every night and I pretty much spend that entire time drawing and thinking of puzzles for Portal maps lol

Guitar wrote:
You do need 2 to get though right?

Not necessarily. It is possible to retrieve the cube guarded by the turret without the other to block but it's a lot harder. You can then use that cube to open the door into the "main" room then backtrack to get the other one.

Korjagun wrote:
I did quickly notice that it's possible to get stuck in the room...

That and the invisible brushes on the doors are the only two major bugs that irk me. Although, if you do this bug you can just kill yourself in the slime and the last autosave will put you not too far back.

I'm also working on creating a Challenge version which should be done soon (I am horrible at the steps so it's taking a bit of time to find the minimum). It will also contain an updated version of the non-challenge map to fix the bugs.

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BlackSphinx
24 Posts
Posted Nov 13, 2007
Replied 29 minutes later

Here is the video of the gameplay of that map.

Great map again

http://www.youtube.com/watch?v=xrxeXGVG_XU

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Korjagun
122 Posts
Posted Nov 13, 2007
Replied 41 minutes later

Remmiz wrote:
Although, if you do this bug you can just kill yourself in the slime and the last autosave will put you not too far back.

There is no slime in that section of the map. It's just a short bit of metal-plated corridor. I guess you could climb up and get shot by the turret though.