[SP] Catch!

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Arc8ngel
18 Posts
Posted Feb 17, 2012
Filesize: 8.3 Mb

A moderately difficult SP map which hopefully will make you think a little. I designed this to fit within Portal 2's "reconstructing" theme, and the puzzle elements also fit that part of the singleplayer timeline within the game.

1.1 features numerous tweaks and fixes, as well as a HARDER version of the map for you to have a go at.
1.2 updates the HARD version to exclude an unintended solution

Any and all feedback is welcome!

External: http://www.jimmyalger.com/PortalMaps/Portal2-Catch.zip:** 0  B

Click here to download Catch!

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Arc8ngel
18 Posts
Posted Feb 17, 2012
Replied 20 minutes later
More information, including screenshots and [soon] video, can be found at my website:
JimmyAlger.com - Catch!

This is my first released Portal 2 map, so any and all feedback is greatly appreciated. Hope you enjoy!

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Ruien
157 Posts
Posted Feb 18, 2012
Replied 6 hours later
Fun map - good work. The concept behind this map is well-done and enjoyable.

To make it just slightly more interesting, you could remove the button on the floor which rotates the floor panel as it isn't necessary to solve the puzzle.

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Lpfreaky90
2,842 Posts
Posted Feb 18, 2012
Replied 1 hour later
nice puzzle I found a couple tiny issues:
- misaligned textures. Please fix? :3
- placing and quickly removing the cube from the cube button in the three dots room caused the behaviour of the panels to switch (so pressed was closed, unpressed was open) In order to fix this use two relays: relay_open and relay_close and let them do their stuff after 0.01 second and give relay_open, ontrigger, relay_close, cancelpending, 0.00 and give relay close: ontrigger, relay_open, cancelpending, 0.00. That should fix that.
- you don't need the flipping panel as ruien already told.

It's a good map but it needs work, so a 3/5 should be my verdict, however the issues are not very big and I'm sure you can fix them soon so I won't rate this map YET. If you fixed the issues I'll rate it a 4/5: great!

Keep up the good work

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Mr. P. Kiwi
97 Posts
Posted Feb 18, 2012
Replied 5 hours later
It's nice seeing people use the term I made for the post-GLaDOS-wake chambers. Reconstructing...
It's a nice map, really fun - and that's what's important. I wish to criticize, in a good way (a constructive criticism), that the detailing could use more work. There is a huge difference between portal's style and portal 2's style and you went on a strange mix of the two, think about that.
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benvent
154 Posts
Posted Feb 18, 2012
Replied 13 minutes later
A small issue that others did not mention. The door just before the exit elevator does not make a sound when opening.
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RogerL
490 Posts
Posted Feb 18, 2012
Replied 32 minutes later
Enjoyed the map. I had a small issue: the tilted panel was no longer tilted after loading a quicksave. Yet somehow I miracously flew to the intended spot! I also had weirdness with the retracting panels in three-dot room.
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Arc8ngel
18 Posts
Posted Feb 18, 2012
Replied 7 hours later
Thank you all for the feedback.

I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.

I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!

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Lpfreaky90
2,842 Posts
Posted Feb 18, 2012
Replied 31 minutes later

Arc8ngel wrote:
Thank you all for the feedback.

I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.

I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!

1. place a portal in the one dot room on the ceiling near the ball button.
2. place a portal on the floor in the three dot room
3. jump through the portal
4. place a portal on the floor in the one dot room
5. jump in, and get up the area in the three dot room

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Arc8ngel
18 Posts
Posted Feb 18, 2012
Replied 25 minutes later
Ah ha. Nice! I'd actually prefer to leave the rotating panel, though, because I like the idea of that mechanic specifically. Besides, it definitely takes a more advanced player to come up with the solution you guys did. There is always the idea of having a harder version available.
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KennKong
942 Posts
Posted Feb 18, 2012
Replied 2 hours later
Enjoyable to play, even if I was lost for quite some time because I didn't see the portal surface by the one-dot platform. The looks are pretty good, but the observation room looks out of place. When I played the second time, I saved the one-dot button for last because I was so damn tired of the noise. Even so, it gets 4/5 from me.

Note to self: Last new map since page 10, back to page 9!

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redunzl
58 Posts
Posted Feb 19, 2012
Replied 3 hours later
Short, not very difficult, nice look, enjoyable to play. No major complaints.

One minor nit: I didn't like those portal surfaces that forced the orientation of the portals. That makes sense for an angled fling exit panel, but not for general maneuvering. It looked like there was room for the portals to go either way, but maybe there wasn't. This is more of a personal gripe than anything else -- it didn't interfere with the playability of the map.

4/5 from me.

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Djinndrache
1,442 Posts
Posted Feb 19, 2012
Replied 8 hours later
Nice map! Not too long but very enjoyable.

Here is my blindrun:

GLVUf0uShwg
(Link: http://www.youtube.com/watch?v=GLVUf0uShwg)

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Arc8ngel
18 Posts
Posted Feb 19, 2012
Replied 11 hours later
Djin, thank you so much for recording your playthrough. That's invaluable to be able to see what's going on.

It does look like the angled panel is resetting when a quicksave is loaded. One more thing to look into, as well as autosave points. I have to say I liked your approach to using that panel despite the reset!

Also, does anyone know a solution to the portal clipping problem that happens with the rotating floor panel? I've checked the info_placement_helper positioning and tried shifting the adjacent glass wall; neither had an effect.

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Wanderer2021
90 Posts
Posted Feb 20, 2012
Replied 1 hour later
I would say maybe add a bit of space between the pane of glass and the rotating panel. My guess is that is what is causing the clipping.

As for the arms resetting, did you check hold animation on them? I had the same issue on my first map, and once I checked yes on that option, it didn't happen again.

Anyway, a good map. It was short and sweet puzzle wise, though the ceiling aesthetics were a bit weird. 4/5 good sir.

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Szieve
158 Posts
Posted Feb 20, 2012
Replied 18 hours later
DJ wow you missed the obvious so completely.. strange...you get the complex stuff that baffles me, but always miss the obvious.
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Arc8ngel
18 Posts
Posted Feb 21, 2012
Replied 9 hours later
Alright, everyone, version 1.1 is up and running!

Thanks to everyone's continued input, I've made a bunch of tweaks and fixes, as well as a HARD version of the map.

Videos should be posted within the coming week or two. In the meantime, I created a Facebook page for everyone to follow.

The fix to the portal clipping issue was the removal of the info_placement_helper, though I'm still unsure of the underlying cause...in case anyone wanted to know.

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co0op
114 Posts
Posted Feb 23, 2012
Replied 2 days later
Nice but relatively easy map, a solid 4/5. (I only played the hard version and it took me less than 10 minutes.)
Btw, since updating my NVIDIA graphics card drivers yesterday, I seem to have lost the crosshairs in all P0rtal 2 maps. Can any of you tell me how to fix that? It's quite annoying.
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Arc8ngel
18 Posts
Posted Feb 25, 2012
Replied 2 days later
Promo video (with my terrible video editing skills)
Tm-PLrYqAk0

I realized a bit too late that what I was going for with the hard version failed because of something I completely overlooked (/facepalm), so I will be making another round of tweaks before walking away from this one.

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adzicents
26 Posts
Posted Feb 26, 2012
Replied 8 hours later
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A speedrun of v1.1. Tricky map, was fun to play.