[SP] DaMaGepy's P2 map #3 mini

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DaMaGepy
361 Posts
Posted Jan 31, 2012
It's just a small showcase map that I made to try out new elements, and then turned out to be a minimap. Ocassionally I make small testrooms if I want to try new puzzle ideas/elements or some graphical style. After I tested the things I wanted, I've decided adding some detail and 1-2 extra thing and post it to see if others like it or not. I also experimented with semi-open rooms (to introduce outdoor maps later, I know some of you don't really like the idea). When I opened a forum topic about outdoor/timetravel/medieval maps, lot of you cried that it doesn't really suits into portal2 story and style. Whatever, I don't care. Also some of you stuck on my first map searching all the hidden lasercubes. This map involves that searching thing too.

The new concepts I test in this map:
- Custom music/skybox
- Some puzzle without a portal gun
- Indicator fixing concept
- partially open map
- some "where is it, and how I get it" thing...
- controlling a bot with annoying movement sound
- the map is not optimized (yet), so lags may occur
- Story: a bot accidentally falls into a canal, and must make its way back to the surface...

Updated:
- fixed missing crosshair, if autosaved during ending fadeout
- music will start if loaded from autosave, and fixed music looping
- fixed some texture
- When cubes brought to the lower bts area or to the portalgun place, they no longer respawn only once.
- You can't use a cube to jump to the exit "hole" anymore

Enjoy, and report bugs, shortcuts, unintended solutions.

-= Check out my maps: Portal 2 #1 #2 - other maps: homepage =-

Click here to download [SP] DaMaGepy's P2 map #3 mini

Click here to download [SP] DaMaGepy's P2 map #3 mini

&

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OnePortalizedGal
156 Posts
Posted Jan 31, 2012
Replied 1 hour later
Highly interesting, fun map to play - thought provoking, flowed smoothly yet provided some twists. Well done as always. Thanks for making!
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co0op
114 Posts
Posted Feb 01, 2012
Replied 7 hours later
Quite interesting concepts. I enjoyed most of it, but it was all very easy and therefore done quickly.
4/5 from me, but could easily be 5/5 with a higher difficulty.
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DaMaGepy
361 Posts
Posted Feb 01, 2012
Replied 1 hour later
IT started as a private map for myself to test things, and just added details and start/end so it become playable. But if difficulty makes a map good, maybe I rename it a WIP and add 1-2 an extra room.
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Lpfreaky90
2,842 Posts
Posted Feb 01, 2012
Replied 1 hour later
For some reason I already had a sp_damagepy_03.zip =O
Although I can't recall downloading this...

Very very nice map, I like how you used the elements quite a few times, I love that. Liked the new indicator light element, liked the sound. It misses a few final touches, like a proper ending but all in all I'm giving it a 4.5001 -> so a 5/5

I'm currently uploading my blind playthrough
EPQeoWY0y1I
If my internet doesn't die it should be live in about an hour

Keep up the good work, already looking forward to the next release

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DaMaGepy
361 Posts
Posted Feb 01, 2012
Replied 25 minutes later

lpfreaky90 wrote:
For some reason I already had a sp_damagepy_03.zip =O

ye, maybe that was my timetravel portal concept, thats also in this map (vmf) just not compiled (hide) it.

lpfreaky90 wrote:
I'm currently uploading my blind playthrough

This concept map was not ment to be a normal one that needs playthrough (because its focus is not on the puzzles), its more a showcase for indicator fixing and outdoor style.

So I waiting opinions about the look, and if I should make one more step to raise the floor making maps even more outdoor. Maybe some flower picking puzzle

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Pitkakorvaa
200 Posts
Posted Feb 01, 2012
Replied 2 hours later
MMmmMmm, I really like that idea to find missing pieces of indicators and put them back to their position! Also detailing were good, nicely mixed clean and overgrown themes together. Also puzzle were great, I like not too easy/hard maps that are really fun to play. I give you 5/5 and if you make more these I'll give you *a cake* !
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quatrus
1,047 Posts
Posted Feb 01, 2012
Replied 16 minutes later
Enjoyed the repair concept, personally I think searching and repairing stuff in a decayed map is a great concept for a map series. After all it is decayed...
Nice use of sound track, sky view ports - more please...
Everything worked fine for me. Look forward to more chambers....Thanks for creating.
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Jepp
134 Posts
Posted Feb 01, 2012
Replied 2 hours later
This was awesome! Totally loved how you have a concealed area and limited amounts of elements to work with but still have great AHA! moments. Good looking maps with not too hard puzzles is the most fun! Keep 'em coming
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doud_ftc
16 Posts
Posted Feb 01, 2012
Replied 20 minutes later
A really excellent concept, and you turned it into a fun map.

I'm not sure if it's repeatable, but when I took the cube off the button after activating laser receptor #2 and retrieving the--ahem--item, the laser stayed on until I accidentally stepped on the button again later in gameplay.

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Sejievan
232 Posts
Posted Feb 01, 2012
Replied 50 minutes later
Very cool map, i liked the concept of it.
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soad667
86 Posts
Posted Feb 01, 2012
Replied 1 hour later
Amazing concept, as for the quality i didn't expect anything less than great from you. Loved the "find the cubes" part of your older map, glad to see you keep using this idea. Thumbs up for the rebuilding idea too, really fun finding the pieces and then fit them at the right place. More complicated maps based on that would be great.

As for the looks, i'm totally with anything that brings variety. And the way you made it doesn't look weird at all.

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Djinndrache
1,442 Posts
Posted Feb 02, 2012
Replied 15 hours later
Guess who made a blindrun and absolutely likes this map!

sElgKjl-7oc
(Link: http://www.youtube.com/watch?v=sElgKjl-7oc)

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DaMaGepy
361 Posts
Posted Feb 04, 2012
Replied 2 days later
This is not an outdoor map that I talked about, it just introduces the idea
But since most of you liked it, I'm not afraid anymore to make maps of this visualy style. NExt time, you can get up to the roof too
Of course I will try to place the "story" into portal 2. In ths case, You were a bot who picked flowers, and accidentally fallen into an abandoned "sewer" thing (with no portalgun ofc) and must make its way up to the surface...
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KennKong
942 Posts
Posted Feb 13, 2012
Replied 9 days later
I think the "broken bits" concept has great potential, for both use and abuse. I also have nothing against outdoor maps, but you run a great risk of losing the Portal feeling. Your idea about a lost bot finding its way home sounds like a good way to keep that feel. I would start in a normal test chamber, then have an explosion blast it to the surface.

All the other elements of this map were well done, too. Since it is clearly intended to be a demo map, and it completely achieves its objectives, I give it 5/5.

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redunzl
58 Posts
Posted Feb 13, 2012
Replied 6 hours later
This is a very cool map. Interesting ways of setting/adjusting laser cubes. I, like the others, also enjoyed the "repair the broken elements" concept. Good use of "Rat Man-style" clues on walls, floor, etc. to indicate what needed to be done without being blatantly obvious. I look forward to seeing how you expand this concept.

5/5 from me.

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niiru
2 Posts
Posted Feb 18, 2012
Replied 4 days later
Awesome map. Great concept. I loved the style. The decay seemed perfectly done. Loved the hint of more to come at the end of the map, and I've gotta echo the comments about the repairing the puzzles in the damaged style levels being an awesome approach for these aged decay maps.

I know you said this was just a test map, but just in case you end up using it as the first in a longer series, there's one small clipping bug you might want to fix. Once you have the portal gun, there's a hole in the wall just past the laser button that has a portalable surface in it. As soon as you go in there you can see the clipping error. It's worse if you bring a cube in and jump, which is what I actually did before I even knew the clipping bug was there (I didn't notice the arrow near the light bridge on my way into the room and figured maybe I was supposed to go through this nook to progress). Here's a screenshot

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Spycrab Killer
13 Posts
Posted Feb 18, 2012
Replied 3 hours later
Excellent, if short, map. I can't wait to play your other ones. However, I found that to get to the end, you don't need the broken pieces of wire,(?) or the 2nd discouragement receptor. To beat the level early, you can get on the bridge with a cube, place it on the black ledge, and jump from the top to get to the exit.
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DaMaGepy
361 Posts
Posted Feb 19, 2012
Replied 9 hours later

niiru wrote:
there's one small clipping bug you might want to fix.

Ye, others found it too, I accidentally applied nodraw texture there, will update.
And waybe I'll make that moving panel longer at the exit and the hole further to prevent that cube-jumping.

I already started to make my 4th map, that will be based on this concept:
a center hub-like area (semi-outdoor) with 4 testchamber at 4 direction, and the player can solve them in any order. The map will be a harder one, so if someone stuck on a puzzle, they can still have fun with the other 3. Each test will reward an uniquely shaped indicator piece, using them, will unlock an exit to the surface, where a final 5th testarea will be.

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Ruien
157 Posts
Posted Feb 20, 2012
Replied 23 hours later
Phenomenal work. That is all