[SP] [JFTC] Convergent Conversion

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RectorRocks
522 Posts
Posted Oct 25, 2013
Deep beneath the facility of Aperture lies a sphere of three chambers utilizing all three mobility gels. Puzzles are ranged from easy-medium difficulty.


More details:
Current version: 1.0
Theme: Underground
Difficulty: Easy-medium
Estimated playtime: 10 minutes


Special thanks to:
(chronologically)
Sdather : Playtester
Yishbarr : Playtester
Josepezdj : Playtester


Changelog:
v1.0 - Official release version


Screenshots:
Screenshots













FAQ
Q: How do I download this?
A: Press the green 'Subscribe' button with the plus sign beside it. It'll download to your Portal 2 workshop maps folder. After that, load Portal 2, go to 'Play Community Test Chambers', 'Play Single Player Chambers' and find 'Convergent Conversion'. Click it and click play.

Q: How long did you make this?
A: Started on September 10 2013 and released on October 25 2013. Without counting the days I took my end-of-year examinations and days I didn't played Portal 2, its estimated to be around 20 days.

Q: How did you make this level?
A: Portal 2 Authoring Tools.

Q: Etymology of the level name?
A: "Convergent" is a type of tectonic plate boundary where the plates move and collide with each other. I learned the term from Geography and thought it rhymed with "Conversion" so why not, right? "Conversion" just refers to the Conversion Gel - the main puzzle of the map.


Tell me what you guys think about this map! Good luck and have fun!

Click here to download [JFTC] Convergent Conversion

Click here to download [JFTC] Convergent Conversion

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quatrus
1,047 Posts
Posted Oct 25, 2013
Replied 8 hours later
Another beautiful map and creative use of the 3 gels...Loved it but seemed all too short....Thanks for creating.
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RogerL
490 Posts
Posted Oct 25, 2013
Replied 2 hours later
A very nice set of puzzles. It took me awhile to get started, though, because I kept trying to portal the easily seen portalable surfaces in the other rooms. That was a time waster. Was the intended solution really to bounce the cube over while standing on the fizzler button for the last puzzle? I managed to do it on my first try, but I could see how that might easily turn out to be frustrating if it just happened to get a bad bounce.
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RectorRocks
522 Posts
Posted Oct 26, 2013
Replied 17 hours later

quatrus wrote:
Another beautiful map and creative use of the 3 gels...Loved it but seemed all too short....Thanks for creating.

Hehe, thanks!
Thanks for playing! Cheers!

RogerL wrote:
A very nice set of puzzles. It took me awhile to get started, though, because I kept trying to portal the easily seen portalable surfaces in the other rooms. That was a time waster. Was the intended solution really to bounce the cube over while standing on the fizzler button for the last puzzle? I managed to do it on my first try, but I could see how that might easily turn out to be frustrating if it just happened to get a bad bounce.

Thanks! Yeap, I put trigger_catapults to prevent that from happening. They are only enabled after the player reaches the other side so the player can't control the cube
Thanks for playing! Cheers!

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TeamSpen210
608 Posts
Posted Oct 26, 2013
Replied 6 hours later
I also loved that solution for the last puzzle. I noticed two little bugs in the propulsion gel room - there's no pipe for the cubedropper, and the bottom of the slanted grate below is textured with a plank texture. I did dislike the abundance of clips everywhere, but it can't really be prevented unless you replaced the frame models with brushes.
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Shakky
228 Posts
Posted Oct 26, 2013
Replied 4 hours later
Great one! Visually the maps looks really good and the puzzles were fun and simple.

The one problem I have with the map is the fact that there are a lot of invisible walls preventing shooting portals from a chamber to another. I do understand this is necessary but I would have liked it to be implemented a different way. I just personally find it counter intuative that even though you can see a portal surface, you can't shoot at it.

As for player and object clips, you might need a few more. I have a solution that allows you to bring all 3 cubes to the exit elevator and if you don't get the second cube, skipping all but the white gel puzzle.

But no worries. Gel puzzles have almost always unintended solutions and I can assure you, most people won't use mine.

I'd be happy to make a quick solution video for you but I think I should catch a few hours of sleep before the sun rises.

Video tomorrow!

Overall very enjoyable map! Thanks!

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RectorRocks
522 Posts
Posted Oct 26, 2013
Replied 2 hours later

TeamSpen210 wrote:
I also loved that solution for the last puzzle. I noticed two little bugs in the propulsion gel room - there's no pipe for the cubedropper, and the bottom of the slanted grate below is textured with a plank texture. I did dislike the abundance of clips everywhere, but it can't really be prevented unless you replaced the frame models with brushes.

Thanks!
The cube dropper in the propulsion gel room is connected to the ceiling, unlike the others where it sticks out of the ceiling. But I suppose it could use some tubes too.
Yeah, I know about the plank texture. I'll fix it.
Thanks for playing! Cheers!

Shakky wrote:
Great one! Visually the maps looks really good and the puzzles were fun and simple.

The one problem I have with the map is the fact that there are a lot of invisible walls preventing shooting portals from a chamber to another. I do understand this is necessary but I would have liked it to be implemented a different way. I just personally find it counter intuative that even though you can see a portal surface, you can't shoot at it.

As for player and object clips, you might need a few more. I have a solution that allows you to bring all 3 cubes to the exit elevator and if you don't get the second cube, skipping all but the white gel puzzle.

But no worries. Gel puzzles have almost always unintended solutions and I can assure you, most people won't use mine.

I'd be happy to make a quick solution video for you but I think I should catch a few hours of sleep before the sun rises.

Video tomorrow!

Overall very enjoyable map! Thanks!

Thanks so much!
Oh. How do you implement it in a different way?
I'd love to see how you solved it! Waiting for your video!
Cheers!

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Shakky
228 Posts
Posted Oct 27, 2013
Replied 19 hours later
Here we go:
http://www.youtube.com/watch?v=nf4LKgMZKS8&feature=youtu.be

As for the invisible walls, I would personally like if all the portal surfaces you can see can be shot at. So I would solve the problem by covering the possible angles with solid walls instead of the metal grid thingies. If that doesn't seem practical I guess you could just argue that there are invisible fizzler in between the chambers. I'm not sure if invisible trigger portal cleanser will give the same particle effect as the visible ones but if they do you might be able to use that for an effect.

Just nitpicking here.

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RectorRocks
522 Posts
Posted Oct 28, 2013
Replied 13 hours later

Shakky wrote:
Here we go: [snip]

As for the invisible walls, I would personally like if all the portal surfaces you can see can be shot at. So I would solve the problem by covering the possible angles with solid walls instead of the metal grid thingies. If that doesn't seem practical I guess you could just argue that there are invisible fizzler in between the chambers. I'm not sure if invisible trigger portal cleanser will give the same particle effect as the visible ones but if they do you might be able to use that for an effect.

Just nitpicking here.

Thanks for the video! That was a great move!
Hmm, about the invisible walls advice...I'll try to follow it Thanks!
Cheers!

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BlumCoLe
211 Posts
Posted Dec 01, 2013
Replied 1 month later

quatrus wrote:
Another beautiful map and creative use of the 3 gels...Loved it but seemed all too short....Thanks for creating.

/sign

I think it's unlogical to cannot set the portals on platforms which I can see, but ...hm.

Gameplay: https://www.youtube.com/watch?v=yz-j79hgX9g

Keep goin'