[SP] Ode To Turrets II: "Storage Facility"

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Kaleido
272 Posts
Posted Jan 29, 2014
I can't believe it's been almost a year and a half since the original map I made for the contest...

This has been sitting on the backburner on my harddrive for almost a year now, so I decided to polish it up a little and release it.

Click here to download Ode To Turrets II: "Storage Facility"

Click here to download Ode To Turrets II: "Storage Facility"

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Kaleido
272 Posts
Posted Jan 29, 2014
Replied 24 minutes later

Screenshots:

http://i.imgur.com/SVMluy6.jpg

http://i.imgur.com/JScxZZ3.jpg

http://i.imgur.com/8fugE3F.jpg

http://i.imgur.com/dmnyraM.jpg

http://i.imgur.com/BIwxNQb.jpg

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quatrus
1,047 Posts
Posted Jan 29, 2014
Replied 8 hours later

Also started with no portalgun had to give_portalgun and upgrade_portalgun. Not sure how to get the door open, killed off many turrets and can't figure out what the white gel is for. One upper area thru a window breaks through the map. No clipped through the door to the belt area (portaled in the laser cube) - again not sure what to do here - retrieved the old cube and another laser cube from the cubes chamber. Not sure what to do with them. Got tired and gave up. Needs some work yet?

OK replayed the new version. Maybe a hilight (eg flashing light or something) to the area down below - since it is critically important. Still no idea what the white gel is for, never used it anywhere? Also, the first laser cube near the turret, if dropped or lost it doesn't respawn (didn't try the others?) tried turning off switches etc but no joy. Cubes if lost should respawn or have such a mechanism near where they came from? Opened the final door, but map just ended there. Atmosphere of map was quite good, although all the turrets don't need to be downed to complete map - not clear when to quit...other than maybe can't reach them Thanks for mapping....

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Kaleido
272 Posts
Posted Jan 29, 2014
Replied 4 hours later
So... you noclipped around, broke all the triggers by doing so, and you're surprised the level doesn't work? Hm...

I'll fix the Portal gun issue, but besides that, maybe you should actually try to play the map?

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RogerL
490 Posts
Posted Jan 29, 2014
Replied 1 hour later
I managed to get through it without noclip, but I'm not much of a fan of turret puzzles. I guess I couldn't have expected anything else given the title. A couple of problems I came across. After dropping into the room through the broken floor, I pressed the button and killed all the turrets, but it was not clear what to do next. I finally found a door that had unlocked even though it was locked when I had tried it before: there was no indication it had unlocked or why. In that same room, the cube can pass through the broken glass. In the final area in the room with all the fizzlers, it seems like you can get as many cubes as you want from the dropper.
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Kaleido
272 Posts
Posted Jan 29, 2014
Replied 4 hours later
Ohh, hmm. I guess the button doesn't kill the existing cube anymore. I'll go check and fix that right now.

I locked the door to the final room until you get the cube from the turret room below, because on my last map people had a meltdown about being able to access a room they couldn't complete yet, so I scripted it to be more linear that way... I can see how that would be confusing though, but I'm not sure what I can do (if I leave it unlocked, people complain, if I lock it, people get confused...). Short of redesigning the entire map, which I probably should've done anyway but didn't have the time or patience, there isn't really a clean solution there.

Thanks for the feedback!

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User
630 Posts
Posted Jan 30, 2014
Replied 8 hours later
The same like quatrus, but i didnt nocliped, i had at the end a laser cube, an old cube and a portal to the lightbridge, dont know what to do in the last room,
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quatrus
1,047 Posts
Posted Jan 30, 2014
Replied 9 hours later

Kaleido wrote:
So... you noclipped around, broke all the triggers by doing so, and you're surprised the level doesn't work? Hm...

I'll fix the Portal gun issue, but besides that, maybe you should actually try to play the map?

I only resort to no clip when I get frustrated playing the map as I presume it is intended. I actually did play the map and got the turrets and pulled the switches etc. but the door still didn't open. If a trigger is so critical why not make it a bit more visible with some guidance in the map? Guess I should have stopped when there was no portalgun at the start?

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Kaleido
272 Posts
Posted Jan 30, 2014
Replied 10 minutes later
You need 2 reflection cubes and 2 normal ones to finish the level. They're all in there somewhere, I'm not going to spoil more than that.
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RogerL
490 Posts
Posted Jan 30, 2014
Replied 4 hours later

quatrus wrote:
Still no idea what the white gel is for, never used it anywhere?

The white gel allows you to use the lightbridge to get across from tube to tube down there.

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HMW
806 Posts
Posted Jan 31, 2014
Replied 18 hours later
Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)

Also, I could just walk through the door to the last room with all the fizzlers, before it opened.

For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.

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RogerL
490 Posts
Posted Jan 31, 2014
Replied 8 hours later

HMW wrote:
Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)

Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.

HMW wrote:
For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.

I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?

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HMW
806 Posts
Posted Feb 01, 2014
Replied 16 hours later

RogerL wrote:
HMW wrote:

For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.

I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?

Yeah, good point. Maybe it could be in a security control room, or something like that.

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Kaleido
272 Posts
Posted Feb 01, 2014
Replied 2 hours later

RogerL wrote:
HMW wrote:

Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)

Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.

I actually had one initially, but then there's no way to get back out of the pipe room. I suppose I could add a portalable surface in there too, but I couldn't figure out a way to make it noticeable without it seeming like it should be used in the pipe room to begin with... I also toyed with the idea of having a ladder somewhere, but I couldn't figure out how to not make that horribly awkward for the player.

In the end, I decided that the solution of portal retention works out for the gameplay I intended... but I get how that can be really frustrating.

I should've redesigned or overhauled that whole half of the map, but there was already way too much work done by the time I realized I was designing myself into a corner...

The feedback is appreciated though, and I'll consider it if I ever decide to create more Portal maps, or if a magical solution occurs to me for fixing that one.