[SP] sp_fr_penrose _01 + 02
Difficulty: Easy
Expected Play Time: Not that long
These two maps focus entirely on world portals, or as I like to call them, Surface Division Fields (still hoping that name sticks
).
The first map is extremely easy, it's really just an introduction to my way of using world portals (both ways). The second map is not difficult, but will hopefully stimulate the brain just enough to want more, as I expect to deliver. Future testchambers in this course will naturally be more challenging, with an appropriate learning curve.
Note that I created a link to the Penrose Collection as the external download. I can't link to both maps, so I figured I would do this instead.
I hope you will enjoy the test course, however brief, but even more so the design of the maps. Please send feedback, and if you would be so kind, vote. 
Changelog:
Version 1.2
- Updated screenshots since V1.0.
- Made the map compatible with the workshop. // Now links to the Penrose collection in the workshop
- Made custom indicator lines and checkboxes.
Version 1.1
- Updated the design of the map significantly. // mostly the elevators (still don't feel they're finished) and observation labs (I want to add humans
)
- Created custom skin for Surface Division Field generators.
- Added testchamber signs and improved and added custom test element signage.
- Fixed the cheating past the glass window in the first map.
- Fixed the double funnel issue in the second map. // still includes some issues somehow, though I don't know how to fix them.
- Stopped adding instances // apparently that was unnecessary...
Version 1.0
- Map Release
Credits:
FourthReaper - for design and creation
Valve - for making the Half-Life/Portal universe a better place
lpfreaky90 - for telling me how to make custom fizzler vmt's.
Omnicoder - for making the Chamber Sign Maker, a nice base for my custom testchamber signs.
And anyone else who helped me with issues I had.
Feel discredited? Want in? Contact me right here.
hyeaah
As the first times in Portal 2, feeling of loss.
Excellent choice of color and light environment.
The only negative note for me, the music is too repetitive.
(how did you get fizzler green?)
hello
inax wrote:
stop making easy maps!
I'm gonna', don't worry. I'm just using these maps to set the right mood. As I mentioned, it's going to get more and more difficult. (not instantly, though)
Tullio wrote:
Very nice !
Tullio wrote:
As the first times in Portal 2, feeling of loss.
Not sure what that means, but okay.
Tullio wrote:
The only negative note for me, the music is too repetitive.
(how did you get fizzler green?)
I'll try to vary the music some more, though I want very basic, subtle tunes, not like you're being chased or anything. 
Also, the fizzler I edited using a tool called VTFEdit Takes some time and effort to pull off. (Also, it's not just green, but also vividly moving and tweaked in various ways
)
Why not notepad++?
anyways:
Too awesome, good looking clean maps with an interesting concept (I LOVE worldportals
).
Puzzles are quite easy but still fun and I love your custom elevators
All in all I think this is worth a 5/5: Excellent, looking forward to more stuff ^_^
Btw, you don't need to upload the instances you've made for your map, there're just that, instances, so they're compossed by original Portal2 stuff that all ppl already have into their game folder... The only necessary is your custom materials, which I've seen you have included into the bsp, so...
Thanks for mapping!
EDIT: those pistons models you've placed behind the panel where the funnel is, have no collisions, put some player_clip textured brushes in there.
EDIT 2: btw, I've seen you have used your old elevator instances (those you used in sp_fr_lasers_01): I like them a lot, but aesthetically, they fit more with your old work. I would have modified them now so the style mix better with the current mood and visuals...
lpfreaky90 wrote:
Why not notepad++?
Well, you need to save it as a vmt with VTFEdit, right? Also, I don't mean it's hard after you get to know it, but that takes some effort.
lpfreaky90 wrote:
Too awesome, good looking clean maps with an interesting concept (I LOVE worldportals).
Puzzles are quite easy but still fun and I love your custom elevators![]()
All in all I think this is worth a 5/5: Excellent, looking forward to more stuff ^_^
Wow, positive response there!
Thanks!
The elevators I had sitting there from my last map, quite simple, just some optimalisation for use.
Also, more stuff inbound! 
josepezdj wrote:
I hope you test my mappack when it's ready!
Sure thing! 
josepezdj wrote:
You don't need to upload the instances you've made for your map, there're just that, instances, so they're compossed by original Portal2 stuff that all ppl already have into their game folder...
Seriously? I've been adding them in all my maps so far.
Thanks for the tip!
josepezdj wrote:
Those pistons models you've placed behind the panel where the funnel is, have no collisions, put some player_clip textured brushes in there.
Aha. I'll do that. Buissy with school right now but expect a fix soon. Anyone see any more bugs?
Ruien wrote:
Excellent work! Great new puzzle element - just looking forward to a tricky puzzle using these now.
Thanks! I'll see if my brain can keep up with difficult mapping.
Really like the feedback, people! After my last map I figured responses would go at a slower pace. ![]()
josepezdj wrote:
EDIT 2: btw, I've seen you have used your old elevator instances: I like them a lot, but aesthetically, they fit more with your old work. I would have modified them now so the style mix better with the current mood and visuals...
I kinda' wanted to do that, just didn't pull through when push came to shove. I'm gonna try to create something (half) new-ish from this. Don't wanna start from scratch, but yeah, I'll edit them.
Still, I think I'll keep the cold lights in there. My idea is that places test subject shouldn't venture or loiter in should be 'cold' whereas important sections are nice and cozy, 'warm'...
Ah well, I'll edit that when I'm working on the elevators.
FourthReaper wrote:
Well, you need to save it as a vmt with VTFEdit, right? Also, I don't mean it's hard after you get to know it, but that takes some effort.
No, just editing the vmt with a program and saving it will do. VTFEdit is very useful though 
lpfreaky90 wrote:
FourthReaper wrote:Well, you need to save it as a vmt with VTFEdit, right?
No, just editing the vmt with a program and saving it will do.
Oh lol... Ah, well, at least I had to use it sooner or later for a custom texture. 
(In this case, the signage for the Surface Division Field.)
Djinndrache wrote:
I noticed some really weird (and kinda random) cube behavior with them.
Yeah, 'bout that...
Unfortunately world portals are really glitchy, learned that the hard way (while mapping). This is why I gave - and will continue to give - every cube a respawn zone. Just try and get stuck! (I've also added an emergency hatch for when you get stuck in a room, so take that!)
'Funny' thing is though, that I originally planned for the map to have thermal discouragement action instead of the funnel. But that was simply too buggy. Still, even the funnel has issues. For one, it can't go through more than one world portal. I cheated this by reversing the on/off state of one world portal with what it looks like. Had to mess with the entire map structure just for that. And the logic, oh... 
But yeah, world portals are extremely buggy. I don't believe the cube thing has anything to do with the fizzlers, (they're normal fizzler entities,) but it makes me wonder...
By the way here are my blindruns. The video length of the blindruns shows up that your maps are short and simple (but sweet):
Map 1:
_hZDuUhkFw0
(Link: http://www.youtube.com/watch?v=_hZDuUhkFw0)
Map 2:
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(Link: http://www.youtube.com/watch?v=hKd1dAW0X8s)
Djinndrache wrote:
Why don't you just make your fizzlers fizzle objects? For these puzzles you don't need to let a cube get through any fizzler.
No, but I'm thinking I will for future maps in the series. I don't want them to be fizzlers, really. Now I can do things like having to use world portals to get a cube or dodge a fizzler.
Anyway, thanks a bunch for the videos.
Always nice to see.
I just hope people can forgive me for using the most buggy element in the game...
gompasta wrote:
It is pretty confusing having a fizzler texture there.
Really? It's green, I was hoping that would be enough... I kinda' worked hard on that texture to make it very different from the fizzlers. But alas, that was in vain.
Anyone else have any issues with the design of the field?



