[SP] Trapped

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Robdon
204 Posts
Posted Sep 26, 2012
Continuing off from where you left Portal2 at the end, you now have more puzzles and fun to have in the Aperture world....

Hidden inside the maps are 10 secret 'Switches' to activate. If you get all 10, a little 'extra' room is opened up for you to see near the end / exit.

ScreenShots:
[url]https://www.dropbox.com/sh/bvvl0hm2msji8tb/AABK8dMJayQwJv01cJzoFfP6a?dl=0[/url]


Because I needed to include an in-game video file you will have to install this map the 'old' way as the WorkShop does not support including in-game videos.

  1. Extract the attached sp_trapped_v1_0.zip file to a temp dir.

  2. Copy the 'maps' and 'media' folders to:
    Steam\steamapps\common\portal 2\portal2\ (for Windows)
    ~/Library/Application Support/Steam/SteamApps/common/portal 2/portal2/ (for Mac)

overwriting anything if it prompts.

  1. Launch Portal 2, open the console and type 'map trapped'

  2. Have fun and any feedback is great, either here at TWP or email ([email protected])


Credits: Thanks to all the guys over at TWP for help and support while I wrote this.

Also to ChickenMobile and Lpfreaky90 for thier help in testing.

File Name: 2012-09-26_00001.jpg
File Size: 20.98 KiB
Click here to download Trapped

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Robdon
204 Posts
Posted Sep 26, 2012
Replied 1 minute later
Some screenshots to show you what it looks like:

ScreenShots




Change log:

Version 1.0: Initial version
Version 1.1: Fixed problem with 2nd room and the 'cannon' only activating the button on the wall once.
Version 1.2: Fix to disable portals on Moon surface
Version 1.2: Fix to make the roof in the 2nd room have more tiles to stop you falling through so much
Version 1.2: Fix to show a portable panel below the roof room, so you can portal back up if you fall
Version 1.2: Fix to make button work to respawn cube in the glass box in room 2
Version 1.3: Fix to remove exploit with Frankencube in Room 2
Version 1.3: Fix to remove exploit with throwing cubes through the white tube in room 2

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BiBi
1 Posts
Posted Sep 27, 2012
Replied 21 hours later
Hi!
Very nice map for the first part...
But i don't find some exit in the second puzzle just near the cannon.
i have activated the elevator but it just stand at the top and when i call him with button, he desactivates himself. Is it normal or is it just a bug.
Thank you for this map and for your answer...
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Robdon
204 Posts
Posted Sep 27, 2012
Replied 2 hours later
Hi,

Thanks for the comments

I'll put this in spoiler tags...

Without giving too much away. Once the cube fires into the button, the elevator starts going up immediately. You need to find a way to get onto the elevator so that it takes you up with it, quickly before it gets too high. Also note that there is a button at the bottom that calls the elevator back down again if you miss it, and you can try to fire the cube again. If you still cant find out how, post again and I'll explain fully how to do it.

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RogerL
490 Posts
Posted Sep 27, 2012
Replied 29 minutes later
I had the same problem that BiBi had. I even managed to get up on the shelf with the cube, but no matter what I pressed the button with again, it never activated a second time. I had to go back to an earlier save and get on the platform the first time it activated.

I'll have more comments later. I need to play through your map again.

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Robdon
204 Posts
Posted Sep 27, 2012
Replied 59 minutes later
Oops... damn trigger_once that needs to be a trigger_multiple

Yes, there was a bug, and it would only let the button work the first time. (Note: it wont work by putting the cube up there yourself, it has to be fired from the cannon, hence the trigger that wasnt working after the first time)

I've just fixed it and uploaded a new version (v1.1), so if you download it again and install again it should fix it.

Sorry about that, and thanks for spotting and reporting it.

Rob.

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RogerL
490 Posts
Posted Sep 27, 2012
Replied 1 hour later
Now that I've gone through it again, I have some more comments. There are some clever puzzles here, but also a few problems. The first puzzle with the laser relays was clever and fun to figure out. I think I found two switches in this room. In the main hallway, I found three switches. In the 02 map, I found only one switch for a total of six. Maybe next time. Most of the problems came for me in the 02 map. Aiming the cubes on the elevator while the turrets are firing at you, though not usually deadly, was a bit tedious. I thought the seesaw element was clever. Getting the cubes for the final puzzle was also tedious because I kept falling through the ceiling at unexpected moments and either dying in the goo or I was stuck where you get the frankenturret. I liked the mini puzzle to get the third cube for this final puzzle, but not being able to fire portals through a laserfield is a bit anachronistic. I would suggest making more of the ceiling walkable -- its just not fun doing all those trial-and-error deaths to figure out how to get around. So, there were some things I really liked, but there were also some other elements that made it a bit frustrating.
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Robdon
204 Posts
Posted Sep 28, 2012
Replied 17 hours later
Thanks playing it all and for the comments.

I do realise that its a bit difficult to kill the turrets with them firing at you, but it would be quite easy if nothing was trying to stop you They don't have a great distance on their firing range, so they 'should' only fire at you when you are close to the edge of the lift, so you should be able to dodge in, place the cube and then out again.

Not sure why you kept falling through the ceiling 'unexpectedly', you will only fall if you try to step on a space where there is no tiles. Or were you falling through places where they were tiled?

If I put too many tiles around, then it will just be too easy

In the next release, I'll try to put something in the lower floor on the Frankenturret side so that you can get back up easily. The 'longer' way back up would be to press the Frankenturret create button, and re-do the puzzle down there and then use the portable surface on the far side to get back up.

Lets see what others think, and if its too infuriating, then I can put more tiles in. But, I kind of wanted it to be a bit difficult, but I dont want to just annoy people

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RogerL
490 Posts
Posted Sep 28, 2012
Replied 2 hours later
Help me, I've fallen and I can't get up!
http://steamcommunity.com/sharedfiles/filedetails/?id=99569792

Did you intend for this to be possible?

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UsCobra11
272 Posts
Posted Sep 28, 2012
Replied 1 hour later
Yeah, the moon's surface is portalable. You can portal through the window and just walk right off. Maybe even say hi to P-Body and Atlas. Might want to change that
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quatrus
1,047 Posts
Posted Sep 28, 2012
Replied 36 minutes later
Wow what a feat of mapping and environmental textures. Love the decayed style. It took me quite a while to get through the map. The last large chamber had a bit of cube carrying around and it was hell if you fell through the tiles to the lower level - savegames helped tremendously there - maybe could have "revealed" a surface to get back up? Unless I missed it. Even a rocket launcher turret from Portal 1 - "thanks for the memory" If one never played P-1, figuring out what to do with that rascal would have been tough, maybe something educational would have been nice. Really outstanding job - I expect to see this one in "P-2 Spotlights". Thanks for creating.
----Went through again trying to find the switches, frustrating - found only 9 . Noclip through the door to see the reward - nice....sorry I cheated.
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Robdon
204 Posts
Posted Sep 28, 2012
Replied 1 hour later

RogerL wrote:
Help me, I've fallen and I can't get up!
http://steamcommunity.com/sharedfiles/filedetails/?id=99569792

Did you intend for this to be possible?

Hmm, nope, you're not supposed to be down there

How did you get out of the white room?

UsCobra11, you 'should' be able to portal onto the moon, but it should take you to the moon room, and again portal from there onto the Earth and it take you back again. During testing though, once, I had it actually create the portal on the Earth brush rather than back in the room, but I never got it to do it again. Is that what happened?

quatrus wrote:
Wow what a feat of mapping and environmental textures. Love the decayed style. It took me quite a while to get through the map. The last large chamber had a bit of cube carrying around and it was hell if you fell through the tiles to the lower level - savegames helped tremendously there - maybe could have "revealed" a surface to get back up? Unless I missed it. Even a rocket launcher turret from Portal 1 - "thanks for the memory" If one never played P-1, figuring out what to do with that rascal would have been tough, maybe something educational would have been nice. Really outstanding job - I expect to see this one in "P-2 Spotlights". Thanks for creating.

Thanks, I'm glad you liked it.

There is no way back up if you land on the side with the frankenturret, unless you do that puzzle again and then you can get to the portable surface and portal back up. In the next upload, I'll put in a solution so you can get back easier.

Hmmm, yes... never thought that some people might not have played P1, so they wont know what to do with the rocket launcher. I'll have a think about that one...

Thanks.

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Dom44
73 Posts
Posted Sep 28, 2012
Replied 28 minutes later
Wow. Marvellous, excellently thought-out and worked-out mappack with great design and details. Nice idea with those cores, about puzzles, not too hard not too easy, simply well thought-out, that's what I like .

Thanks for creating!

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RogerL
490 Posts
Posted Sep 28, 2012
Replied 19 minutes later

Robdon wrote:
How did you get out of the white room?

The surface on which Atlas and P_Body are playing is portable.

Also, another problem I ran into on the final puzzle: if you lose the cube from the glass box, it doesn't respawn. And I couldn't find a button to spawn a new one.

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Robdon
204 Posts
Posted Sep 29, 2012
Replied 9 hours later
Thanks for all the comments and support

Just uploaded a new version that should fix the few things you've had problems with:

Fix to disable portals on Moon surface
Fix to make the roof in the 2nd room have more tiles to stop you falling through so much
Fix to show a portable panel below the roof room, so you can portal back up if you fall
Fix to make button work to respawn cube in the glass box in room 2

Hope that helps...

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RogerL
490 Posts
Posted Sep 29, 2012
Replied 15 hours later

Robdon wrote:
Version 1.2: Fix to show a portable panel below the roof room, so you can portal back up if you fall

The only problem with your solution is that now you can use the frankencube as your third cube up top.

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PCdoc
245 Posts
Posted Sep 30, 2012
Replied 6 hours later
Great map. Long and fun.
I got stuck in the last roof room, trying to get the 3 Laser Cubes into that room to drop into the boxes. I thought that weird, white tube was the intended method and that one high portal where they could be thrown into. Took me forever and I finally did it by throwing them into the room under and then moving them back up top. Took FOREVER !!!

Then - after all that, and dropping them into the boxes - I went to the moving Kill Beams to see what that was all about - and realized that was the intended way of getting the extra cubes. Man was I fooled. Oh well it was a great time going through it for hours. Thanks a lot.

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Robdon
204 Posts
Posted Sep 30, 2012
Replied 4 hours later
Glad you liked it PCdoc, and thanks for telling me about that exploit

I've just released a new version, hopefully with that method removed and also to fix the Frankencube exploit reported by RogerL

Thanks guys....

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Calculator
29 Posts
Posted Oct 01, 2012
Replied 1 day later
Oh god, this map (pack) is just absolutely brilliant! 5 out of 5!

I think I only found two hidden switches so far, I'd have to give this another go and see if I can "catch 'em all".

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canari
70 Posts
Posted Oct 02, 2012
Replied 22 hours later
Amaaaaaaazingly amazing !
So many details, brillant ideas of puzzles, the design is so perfect ! I wish i could build such maps.
So, how can this be ? you only have five 5/5 !? i'll give you the sixth right now !
The things i like most are those tubes that sucks objects and the player. We even see the button being snatched from the ground into the pipe !
Keep building maps !!!!