[SP] Wrecked

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Motig
28 Posts
Posted Apr 11, 2012
SP_Wrecked is a fairly long singleplayer map using the destroyed Aperture theme.

This is the first map I've actually finished and I'm glad to finally be posting it here! It's a somewhat circular map and requires the player to look around and explore in order to complete the map and figure out what to do. You may find that some puzzles can't be solved until later.

The map does not use any twitch mechanics nor does it require extreme ninja timing. If you think you solved a puzzle in a way you're not supposed to I'd love to hear how!

I hope you'll enjoy playing it and I'm looking forward to any feedback!

A screenshot of the main area of the map: http://cloud.steampowered.com/ugc/54179 ... F6EA7EFCB/

Solution video if you're stuck (some things can be solved differently/easier if you look at some videos in the thread but these are my intended solutions):

imRQY92TE3I

Changelog:

1.1 Uploaded new version that fixes sicklebrick's "cheat" allowing you to skip half the map.

1.2
- New version that removes some stuck spots and added fizzlers at spots so you can't lose your cube permanently.

  • Fixed unintended solution at the turrets.

1.3 Had to reupload twice, site kept serving an old file for some reason.

1.4 Fixed exploit found by "Jacu" that allowed you to skip a puzzle completely.

1.5 Fixed a few more exploits and looking into making a few more things more clear.

1.6 Made the ventilator easier to use, you can now throw a cube at it. Added a broken window at the little side-hall at the start.

1.7 Made some surfaces unportable and changed a catapult in tube room to remove a shortcut.

1.8 Filename bug

Click here to download [SP] Wrecked

Click here to download [SP] Wrecked

&

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drewdinie
40 Posts
Posted Apr 11, 2012
Replied 1 minutes later
This looks Amazing!!!

A lot better than my first map you must have spent a long time on this i think this looks really really cool and i like your confidence that there are no unwatned soultuions I WILL FIND ONE!!

whats ur name on steam??

Im stuck already at the first part

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sicklebrick
876 Posts
Posted Apr 11, 2012
Replied 1 hour later
Haha, that was brilliant, thanks!

Visually, it's great, with lots of interesting parts, the sounds and music give a nice sense of vastness (even though it's essientially one large section), the puzzles are well thought out with interesting mechanics and there's plenty room to have a play about and feel a bit ninja ^^
I especially like the way it feels like parts of the puzzle are blocked off.. but you're not gonna know which are real doors etc, untill you've finished it. It's not super difficult in the logical sense, but it's pretty cool piecing the bits and pieces together in your head.

The only bit I really struggled with was getting into the exit door. If you watch the recording and note the part where I'm playing around on the downward facing bridge and faith plate, you can see why i thought the plate sent you straight up vertically... but that's my own stupid fault
(That and my framerate sucks with fraps)

I'd probably pay for a pack of maps like these :p

Blindrun inc, final recording was 20ish GB.. could take an hour or so to compress and upload

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Motig
28 Posts
Posted Apr 11, 2012
Replied 12 minutes later
I did spent quite some time on it dredinie It's a learning process! I've learned a lot about what to do and not to do if I make another map. Cheers! There is actually one unwanted solution to a puzzle that I know of but I can't fix that since it's due to the design of one of the puzzles. I do hope there aren't many others!

@sicklebrick

Awesome, glad you liked it! I'm looking forward to your video! My goal with the map was to kind of make it so you don't really know where the next room will take you. Sort of a mini trip through aperture. I'm very interested to see how you solved it and whether you've managed to do stuff you're not supposed to!

My biggest fear is probably that you somehow managed to completely skip a part!

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sicklebrick
876 Posts
Posted Apr 11, 2012
Replied 39 minutes later

Motig wrote:
My biggest fear is probably that you somehow managed to completely skip a part!

Heh, one or two bits did feel a bit cheaty... like running along the window ledge, but to be honest it saved me restarting the map, and serves me right for not paying attention.

V1.0 blindrun, no longer applicable.

Anyhoo, lemme know if it's close
ChVIFDa80CA

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Motig
28 Posts
Posted Apr 12, 2012
Replied 1 hour later
||Very creative killing the turrets like that! The intended solution is to put a laser cube on the elevator and use that to close the turret door, then you can use a lightbridge to go past them.

Now for the sad news... You actually skipped most of the map by pressing the button through the death field... I'm going to have to fix that! You normally arrive at that button through the door near it. Try going on the elevator and looking through the window. I knew something was wrong when you were still in the first room halfway through the video. I can't believe I missed something like this, I'm definitely not the most experienced portal player!||

So yeah you skipped about 50% of the map. I will reupload a new version that fixes what you did!

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 22 minutes later
>.<

I was messing about re-playing and noclipped to take a look at the 'scenery'.. I suddenly realised that it wasn't scenery and felt pretty bad... Especially 'cause I like the map so much!

Looking forward to playing it as intended, gimme a shout if you want me to take the vid down

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Motig
28 Posts
Posted Apr 12, 2012
Replied 2 minutes later
You could leave the video up I guess, maybe add a note that it's not intended. Or you could just remove it. I hope you'll enjoy the rest of the map as much as you did the first half! At least you know how to solve the end now!

I've uploaded a new version now. (It's still being processed)

P.S I approve of your way to get past the turrets.

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marKiu
238 Posts
Posted Apr 12, 2012
Replied 3 minutes later
Wow very nice one dude! This is one of my new favorites
It took me about 1h30 to finish. Sadly I haven't recorded a blindrun but I'll upload my solution soon.
I had some trouble in the beginning because there were so many things and I didn't know where to start.

For a first map this is absolutely brilliant and the desing is very nice. Everything fits well together and I never had a feeling doing something unintended or uberninja like. I think this is a must play for every average portal2 player. Very well done.

I found some little bugs.

||
This is the laserfield at part3. I could portal behind it and was stuck.

I tried to check what's inside the vent. Bad idea

Not a bug here. But if this window would be breakable...Best easter egg ever

I threw the cube behind the laserfield to part2 and had to noclip to get it back. Maybe add a fizzler there aswell.||

I'll record my solution now. It will be uploaded in an hour.

@sicklebrick
I had to smile at 9 min... Took me some time aswell to notice that I can simply walk back through the portal

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Motig
28 Posts
Posted Apr 12, 2012
Replied 2 minutes later
Awesome to hear marKiu! I'm also very happy to see you did end up in the other puzzle rooms haha! I too kind of laughed when I saw sicklebrick messing about in the little cube dropper room. Thanks for the kind words. I'll have a look at fixing the bugs you listed tommorow, thanks for the pictures!

*Edit: I can imagine it is bit confusing at the start but I always felt that when you finally do complete the map it all makes sense.

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 1 minute later

marKiu wrote:
@sicklebrick
I had to smile at 9 min... Took me some time aswell to notice that I can simply walk back through the portal

Don't even have to check to know which embarassing bit you mean >.<

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RubyCarbuncIe
303 Posts
Posted Apr 12, 2012
Replied 57 minutes later
Wow, this is a really creative and difficult map, for me anyway. I looked at the reviews and was somewhat relieved to see I wasn't the only person to spend about 30 mins or more on the test chamber. :p Anyway this is perhaps one of the best maps this site has to offer and has instantly become one of my favorites. I love the way this map progresses as the player progresses through it. Each area seemed to get more and more difficult which is what I like to see. The only bug I spotted during my run of the map was the one where you could trap yourself behind the laser field but that one was already mentioned and wasn't game breaking so that one isn't that much of a problem.

I'd have to say my favorite bit was when I was in the observation room areas of the map and having to solve the laser puzzle in such close quarters.

Good luck with your future maps! May they be as creative as this one.

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marKiu
238 Posts
Posted Apr 12, 2012
Replied 2 hours later
Here's my solution. This is how I solved it on my first run.

Part1
YTrHqvn6US4

Part2
w0UqUB2_yZs

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 10 minutes later
Awesome... same map with extra bits to it ^^
It was all really nicely balanced, and varied; I enjoyed it as much as the hub area.

||The laser puzzle was a good laugh, it took about half an hour to realise there was another permanent laser source, yet, having so many configuration options didn't really overcomplicate the whole thing. My only niggle was that it's a little cramped, and there's shit all over the floor but I doubt it would feel right without it.

The funnel room too was nice and difficult. Not terribly hard to execute, but it took a bit of thinking. Again, I had a ton of fun flinging stuff back and forth.
I assume you're meant to climb into the ceiling hole, jump accross to the sticking out ledge, and drop the cube from there to get it accross the acid, but it was fun flinging it nonetheless.||

Here's my solution.

KKGZ-u38_eA

The first time I recorded, the button behind the fizzler was missing, but I'm guessing that had something to do with replacing the map without closing portal... no biggie, extra practice
A few bits are clearly unintentional, but it doesn't look like any real map breakers this time!

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 13 minutes later

marKiu wrote:
Here's my solution. This is how I solved it on my first run.

||Part1
YTrHqvn6US4

Part2
w0UqUB2_yZs||

Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

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marKiu
238 Posts
Posted Apr 12, 2012
Replied 7 minutes later

sicklebrick wrote:
Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

This one makes really weird noises. I saw your solution and now I know how to get the cube to the top in the funnel room... My solution felt so intended because of the timing :O

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 16 minutes later

marKiu wrote:
sicklebrick wrote:

Hahah, around 1 min 10 it looks like you're beating up that last turret for the sake of it >.<

This one makes really weird noises. I saw your solution and now I know how to get the cube to the top in the funnel room... My solution felt so intended because of the timing :O

Hah, yeah, I was surprised how well the timing worked Looks like we both got half the solution to that one :p

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Motig
28 Posts
Posted Apr 12, 2012
Replied 2 hours later
Thanks for the comments RubyCarbuncIe! I'm glad you enjoyed it and had the experience I had in mind when creating the map!

||Thanks again for the videos! Was a good watch, you both had some solutions I never intended but they worked out anyway! Especially the turret door was solved creatively. I always put a laser cube on the elevator, use that to close down the turret door and then walk past the turrets with a lightbtridge. I liked the way you got the extra laser cube in the small laser room marKiu, I always did it like sicklebrick did.

In the big tube room the intended way to get it to the top is definitely sicklebrick's way. (Letting the catapult fling it up and then standing on the floorbutton shortly for the lightbridge) But yours seems creative as well! I'll let it in. I realised a bit too late you can get the cube across the water by doing it like sicklebtick did and I can't fix that unless I remake the puzzle. You're supposed to let it drop using the vertical tube sucker but since it doesn't really change the mechanics around it doesn't really matter.||

P.S What button specifically dissapeared and made you restart the map Sicklebrick? Out of interest

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zivi7
649 Posts
Posted Apr 12, 2012
Replied 35 minutes later
Wow, what a big one. The size of the file should have told me, but I was really surprised. I didn't pay attention to the time, but it must have been close to or more than an hour. Anyone who starts this should be prepared not to play another sp map in between to not to lose any quicksaves.

The look is really amazing. The map name says it all - everything is just wrecked. Broken catwalks, broken glass, muddy water, broken doors etc., very good use of all of these!

The puzzles are pretty tough, solving them meant very good satisfaction! There were a few things that annoyed me though (wall of text behind the spoiler):

||The start was too tough for me. I could easily see the surface with the laser and the room with the button. What I couldn't see was the cracked window to the left that started the floorpanels. I had shot a lot of portals in the general direction in frustration. Then I had a look at the videos of the other guys and was even more frustrated, thinking: What the hell, I have tried to shoot the same place like they did?! Finally I saw the broken glass, but only barely. I don't know if it's my low detail setting to run the game fluently, but it was very hard to see that crack.

After that, it felt like cheating to walk towards the light bridge on the edges of the lowered bridge panels. Don't get me wrong, it's not hard to jump on them at all. It just felt incorrect to do it because usually you're not supposed to do stuff like that.

Once you've made it onto the light bridge there are a lot of places to discover and you have to test a lot which place is used to change what in the map. I liked this, but I bet there will also be a lot players annoyed by not being told where to go from there.

At the turret gap, I was able to use the first normal cube to knock down the turrets instead of using the laser activated shutter. Maybe that could be prevented by adding a fizzler in front of them?

I finally explored the higher sections. The laser puzzle there was really nice, good job! After that, on my way to the funnel room, I trapped myself behind that laser grid up there. I'm sure you know which one I mean. I think that's an absolutely unnessecary trap: Remove the laser grid and just make it a wall. If there's a laser grid, players will think it's part of the puzzle and that there's something behind it.

Unfortunately, I couldn't solve the funnel room on my own. I had seen the sucking ventilator and tried to jump and release the cube so it would be sucked in - but it didn't work. I had to look at the videos to realize a higher fling was needed for that to work. That was a bit disappointing - because my jumping had not work I was convinced that the ventilator does not actually suck up anything. Therefore I didn't even think about that fling. Maybe the sucking distance could be a bit bigger so that both ways work?

Because of my trouble, I kept exploring the room. It is possible to jump into that other sucking pipe and get stuck in there. Maybe a laser grid in front of it would prevent players from trying that?

The actual puzzle in the room was really nice, even though it took me a lot of reloading to manage the laser cube fling. It's also very good that you added those two red arrows to make this one easier for the player.

It was the final puzzle that made me realize I can use the lifting platform to activate the turret shutter. But placing the cube on it felt a bit like cheating again because the platform is so small.||

But all in all, you did a great job, especially for a first try. I'd say 4/5 because of the small problems I had with it.

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sicklebrick
876 Posts
Posted Apr 12, 2012
Replied 49 minutes later

Motig wrote:
P.S What button specifically dissapeared and made you restart the map Sicklebrick? Out of interest

Heh.. we were close enough :p

It was the button that you moved (mah cheat button!). I think it's probably to do with me replacing v1.0 with v1.1 while the map was actually loaded. I guess there was some sort of caching error?
I checked a few times after, and it didn't make any sense.. the button has no inputs etc.
Hell I probably had sv_cheats on and hit a dodgy binding, 'cause it was there before I got through parts 2 & 3. Wouldn't worry about it