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Cave's Caves

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Release 3 released.

Play the lost test chambers of Old Aperture burried away inside what became known by the staff above as 'Cave's Caves'.

Submitted as my entry to the TWP Summer Mapping Contest 2012

#supercontest2012 SpAM_CAN

Special thanks to Ian Haynes and Ryan Ward for helping me set up RDP and build cubemaps while i was away.

Click here to download Cave's Caves

SpAM_CAN wrote:
This map weighs in at 95mb - just under the contest limit.

Haha, nice.

Am I stupid or are you suppose to spawn without portalgun?

Jepp wrote:
Am I stupid or are you suppose to spawn without portalgun?

Same question...

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My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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I spawn with the portal gun on my PC, as did my three tester friends. Nothing I can do now though, I'm away for the next week.

No portal gun for me too. That's a shame, map looked interesting.

Just type:
give_portalgun
and then:
upgrade_portalgun
into the developers console and you should get a dual one...

Firstly I didn't like the puzzles in this map. It felt pretty well-built but it was too bloody dark in some places, I coudn't see what I was looking at at times. Other places were overexposed so it felt more like staring into the sun then a lamp. Other then that it looked very nice overall, some small stuff here and there though. Got myself stuck in various places in the first chamber, like I jumped onto the surrounding globe and slided down into a gantry model where I was stuck for example.

Spoiler
I played the second chamber for more then half an hour without any progress at all before just nocliping the cube to the button. I thought I'd checked everything, tried every bloody thing, because you can't really tell what will happen, so it was just a trial and error extravaganza beyond compare. I surely reloaded the map about 30 times while playing this, it was just no way to tell what would work and what wouldn't in the first map. I tried running from the redpainted ramp onto the blue platform and then into a portal and then out over that one and gave me too much speed etc. etc. When I finaly came up with the solution to get up onto the button-elevator-thing it worked well (bouncing into the blue-gel dropper again) and it gave a sence of staisfaction but it was so unclear how the proper way to do it was and everytime you do wrong you die and have to reload so that's also a pain in the arse.

Loved cave and loved the turret-part.

Spoiler
I don't think having alternate endings was a good idea, I really had to reload the map and do the other test with funnel aswell afterwards because you surely want to play everything right? It's not a mass effect type of game when you have decisions and stuff.
That test wasn't too fun either, not really a puzzle (once you've figured out what all the buttons did) just about execution and it was a pain in the ass if you screwed up really.

Spoiler
Infiniflinging the white gel was nice but by the time I've just totally lost my patince with the chamber and constantly dying so I nocliped. Do think I did it in the intended way and I was able to redo it after without noclip. And just remove that button outside the exit will you couse it has no function what so ever it was just aggrevating having to go back to get the cube.

3/5 Good but needs work

I'm going to enlist a friend to compile it again. Gotta get a remote desktop set up... heh...

I applaud you for the custom work in this map, but I have to admit, it got frustrating really fast for the same reasons as mentioned above.

2Nightmaren Coop YouTube Channel
We play maps and break things!

Map has been republished on the Workshop, and bugs fixed.

Changelog:
Added portal gun spawner
Realigned final chamber textures
Music fix on ending 2
Visibility fix on Chmb4 (hopefully, i cant test over RDP very easily)

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