[Coop] Rookie Mistake
Quote from a8.8.8a on November 24, 2011, 2:19 pm07/15/2012 Update: Whoa. So apparently, after all this time, instead of uploading "V2" of the map, I had just re-uploaded the V1 map again! Talk about rookie mistakes!
I've just tried to upload the latest version (from Feb) again. Hopefully I got it right this time. Who knows...
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As much fun as I had creating this map, and as great as I personally think it is, I have to admit that it's full of all kinds of "rookie mistakes"--things I'm sure many people do with their first Portal 2 maps that others look at and think, "Ha, newbie." With that in mind, here are some other names I was inclined to give to this map:
- "Inigo Montoya"
- "Look! BUTTONS!"
- "All that, and LASERS to boot!"
- "Convolution: Occam's Nightmare"
- "Nice gel dispensers. [Sarcasm self-check: Complete]".
- "Two test chambers taped together to look like one
giant test chamber".The first one is a bit random and has nothing to do with the map itself. It's just the code name I gave to my map during creation: Chamber Inigo and Chamber Montoya. Hence the file name. Enjoy.
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Three months later (!), I'm uploading a second version of the map, in which I try to address some of the rookie mistakes I made in version 1:
* Chamber Inigo (First Chamber): Added extra machinery to try to prevent unwanted solutions.
* Chamber Montoya (Second Chamber): Added extra machinery to try to prevent unwanted solutions. Also, I tweaked the expected solution in a couple of notable ways, after being inspired by Djinndrache's playthrough.
* Overall: Improved the texturing based on the basic rules of texturing mentioned in posts. It's still far from perfect, but things look a lot better than they did before (I think?).
For those who have not played the map yet, be sure to grab this latest version. For those who have already played, I think the look and feel of the map has changed enough that it's worth another playthrough. Especially if you solved the maps in unwanted ways the first time (that means you, Djinndrache
Posted playthroughs, whether blind runs or speed runs or hey-look-another-rookie-bug runs, are much appreciated.
File Name: mp_coop_inigo_montoya_v2.zip
File Size: 4.43 MiB
Click here to download Rookie Mistake
07/15/2012 Update: Whoa. So apparently, after all this time, instead of uploading "V2" of the map, I had just re-uploaded the V1 map again! Talk about rookie mistakes!
I've just tried to upload the latest version (from Feb) again. Hopefully I got it right this time. Who knows...
--------
As much fun as I had creating this map, and as great as I personally think it is, I have to admit that it's full of all kinds of "rookie mistakes"--things I'm sure many people do with their first Portal 2 maps that others look at and think, "Ha, newbie." With that in mind, here are some other names I was inclined to give to this map:
- "Inigo Montoya"
- "Look! BUTTONS!"
- "All that, and LASERS to boot!"
- "Convolution: Occam's Nightmare"
- "Nice gel dispensers. [Sarcasm self-check: Complete]".
- "Two test chambers taped together to look like one
giant test chamber".
The first one is a bit random and has nothing to do with the map itself. It's just the code name I gave to my map during creation: Chamber Inigo and Chamber Montoya. Hence the file name. Enjoy.
--------
Three months later (!), I'm uploading a second version of the map, in which I try to address some of the rookie mistakes I made in version 1:
* Chamber Inigo (First Chamber): Added extra machinery to try to prevent unwanted solutions.
* Chamber Montoya (Second Chamber): Added extra machinery to try to prevent unwanted solutions. Also, I tweaked the expected solution in a couple of notable ways, after being inspired by Djinndrache's playthrough.
* Overall: Improved the texturing based on the basic rules of texturing mentioned in posts. It's still far from perfect, but things look a lot better than they did before (I think?).
For those who have not played the map yet, be sure to grab this latest version. For those who have already played, I think the look and feel of the map has changed enough that it's worth another playthrough. Especially if you solved the maps in unwanted ways the first time (that means you, Djinndrache
Posted playthroughs, whether blind runs or speed runs or hey-look-another-rookie-bug runs, are much appreciated.
File Name: mp_coop_inigo_montoya_v2.zip
File Size: 4.43 MiB
Click here to download Rookie Mistake
Quote from BobbyJEL101 on November 25, 2011, 4:26 amFor a first map, it's pretty good. But with the textures, what happened? Did you scale them up a ton? Try using different textures. TIP: Keep your brush size at a multiple of 16. So if you want a block to be 500x500 make it 512x512. It lines the textures up nicely... Just practice you'll get it.
For a first map, it's pretty good. But with the textures, what happened? Did you scale them up a ton? Try using different textures. TIP: Keep your brush size at a multiple of 16. So if you want a block to be 500x500 make it 512x512. It lines the textures up nicely... Just practice you'll get it.

Quote from That Greek Guy on November 25, 2011, 4:40 pmThe very first rule of map making
DONT STRETCH THE TEXTURESSecond rule
FOLLOW THE GRIDgood puzzle though
The very first rule of map making
DONT STRETCH THE TEXTURES
Second rule
FOLLOW THE GRID
good puzzle though
Quote from Djinndrache on November 28, 2011, 9:03 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:CxqKHCQxk1s
(Link: http://www.youtube.com/watch?v=CxqKHCQxk1s)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
CxqKHCQxk1s
(Link: http://www.youtube.com/watch?v=CxqKHCQxk1s)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from BobbyJEL101 on November 28, 2011, 11:37 pmI'm going to de-compile this map, and fix the textures, then give 100% credit to you
I'm going to de-compile this map, and fix the textures, then give 100% credit to you

Quote from a8.8.8a on December 1, 2011, 5:02 pmBobbyJEL101 wrote:But with the textures, what happened?That Greek Guy wrote:The very first rule of map making...Thanks for the feedback. Did I neglect to mention that another title for the map could have been "Texturing? What texturing?" I was focused entirely on the puzzle aspect of the map, and didn't think about texturing except to finding two types of textures: one that's portalable, and one that's not. Just one more thing to add to the list of this map's rookie mistakes...
Djinndrache wrote:I'm playing custom maps and record my first time of playing them.Thanks for posting this, Djinndrache! I saw you do this for other maps and was hoping you would do so for this one, as well. It's both enjoyable and revealing to see how other people play the map, so this was great indirect feedback. The way you solved the first chamber, which [spoiler]rendered the propulsion gel and rotating doors completely useless[/spoiler], was not at all what I had expected. In fact, that pretty much killed the entire point of the first test chamber. Doh. As for the second chamber, your approach was an interesting one--though far more complicated (and difficult) than what I had envisioned when I designed it
Also, I noticed that [spoiler]you used noclip to pass through one of the doors--for the record, that is not necessary and the door was not in any way intended to be a "puzzle". It's a standard coop-triggered door: All that needs to happen is that both players stand directly in front of it, and then it opens. The door is just a transition between the two chambers.[/spoiler]
I wonder if others who have played the map have solved the first chamber in the "expected" way...?
BobbyJEL101 wrote:I'm going to de-compile this map, and fix the textures, then give 100% credit to youHehe, it'd be sweet if you actually fixed the textures--and then took full credit for doing it, that'd be fine with me!
My rookie focus was on the puzzle--though as Djinndrache showed with his playthrough, I only marginally succeeded in that...
Thanks to all for taking the time to play the map and give feedback. This rookie has a lot to learn.
Thanks for the feedback. Did I neglect to mention that another title for the map could have been "Texturing? What texturing?" I was focused entirely on the puzzle aspect of the map, and didn't think about texturing except to finding two types of textures: one that's portalable, and one that's not. Just one more thing to add to the list of this map's rookie mistakes...
Thanks for posting this, Djinndrache! I saw you do this for other maps and was hoping you would do so for this one, as well. It's both enjoyable and revealing to see how other people play the map, so this was great indirect feedback. The way you solved the first chamber, which

I wonder if others who have played the map have solved the first chamber in the "expected" way...?

Hehe, it'd be sweet if you actually fixed the textures--and then took full credit for doing it, that'd be fine with me! My rookie focus was on the puzzle--though as Djinndrache showed with his playthrough, I only marginally succeeded in that...
Thanks to all for taking the time to play the map and give feedback. This rookie has a lot to learn.
Quote from a8.8.8a on February 23, 2012, 10:22 pmThree months later (!), I'm uploading a second version of the map, in which I try to address some of the rookie mistakes I made in version 1:
* Chamber Inigo (First Chamber): Added extra machinery to try to prevent unwanted solutions.
* Chamber Montoya (Second Chamber): Added extra machinery to try to prevent unwanted solutions. Also, I tweaked the expected solution in a couple of notable ways, after being inspired by Djinndrache's playthrough.
* Overall: Improved the texturing based on the basic rules of texturing mentioned in posts. It's still far from perfect, but things look a lot better than they did before (I think?).
For those who have not played the map yet, be sure to grab this latest version. For those who have already played, I think the look and feel of the map has changed enough that it's worth another playthrough. Especially if you solved the maps in unwanted ways the first time (that means you, Djinndrache
Posted playthroughs, whether blind runs or speed runs or hey-look-another-rookie-bug runs, are much appreciated.
File Name: mp_coop_inigo_montoya.zip
File Size: 4.43 MiB
Rookie Mistake
Three months later (!), I'm uploading a second version of the map, in which I try to address some of the rookie mistakes I made in version 1:
* Chamber Inigo (First Chamber): Added extra machinery to try to prevent unwanted solutions.
* Chamber Montoya (Second Chamber): Added extra machinery to try to prevent unwanted solutions. Also, I tweaked the expected solution in a couple of notable ways, after being inspired by Djinndrache's playthrough.
* Overall: Improved the texturing based on the basic rules of texturing mentioned in posts. It's still far from perfect, but things look a lot better than they did before (I think?).
For those who have not played the map yet, be sure to grab this latest version. For those who have already played, I think the look and feel of the map has changed enough that it's worth another playthrough. Especially if you solved the maps in unwanted ways the first time (that means you, Djinndrache
Posted playthroughs, whether blind runs or speed runs or hey-look-another-rookie-bug runs, are much appreciated.
File Name: mp_coop_inigo_montoya.zip
File Size: 4.43 MiB
Rookie Mistake
Quote from a8.8.8a on March 2, 2012, 3:57 pm> I'm uploading a second version of the map
And 10 days later...silence. I guess that's that! Something about this non-trivial (but not too difficult), decent looking (but not spectacular), not too short (but not terribly long), NNSR (No Ninja Skills Required) map apparently left the masses uninterested and/or unimpressed. Maybe that's the destiny of a version 2? Or maybe I just failed. (That's probably it.) Not with a bang, but a whimper.
Ah well, I enjoyed learning how to make a Portal 2 map, anyway. And when life gives you lemons...well...go talk to Cave Johnson.
> I'm uploading a second version of the map
And 10 days later...silence. I guess that's that! Something about this non-trivial (but not too difficult), decent looking (but not spectacular), not too short (but not terribly long), NNSR (No Ninja Skills Required) map apparently left the masses uninterested and/or unimpressed. Maybe that's the destiny of a version 2? Or maybe I just failed. (That's probably it.) Not with a bang, but a whimper.
Ah well, I enjoyed learning how to make a Portal 2 map, anyway. And when life gives you lemons...well...go talk to Cave Johnson.
Quote from a8.8.8a on May 18, 2012, 11:32 amReikoRaph wrote:How do this jump on 4:29 in video?Sorry for the delayed response.
That jump as done in the video (4:29) was *not* part of the intended solution, and it has been removed from version 2 of the map. I never heard if Djinndrache played v2, but the intended solution does not require any fancy ninja skills like that
You should be able to accomplish the jump using a completely different tactic ([spoiler]which requires use of the propulsion gel[/spoiler]).
Were you able to figure out the solution after your post?
Sorry for the delayed response.
That jump as done in the video (4:29) was *not* part of the intended solution, and it has been removed from version 2 of the map. I never heard if Djinndrache played v2, but the intended solution does not require any fancy ninja skills like that You should be able to accomplish the jump using a completely different tactic (
Were you able to figure out the solution after your post?