[Coop] Where the Humans Have Failed...
Quote from macihun93 on August 10, 2011, 4:56 pmHey, everyone!
This is my very first map for Portal 2. Also the first time I've ever used hammer,
but I think I had made all efforts to create the best quality level I could.!Attention!
The map contains some non-portal like scenes, like being forced to wait dialoges to end, or artificial difficulites. Download accordingly.The map itself is rather big, and even with the areaportals included, people with "slower"
computers may experience difficulties playing it.As I too am just a human, I'm sure there have been mapping mistakes made, that I would
really appreciate if you warned me about, so I could fix them.Updates:
v1.1
- Fixed the logic_relay in the last chamber, as it was fired two times at once
v1.2
- Fixed the double trigger in the last chamber once again, as the last time I accidentaly
uploaded the wrong file
- Hided some visible NoDraw textures at wall pushouts
v1.3
- Fixed cubes falling under the floor in the lobby
- Stretched the paint cleansers so that now the pit decorations cannot be painted
- Added fizzlers to the pits in the faith plate (first on left) and tractor beam (second on right)
rooms, so cubes falling down would be dissolved
- Added test sign appearing to the spawn room
- Removed the button from the tractor beam room (second on right), as it was a source of a possible exploit
- Added a trigger_hurt to the last chamber to reduce CPU usage when playing with the repulsion gel[url=http://img9.imageshack.us/img9/2607/2011083000002.jpg]ScreenShot #1[/url]
[url=http://img683.imageshack.us/img683/9655/2011083000003.jpg]ScreenShot #2[/url]
[url=http://img714.imageshack.us/img714/9143/2011083000004.jpg]ScreenShot #3[/url]
[url=http://img545.imageshack.us/img545/9936/2011083000005o.jpg]ScreenShot #4[/url]I wish you enjoy playing this and have a greate time!
File Name: mp_coop_wherethehumans.v1.3.rar
File Size: 20 MiB
Click here to download Where the Humans Have Failed...
Hey, everyone!
This is my very first map for Portal 2. Also the first time I've ever used hammer,
but I think I had made all efforts to create the best quality level I could.
!Attention!
The map contains some non-portal like scenes, like being forced to wait dialoges to end, or artificial difficulites. Download accordingly.
The map itself is rather big, and even with the areaportals included, people with "slower"
computers may experience difficulties playing it.
As I too am just a human, I'm sure there have been mapping mistakes made, that I would
really appreciate if you warned me about, so I could fix them.
Updates:
v1.1
- Fixed the logic_relay in the last chamber, as it was fired two times at once
v1.2
- Fixed the double trigger in the last chamber once again, as the last time I accidentaly
uploaded the wrong file
- Hided some visible NoDraw textures at wall pushouts
v1.3
- Fixed cubes falling under the floor in the lobby
- Stretched the paint cleansers so that now the pit decorations cannot be painted
- Added fizzlers to the pits in the faith plate (first on left) and tractor beam (second on right)
rooms, so cubes falling down would be dissolved
- Added test sign appearing to the spawn room
- Removed the button from the tractor beam room (second on right), as it was a source of a possible exploit
- Added a trigger_hurt to the last chamber to reduce CPU usage when playing with the repulsion gel
[url=http://img9.imageshack.us/img9/2607/2011083000002.jpg]ScreenShot #1[/url]
[url=http://img683.imageshack.us/img683/9655/2011083000003.jpg]ScreenShot #2[/url]
[url=http://img714.imageshack.us/img714/9143/2011083000004.jpg]ScreenShot #3[/url]
[url=http://img545.imageshack.us/img545/9936/2011083000005o.jpg]ScreenShot #4[/url]
I wish you enjoy playing this and have a greate time!
File Name: mp_coop_wherethehumans.v1.3.rar
File Size: 20 MiB
Click here to download Where the Humans Have Failed...
Quote from macihun93 on August 10, 2011, 4:58 pmFrom now on, I will only make updates if the issues you may find are either exploits, or such serious issues that cause crash.
From now on, I will only make updates if the issues you may find are either exploits, or such serious issues that cause crash.
Quote from Lostprophetpunk on August 10, 2011, 5:00 pmWhy are you posting a new topic everytime you update? Go to the download page and click 'edit' to upload a new file.
Why are you posting a new topic everytime you update? Go to the download page and click 'edit' to upload a new file.
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from macihun93 on August 10, 2011, 5:09 pmI always do that, then get the "Informations Updated" message. After that the access to the file is denied, and I can upload it again from zero... Anyways I've reported the old topics already I think they will be deleted soon.
Anyways here are the old posts from the last topics:
Passenger88 wrote:Very hard map lol, I like the idea but me and my mate could only do 2 rooms. We gonna try the other rooms tomorrw, because we were stuck a long time. We have ideas how to do it but it isn't working.It's definatley a challenge to get this done.
edoroom wrote:Epic map![]()
Took about 2 hours to figure out the collapsed room (with the bridge)
and then after we thought it ends a new chamber came
But my friend game crashed so we will use cheats to get back and continue
I am waiting for new maps from you! +5!!ddta wrote:Anyone would like to give a tip how to play the part of the collapsed room (with the bridge)? How to retrieve the cube between the "electric blue walls" when you catch it? :Smacihun93 wrote:Thank you all for the feedback, I think you have just made my day. ^^ddta's hint
[spoiler]Players standing on the "hanging walkway" are able to shoot portals upwards to the source of the light bridge.[/spoiler]Hawkeye wrote:It's a solid map, but we too crashed. 4 rooms, 4 cubes, correct?The blue panels just in front of the lasers in the main room - you can drop the cubes in that. You can also pick them back up, but it's kind of frustrating trying to figure out where the heck they went.
[spoiler]We got all 4 cubes (finally!) and then used the lasers in the first room on the right to get to the next room. Correct?
Also, did you want us to take a cube into the 2nd room on the right? We did, and that room was by far the easiest. But then again, it was a nice break after playing the REALLY long one with the light bridges (not long, per-say, but difficult to figure out).[/spoiler]
We also crashed after entering the next room (after disabling the lasers). Is there much more? We would need to noclip through the rest of the map to get to that part again.
Really liked it. I think you did a very nice job and look forward to more of your maps. 5/5
Thanks Hawkeye I will fix that issue if somebody finds some bug enough to make me reupload the whole thing again.
By the way no you weren't intended to bring a cube inside the second chamber on the right, I don't even know what for would you do that.
Hopefully the reason why you crashed in the last room has been fixed now.
I always do that, then get the "Informations Updated" message. After that the access to the file is denied, and I can upload it again from zero... Anyways I've reported the old topics already I think they will be deleted soon.
Anyways here are the old posts from the last topics:
It's definatley a challenge to get this done.

Took about 2 hours to figure out the collapsed room (with the bridge)
and then after we thought it ends a new chamber came

But my friend game crashed so we will use cheats to get back and continue

I am waiting for new maps from you! +5!!
ddta's hint

The blue panels just in front of the lasers in the main room - you can drop the cubes in that. You can also pick them back up, but it's kind of frustrating trying to figure out where the heck they went.
Also, did you want us to take a cube into the 2nd room on the right? We did, and that room was by far the easiest. But then again, it was a nice break after playing the REALLY long one with the light bridges (not long, per-say, but difficult to figure out).
We also crashed after entering the next room (after disabling the lasers). Is there much more? We would need to noclip through the rest of the map to get to that part again.
Really liked it. I think you did a very nice job and look forward to more of your maps. 5/5
Thanks Hawkeye I will fix that issue if somebody finds some bug enough to make me reupload the whole thing again.
By the way no you weren't intended to bring a cube inside the second chamber on the right, I don't even know what for would you do that. Hopefully the reason why you crashed in the last room has been fixed now.
Quote from macihun93 on August 10, 2011, 8:50 pmI'm leaving for my holidays tomorrow and will not be able to map for a week or two. During that time feel free to post your opinions and discovered bugs, once I'm back I'll try to fix them. Also once I'm back I'll add some screenshots, and maybe record a walkthrough video too. Have fun everyone.
By the way could somebody tell me whether I MUST tick the "Approve" thingy at the editing download page, or is it nothing important? It says something like "this download will be hidden from users", that's why I removed the tick always. Maybe it caused download page to become unavailable.
I'm leaving for my holidays tomorrow and will not be able to map for a week or two. During that time feel free to post your opinions and discovered bugs, once I'm back I'll try to fix them. Also once I'm back I'll add some screenshots, and maybe record a walkthrough video too. Have fun everyone.
By the way could somebody tell me whether I MUST tick the "Approve" thingy at the editing download page, or is it nothing important? It says something like "this download will be hidden from users", that's why I removed the tick always. Maybe it caused download page to become unavailable.
Quote from OnePortalizedGal on August 10, 2011, 10:25 pmWe too played the map - very good - challenging - especially the bridge puzzle - but we did finally beat it. Great mapping - loved the ideas. Keep them coming.
We too played the map - very good - challenging - especially the bridge puzzle - but we did finally beat it. Great mapping - loved the ideas. Keep them coming.
Quote from xdiesp on August 11, 2011, 11:45 amIt's a big map, with a little bit of everything thrown in: 4 medium chambers, custom voiceovers, Wheatley behind the scenes. Broad difficulty and varied mechanics leave a positive impression, but the execution is often clumsy: the paella effect lingers on and not everything is so sweet individually.
So the custom cutscenes are overlong and mandatory, meaning that the door won't open until they're finished; among the 4 chambers, quality too is uneven; invisible walls or get-stuck geometries become a crucial problem later on. In particular, the catapult chamber can be maddening (it was until we found the micro ledge) and the outer areas are ridden with barriers you can't see and sticky structures. Imagine our faces when we saw the floor panels eating our cubes.
Imho, it's not completely ready. A map this complex, is a product for a specific public... the least you can do is to polish it, so they won't have to suffer both your difficulty and your glitches.
It's a big map, with a little bit of everything thrown in: 4 medium chambers, custom voiceovers, Wheatley behind the scenes. Broad difficulty and varied mechanics leave a positive impression, but the execution is often clumsy: the paella effect lingers on and not everything is so sweet individually.
So the custom cutscenes are overlong and mandatory, meaning that the door won't open until they're finished; among the 4 chambers, quality too is uneven; invisible walls or get-stuck geometries become a crucial problem later on. In particular, the catapult chamber can be maddening (it was until we found the micro ledge) and the outer areas are ridden with barriers you can't see and sticky structures. Imagine our faces when we saw the floor panels eating our cubes.
Imho, it's not completely ready. A map this complex, is a product for a specific public... the least you can do is to polish it, so they won't have to suffer both your difficulty and your glitches.
Quote from macihun93 on August 12, 2011, 4:19 pmIndeed I see that the "cutscenes" get a bit annoying after having to watch them a few times when playing for the second / third etc. time, yet I will not delete any of them as they all stand for a reason, just as the "invisible walls" that force players to wait for these scenes to end.
1. Introduction: Allowing players to use all 8 taunt moves in the wheel.
2. In the light-bridge chamber: Making players unable to die by the crusher.
3. After passing through the laser field: Making players unable to go back to older tests, bringing puzzle elements of those to the last test.Also I agree with the quality being uneven, as it was the first time I used hammer, I was (still am) learning how to do this and that along with creating the chambers.
I'm going to create an update once I get back home from my vacation, in which I'm going to fix the "cubes in the floor" bug too. Yet I do not see what else you exactly meant by polishing things aside the cube bug.
Thanks for the broad evaluation it was very informative, next time (if there will be) I will try to make things more even.
Indeed I see that the "cutscenes" get a bit annoying after having to watch them a few times when playing for the second / third etc. time, yet I will not delete any of them as they all stand for a reason, just as the "invisible walls" that force players to wait for these scenes to end.
1. Introduction: Allowing players to use all 8 taunt moves in the wheel.
2. In the light-bridge chamber: Making players unable to die by the crusher.
3. After passing through the laser field: Making players unable to go back to older tests, bringing puzzle elements of those to the last test.
Also I agree with the quality being uneven, as it was the first time I used hammer, I was (still am) learning how to do this and that along with creating the chambers.
I'm going to create an update once I get back home from my vacation, in which I'm going to fix the "cubes in the floor" bug too. Yet I do not see what else you exactly meant by polishing things aside the cube bug.
Thanks for the broad evaluation it was very informative, next time (if there will be) I will try to make things more even.
Quote from BlumCoLe on August 13, 2011, 11:59 amneeds work
http://steamcommunity.com/id/s3thcole/s ... tab=public
http://steamcommunity.com/id/s3thcole/s ... tab=public
http://steamcommunity.com/id/s3thcole/s ... tab=publicit's impossible to solve it with this bugs!
needs work
http://steamcommunity.com/id/s3thcole/s ... tab=public
http://steamcommunity.com/id/s3thcole/s ... tab=public
http://steamcommunity.com/id/s3thcole/s ... tab=public
it's impossible to solve it with this bugs!
Quote from macihun93 on August 13, 2011, 5:18 pmCould you please stop mentioning the "cube in the floor" issue now, every second comment is about that, and I said already that I would fix it as soon as I get back to my own PC. I admit that I had never thought about a cube could possible fall down there, but I will watch out for possible cube-eating-structures from now on.
@BlumCoLe
I can hardly believe that this makes the whole thing impossible to finish, as many others have managed to get to the end by now. I know it's annoying, but until it'd be fixed, you can use the ent_create_portal_reflector_cube command (or something like this, it will pop up anyways), so you won't have to restart the whole thing from the beginning.
Could you please stop mentioning the "cube in the floor" issue now, every second comment is about that, and I said already that I would fix it as soon as I get back to my own PC. I admit that I had never thought about a cube could possible fall down there, but I will watch out for possible cube-eating-structures from now on.
@BlumCoLe
I can hardly believe that this makes the whole thing impossible to finish, as many others have managed to get to the end by now. I know it's annoying, but until it'd be fixed, you can use the ent_create_portal_reflector_cube command (or something like this, it will pop up anyways), so you won't have to restart the whole thing from the beginning.