[SP] Antimatter One
Quote from RJK 616 on May 18, 2011, 7:53 pmA new Puzzle Element to Portal 2.
Antimatter Edgeless saftey spheres, and Antimatter Edgeless safety sphere interception fields
This is the completed map!
Known issues - You can spawn more then one sphere at a time, that will be looked at when i get better with instances!other then that, go play the map and tell me what you find!
Update 9999: Polished up the map a little, added lines for glados and introduction text
Update 9999: Fixed some minor bugs, and an epic shortcut. Last chamber should be solved as planned now
File Name: antimatter v4-1.rar
File Size: 6.2 MiB
Click here to download Antimatter One.
A new Puzzle Element to Portal 2.
Antimatter Edgeless saftey spheres, and Antimatter Edgeless safety sphere interception fields
This is the completed map!
Known issues - You can spawn more then one sphere at a time, that will be looked at when i get better with instances!
other then that, go play the map and tell me what you find!
Update 9999: Polished up the map a little, added lines for glados and introduction text
Update 9999: Fixed some minor bugs, and an epic shortcut. Last chamber should be solved as planned now
File Name: antimatter v4-1.rar
File Size: 6.2 MiB
Click here to download Antimatter One.
Quote from oliethefolie on May 18, 2011, 9:59 pmMan that is awesome!
Man that is awesome!
Quote from Neoxx on May 18, 2011, 10:14 pmInteresting concept. Although, I think it will help if there was some sort of material that was safe for it to be placed on as a sort of "holder" for it while you place portals and work things out. Maybe some sort of levitation field similar to what you have but in the form of the old combine ball catchers that floats the ball. You could base flings around getting the ball into these catchers, and have these in places where the player would need to reposition portals before moving on. I just think that not ever being able to put the ball down is a bit limiting as you either have to fling it, fling yourself with it, and can only replace portals mid fling.
I look forward to seeing more!
Interesting concept. Although, I think it will help if there was some sort of material that was safe for it to be placed on as a sort of "holder" for it while you place portals and work things out. Maybe some sort of levitation field similar to what you have but in the form of the old combine ball catchers that floats the ball. You could base flings around getting the ball into these catchers, and have these in places where the player would need to reposition portals before moving on. I just think that not ever being able to put the ball down is a bit limiting as you either have to fling it, fling yourself with it, and can only replace portals mid fling.
I look forward to seeing more!
Quote from RJK 616 on May 18, 2011, 10:20 pmThanks for the advice, I might see if i can place holders within some of the more complex maps i have in mind, but i like the challenge of thinking fast before your sphere hits a walls somewhere, but i'll defo keep that in mind.
I have a half finished Chamber 2 in the lastest version if people would like to try that.
Thanks for the advice, I might see if i can place holders within some of the more complex maps i have in mind, but i like the challenge of thinking fast before your sphere hits a walls somewhere, but i'll defo keep that in mind.
I have a half finished Chamber 2 in the lastest version if people would like to try that.
Quote from Neoxx on May 18, 2011, 10:36 pmRJK 616 wrote:Thanks for the advice, I might see if i can place holders within some of the more complex maps i have in mind, but i like the challenge of thinking fast before your sphere hits a walls somewhere, but i'll defo keep that in mind.I have a half finished Chamber 2 in the lastest version if people would like to try that.
You certainly can have fast thinking challenges, and I'd love that myself, but if you want longer more complex puzzles you'll need to have a holder for it. Sure, you could just have the final holder for it part way through, but the player may not understand its only a holder and doesnt actually activate anything.
This, of course, is designed to cater to twitch based puzzles and fast thinking, but you can only go so far before the player needs a break. I'd probably dislike a puzzle where I had to place 10 portals in quick succession and 1 missed step sent me back to the beginning to try again.
An idea popped into my head as I typed the last part. A cool "dual fling" puzzle might be pretty fun. Fling the antimatter ball, then fling yourself somewhere else, then before the ball hits the ground you put your portal back and fling the ball again. You'd need a lot of hang time to make it work, but I think it would be possible.
I have a half finished Chamber 2 in the lastest version if people would like to try that.
You certainly can have fast thinking challenges, and I'd love that myself, but if you want longer more complex puzzles you'll need to have a holder for it. Sure, you could just have the final holder for it part way through, but the player may not understand its only a holder and doesnt actually activate anything.
This, of course, is designed to cater to twitch based puzzles and fast thinking, but you can only go so far before the player needs a break. I'd probably dislike a puzzle where I had to place 10 portals in quick succession and 1 missed step sent me back to the beginning to try again.
An idea popped into my head as I typed the last part. A cool "dual fling" puzzle might be pretty fun. Fling the antimatter ball, then fling yourself somewhere else, then before the ball hits the ground you put your portal back and fling the ball again. You'd need a lot of hang time to make it work, but I think it would be possible.
Quote from MrTwoVideoCards on May 18, 2011, 11:40 pmSome images would be nice.
Some images would be nice.
Quote from InertiaticESP on May 19, 2011, 1:19 amI notice that in the second room, if you have the beam up against the bomb-dropper, and repeatedly press the button, a bunch of bombs stack up.
In the second room, you take damage when you go through portals from the two portalable ground surfaces for some reason...
I notice that in the second room, if you have the beam up against the bomb-dropper, and repeatedly press the button, a bunch of bombs stack up.
In the second room, you take damage when you go through portals from the two portalable ground surfaces for some reason...
Get in touch with me on Steam if you need a playtester. The more people you have test your map the better, and if you check some of my posts you'll see that my playtest write-ups are very comprehensive.
Quote from Thursaz on May 19, 2011, 5:52 amI like the idea, though I'm not certain if I did this correctly. [spoiler]I placed a portal at the edge of the funnel and one where the antimatter sphere would drop, so it fell into the funnel, then shot a portal there and at the right panel to lead it to the field thing.[/spoiler]
That said, the idea is pretty nice. I'm not sure what to suggest given the map hasn't been developed that far as yet; I know an alternative solution to 'holding' the cube in a field is to simply place two portals on the ground and leave the cube there going between portals. One wouldn't be able to fire a new portal then, but that restriction may be a good thing, depending.
Bugs wise, I've managed to get the sphere out of the field it was in. I assume that's not supposed to be possible.
I really like where this could lead, though! I'm looking forward to seeing how the idea develops. Hell, my brain is already trying to solve the puzzles that could be done with this in advance! xD
I like the idea, though I'm not certain if I did this correctly.
That said, the idea is pretty nice. I'm not sure what to suggest given the map hasn't been developed that far as yet; I know an alternative solution to 'holding' the cube in a field is to simply place two portals on the ground and leave the cube there going between portals. One wouldn't be able to fire a new portal then, but that restriction may be a good thing, depending.
Bugs wise, I've managed to get the sphere out of the field it was in. I assume that's not supposed to be possible.
I really like where this could lead, though! I'm looking forward to seeing how the idea develops. Hell, my brain is already trying to solve the puzzles that could be done with this in advance! xD
Quote from Djinndrache on May 19, 2011, 1:15 pmI started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=BUKHZPWbjZQ
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=BUKHZPWbjZQ
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from RJK 616 on May 19, 2011, 2:09 pmThanks for that, you solved the 2nd chamber completely wrong xD I've fixed the reason you can do that now, you can't portal the funnel from the starting position.
Also this map is a WIP so the last door leading into a wall is perfectly fine since i haven't finished the next chamber yet, which will come in the next version.
Still it's nice looking fro the perspective of someone who hasn't got a clue about the puzzles, something a home mapper doesn't have a chance to do much
Thanks for that, you solved the 2nd chamber completely wrong xD I've fixed the reason you can do that now, you can't portal the funnel from the starting position.
Also this map is a WIP so the last door leading into a wall is perfectly fine since i haven't finished the next chamber yet, which will come in the next version.
Still it's nice looking fro the perspective of someone who hasn't got a clue about the puzzles, something a home mapper doesn't have a chance to do much