Please or Register to create posts and topics.

[SP] Backstage (v1)

PreviousPage 2 of 3Next
dakx wrote:
You get nice Backstagefeeling from Aperture, optik is great.

I got one problem at beginn.

Spoiler
At the light bridge puzzle at the beginn no light bridges were genereted and i never can place portals at the white walls. I often reload the map but only one time it works.

The bridges and cleansers only activate if you go through the wall that's above the platform (but not the wall next to the door). If you were able to portal to the wall next to the closed walkway door, then I have a problem :P

Ensiferum wrote:
dakx wrote:
You get nice Backstagefeeling from Aperture, optik is great.

I got one problem at beginn.

Spoiler
At the light bridge puzzle at the beginn no light bridges were genereted and i never can place portals at the white walls. I often reload the map but only one time it works.

The bridges and cleansers only activate if you go through the wall that's above the platform (but not the wall next to the door). If you were able to portal to the wall next to the closed walkway door, then I have a problem :P

Ahh, i still test it and you're right.

Spoiler
i have taken the other Wall for my exitportal, and then you don't find the reason why it not work.
E: Here a pic http://b03.img-up.net/?up=sp_backstaaxus.jpg
I thought thats the right Solution.

I spoiled all the text since I talked a lot about that part.

Spoiler
Well back to the fizzlers, it wouldn't work. The purpose of the light bridge 'barriers' is to block the player from going through that portal position when they are the same, which would be a good mini-puzzle, to go through at the right time. The disappearing portals w/ the light barriers is an additional part and I had no problem with a slightly harder test.

Now why fizzlers wouldn't work is because if they are at the opening and exit portal wall, you couldn't even open portal as the wall would be blocked. Also it wouldn't matter if you had them at the exit wall, but still allowed for a way to have a portal placed because you go through the portal, then through the fizzler and land on the platform, so there is no purpose to the fizzler since you already
went through the portal and landed, and if you didn't land, you would just fall to your death.

UnknownTBeast wrote:
I spoiled all the text since I talked a lot about that part.

Spoiler
Now why fizzlers wouldn't work is because if they are at the opening and exit portal wall, you couldn't even open portal as the wall would be blocked. Also it wouldn't matter if you had them at the exit wall, but still allowed for a way to have a portal placed because you go through the portal, then through the fizzler and land on the platform, so there is no purpose to the fizzler since you already
went through the portal and landed, and if you didn't land, you would just fall to your death.

Not quite. A fizzler sliding over the wall would make sense erasing already present portals. And there's absolutely no reason why a light bridge can't be used in addition to the fizzlers to prevent player passage.
Better yet, the surfaces could rotate, with one side portalable and one side black. That way, the portals would be erased by the movement of the surface it's on.

Try out Twin Pillars, a Portal 2 map by BOB74j.

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:

jvcMO0d9Tyw
(Link: http://www.youtube.com/watch?v=jvcMO0d9Tyw)

Also note the video description for more feedback and my signature for additional project information.

Thanks Djinndrache for that great vid ! Lots of info in there that will make v2 even better.
Version 2 should be up soon with a bunch of bug-fixes - balance fixes and a few common-sense fixes :)

Also i noticed the cubemaps weren't baked in the map... weird... and annoying lol

Thanks to everyone who playtested it. If you're interested, keep checking as v2 is almost ready. It won't be the last version but most of the issues should be adressed.

all nice, except that I was able to sneak by the turrets and turn the fizzler off, only then I found

Spoiler
the air shaft
when I was searching for the exit.

Korl wrote:
all nice, except that I was able to sneak by the turrets and turn the fizzler off, only then I found
Spoiler
the air shaft
when I was searching for the exit.

Yea i saw that happen, I'm working on it to make the vent more evident and make it so the turrets won't let you get behind them. But if you sneaked by using the target-dummies and the plate behind, that's fine, i put them there for that reason too. Cept it's harder to do it this way :)

Ok Version 2 is up, you can get it here: Backstage (v2)

Most issues should be adressed in this one. Of course I'm confident you guys will find more ! :D
But still this version should be a lot more playable than the previous one.

It had been some time since someone did an entirely navigation-based map, lenghty to boot with uncommon atmosphere and composition ahead of the curve. Admittedly the enviroments weren't as rich in detail, but it can be put in perspective with the move-fast and see-a-lot way of thinking. Coming from a comparison with the campaign's originals.

Puzzles were, essentially, just portaling to the next place - with one notable exception. Small gripe: the box storage at the start devolves into not so pleasant pixel sniping, maybe that's not the best welcoming for the players - possibly highlight those panels more. With a final treatment of eyecandy and a couple more complex puzzles, it would be a blast. Bugs: this texture had lightning problems, no cubemaps.

the hills are alive... with the sound of music
PreviousPage 2 of 3Next