[SP] Ball Maze
Quote from msleeper on June 13, 2011, 2:38 amYour map is missing cubemaps.
The exit elevator didn't work for me, but I'm not sure if that's because I put the [spoiler]Companion Cube[/spoiler] in there with me.
What was up with the opening?
The first puzzle with the ball didn't really amaze me; the idea is neat, but it's pretty un-Portal to try and make another game within the game. The second puzzle was amazingly simple. But I really enjoyed the third puzzle quite a lot. Not a lot of use of portals, but I liked the use of the excursion funnel + laser as a timing mechanism.
Your map is missing cubemaps.
The exit elevator didn't work for me, but I'm not sure if that's because I put the
What was up with the opening?
The first puzzle with the ball didn't really amaze me; the idea is neat, but it's pretty un-Portal to try and make another game within the game. The second puzzle was amazingly simple. But I really enjoyed the third puzzle quite a lot. Not a lot of use of portals, but I liked the use of the excursion funnel + laser as a timing mechanism.
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Quote from Dirty50ck5 on June 14, 2011, 3:40 pmFun map. Way to think outside the box.
Fun map. Way to think outside the box.
Quote from Ratboy on June 16, 2011, 5:00 amI must say I thoroughly enjoyed this map. It was refreshing, not too difficult, crisply built (never mind the glitchy rushed ending) and a good example of how to use those symbols that don't really have any self evident meaning. You use them to correlate one thing with another, not just throw them in there and hope the player figures it out (like another map I won't mention here). There wasn't a whole lot of thinking with portals unfortunately. But I feel like a more developed and difficult version of this concept could make for an interesting mod of its own.
I must say I thoroughly enjoyed this map. It was refreshing, not too difficult, crisply built (never mind the glitchy rushed ending) and a good example of how to use those symbols that don't really have any self evident meaning. You use them to correlate one thing with another, not just throw them in there and hope the player figures it out (like another map I won't mention here). There wasn't a whole lot of thinking with portals unfortunately. But I feel like a more developed and difficult version of this concept could make for an interesting mod of its own.

Quote from Orange on June 20, 2011, 2:14 ammsleeper wrote:Your map is missing cubemaps.The exit elevator didn't work for me, but I'm not sure if that's because I put the [spoiler]Companion Cube[/spoiler] in there with me.
What was up with the opening?
The first puzzle with the ball didn't really amaze me; the idea is neat, but it's pretty un-Portal to try and make another game within the game. The second puzzle was amazingly simple. But I really enjoyed the third puzzle quite a lot. Not a lot of use of portals, but I liked the use of the excursion funnel + laser as a timing mechanism.
I know the elevator exit doesn't work, I was trying to fix it frantically when time ran out. No, the companion cube serves no purpose other than to be beautiful. I was going to put in a reward room opening when you brought it all the way through, but again no time.
The opening was just an idea I had, just like the mysterious presence of GLaDOS watching over you in Portal. I really wanted to mimic that. If you watch the observation room in the second puzzle, you can see him observing you as well. I dunno, I thought it was a nice unique touch.
I love minigames, and like the opening I implemented it because I thought the idea was cool and it would add uniqueness to my map.club wrote:Amazing map. And very visually pleasing. You really captured the look Portal 1 Aperture in my opinion. The puzzles were fun and not too challenging yet not dead giveaways. And that man...creepy!I tip my hat to you sir. I only wish maps even looked as good as this.
Mhmm! I was initially going to make it a wrecked and deteriorated map like most in Portal 2, but I found myself nostalgia-ing about the first Portal too much to stick to it.
quatrus wrote:4 days eh, very nice.. thanks for creating.You've very, very welcome. ^_^
Two of those four days were all-nighters, as well!Skerik wrote:What is the companion cube for?
I found it [spoiler]but did not use it to finish the map.[/spoiler]It wasn't intended to be used to complete any objectives, I just thought it would be a nice touch. Also (again) I planned to give the player a reward room for bringing it through but didn't have the time.
Adair wrote:Very cool, I had some ideas for a cube maze, but I don't have time to make maps.![]()
I think there's a lot more potentially fun puzzles to be done in the ball/cube maze theme. Please make some more.
The broken exit elevator has been mentioned, but also the sky-box is visible in the glass above and below that elevator. I would have liked to see some kind of ending that follows up on that opening sequence.
I think after all the feedback I'll work on some more maps, thank you.
I actually did want an ending sequence to match the opening, involving a direct confrontation with the creepy guy, but yeah- four days. xD Really wish I was home when this contest started.Ratboy wrote:I must say I thoroughly enjoyed this map. It was refreshing, not too difficult, crisply built (never mind the glitchy rushed ending) and a good example of how to use those symbols that don't really have any self evident meaning. You use them to correlate one thing with another, not just throw them in there and hope the player figures it out (like another map I won't mention here). There wasn't a whole lot of thinking with portals unfortunately. But I feel like a more developed and difficult version of this concept could make for an interesting mod of its own.Thank you! The symbols were a last minute thing I had to resort to, because I really didn't want to spend the effort connecting all the receptors with dotted lines. I may be planning to make a mod, but I probably won't get very far.
Once again (this is probably getting tiresome) thank you to everyone for your feedback, positive and negative, on my map! I never imagined I would get two pages of posts and several videos. I think I'll make some more, the pleasure has been all mine.
The exit elevator didn't work for me, but I'm not sure if that's because I put the
What was up with the opening?
The first puzzle with the ball didn't really amaze me; the idea is neat, but it's pretty un-Portal to try and make another game within the game. The second puzzle was amazingly simple. But I really enjoyed the third puzzle quite a lot. Not a lot of use of portals, but I liked the use of the excursion funnel + laser as a timing mechanism.
I know the elevator exit doesn't work, I was trying to fix it frantically when time ran out. No, the companion cube serves no purpose other than to be beautiful. I was going to put in a reward room opening when you brought it all the way through, but again no time.
The opening was just an idea I had, just like the mysterious presence of GLaDOS watching over you in Portal. I really wanted to mimic that. If you watch the observation room in the second puzzle, you can see him observing you as well. I dunno, I thought it was a nice unique touch.
I love minigames, and like the opening I implemented it because I thought the idea was cool and it would add uniqueness to my map.
I tip my hat to you sir. I only wish maps even looked as good as this.
Mhmm! I was initially going to make it a wrecked and deteriorated map like most in Portal 2, but I found myself nostalgia-ing about the first Portal too much to stick to it.
You've very, very welcome. ^_^
Two of those four days were all-nighters, as well!
I found it
It wasn't intended to be used to complete any objectives, I just thought it would be a nice touch. Also (again) I planned to give the player a reward room for bringing it through but didn't have the time.
I think there's a lot more potentially fun puzzles to be done in the ball/cube maze theme. Please make some more.
The broken exit elevator has been mentioned, but also the sky-box is visible in the glass above and below that elevator. I would have liked to see some kind of ending that follows up on that opening sequence.
I think after all the feedback I'll work on some more maps, thank you.
I actually did want an ending sequence to match the opening, involving a direct confrontation with the creepy guy, but yeah- four days. xD Really wish I was home when this contest started.
Thank you! The symbols were a last minute thing I had to resort to, because I really didn't want to spend the effort connecting all the receptors with dotted lines. I may be planning to make a mod, but I probably won't get very far.
Once again (this is probably getting tiresome) thank you to everyone for your feedback, positive and negative, on my map! I never imagined I would get two pages of posts and several videos. I think I'll make some more, the pleasure has been all mine.
Quote from Mr. Happy on June 22, 2011, 4:16 pmI had a lot of fun, I would agree with alot of what sleeper said. Your map has some flaws, but I think otherwise has some awesome ideas. This is the kind of map that while it may not be a spectacular example of P2 mapping and puzzle design is a spectacular example of the creativity of the author and is very memorable.
I had a lot of fun, I would agree with alot of what sleeper said. Your map has some flaws, but I think otherwise has some awesome ideas. This is the kind of map that while it may not be a spectacular example of P2 mapping and puzzle design is a spectacular example of the creativity of the author and is very memorable.
Quote from PieGuy950 on June 22, 2011, 9:08 pmGreat puzzle, although the second room was a LITTLE bit too easy, and a couple of the textures were out of place in some areas. Also, I can't go to bed now without checking my window first O_o
Great puzzle, although the second room was a LITTLE bit too easy, and a couple of the textures were out of place in some areas. Also, I can't go to bed now without checking my window first O_o
Not in wrath
The REAPER came today
An angle visited this grey path
And took the cube away
Quote from wolf bytes on June 27, 2011, 8:36 pmAwesome level! I like the concept of maze-testing.
One thing I noticed though that did not work was at the end, the elevator did not take me up and then screen change to the standard "End of Testing" screen.Oh! The other thing is is that I can get underneath the glass testing area with all the panel arms, not sure if that is suppose to be allowed, (though the whole net view area I think indicates that it is suppose to...) but I thought I might as well mention just in case.
[spoiler]Though I did like the secret Companion Cube stash, very nice.[/spoiler]
Awesome level! I like the concept of maze-testing.
One thing I noticed though that did not work was at the end, the elevator did not take me up and then screen change to the standard "End of Testing" screen.
Oh! The other thing is is that I can get underneath the glass testing area with all the panel arms, not sure if that is suppose to be allowed, (though the whole net view area I think indicates that it is suppose to...) but I thought I might as well mention just in case.
Be You, Be Random
Quote from Pricee on July 1, 2011, 11:47 amHello Orange!
I am pleased to announce that I will be doing a commentary / gameplay of your map and will be putting it on youtube shortly (It is currently publishing)
Go to: http://www.youtube.com/user/Pricee123?feature=mhee to see the video later today, and subscribe if you wish to view more int he furutre and a co-op play through (valve one) with my friend all videos will have commentary
Cheers,
Pricee[spoiler]also, I got stuck on a camera in the second chamber, where i could see behind the grate.[/spoiler]
Hello Orange!
I am pleased to announce that I will be doing a commentary / gameplay of your map and will be putting it on youtube shortly (It is currently publishing)
Go to: http://www.youtube.com/user/Pricee123?feature=mhee to see the video later today, and subscribe if you wish to view more int he furutre and a co-op play through (valve one) with my friend all videos will have commentary
Cheers,
Pricee
Message me if you want me to try out your map and put a play through on youtube (unless specified otherwise)
Quote from KennKong on January 3, 2012, 3:38 pmSimple puzzles, but interesting enough design to make them fun. Note to self: fix elevator, so you can add this to beginner's playlist. 3/5 from me.
Simple puzzles, but interesting enough design to make them fun. Note to self: fix elevator, so you can add this to beginner's playlist. 3/5 from me.
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