[SP] Bridge Over Toxic Water
Quote from UberSprode on June 5, 2011, 9:07 pmMy single player entry into the mapping contest.
v2:Fixed broken overlay, added water mist particles.
File Name: sp_bridgeovertoxicwater2.zip
File Size: 4.83 MiB
Click here to download Bridge Over Toxic Water
My single player entry into the mapping contest.
v2:Fixed broken overlay, added water mist particles.
File Name: sp_bridgeovertoxicwater2.zip
File Size: 4.83 MiB
Click here to download Bridge Over Toxic Water
Quote from UberSprode on June 5, 2011, 9:12 pmSome more images of the map.
http://dl.dropbox.com/u/3290231/portal2/botw.jpg
http://dl.dropbox.com/u/3290231/portal2/botw2.jpg
http://dl.dropbox.com/u/3290231/portal2/botw3.jpg
http://dl.dropbox.com/u/3290231/portal2/botw4.jpg
Some more images of the map.
http://dl.dropbox.com/u/3290231/portal2/botw.jpg
http://dl.dropbox.com/u/3290231/portal2/botw2.jpg
http://dl.dropbox.com/u/3290231/portal2/botw3.jpg
http://dl.dropbox.com/u/3290231/portal2/botw4.jpg
Quote from xdiesp on June 6, 2011, 4:58 pmIf the bleak brown appearances push you away from this, you're missing on some fun. Puzzle's difficult and satisfying, spanning the entire room. Could just use a visual straighten up: leave the browns, deal with the badly cut props.
If the bleak brown appearances push you away from this, you're missing on some fun. Puzzle's difficult and satisfying, spanning the entire room. Could just use a visual straighten up: leave the browns, deal with the badly cut props.
Quote from UberSprode on June 7, 2011, 2:34 pmThanks. I agree that the visuals are less than stellar. I'm not terribly experienced at Hammer, and had little time to make the map. If there is a map pack made with entries from this contest I'd gladly spend more time on the map, or even open it up for anyone else willing to help me with it.
I tried to lean from Valve's examples when making the puzzle, combining easy steps with a few hard ones, so the player can progress easily most of the time while still having several "A-ha!" moments.
Also, revisiting older steps of the puzzle several times, each time with a new tool or point of access, to make the chamber fun to explore without getting lost.
Thanks. I agree that the visuals are less than stellar. I'm not terribly experienced at Hammer, and had little time to make the map. If there is a map pack made with entries from this contest I'd gladly spend more time on the map, or even open it up for anyone else willing to help me with it.
I tried to lean from Valve's examples when making the puzzle, combining easy steps with a few hard ones, so the player can progress easily most of the time while still having several "A-ha!" moments.
Also, revisiting older steps of the puzzle several times, each time with a new tool or point of access, to make the chamber fun to explore without getting lost.
Quote from smwlover on June 30, 2011, 11:41 pmIt is a difficult puzzle which needs trial and error, as well as a lot of logical thinking. The button which can convert the light bridge from horizontal to vertical is special. At first I don't know what to do and how can I use the double angled portal surface in the middle of the water. Finally I decided to have a try and jumped down from the lightbridge and surprised myself by landing on the other side. Thanks for mapping and keep going!
It is a difficult puzzle which needs trial and error, as well as a lot of logical thinking. The button which can convert the light bridge from horizontal to vertical is special. At first I don't know what to do and how can I use the double angled portal surface in the middle of the water. Finally I decided to have a try and jumped down from the lightbridge and surprised myself by landing on the other side. Thanks for mapping and keep going!
Quote from NuclearDuckie on July 1, 2011, 2:34 amQuite an underrated map here to be honest. The puzzle kept me consistently interested, and I as well loved the horizontal/vertical bridge switch (though at some point the button didn't work right and I had to go back and mess around with the cube holding it down).
The only problems I had were that the double-angled jump could be unforgiving sometimes when you messed it up, particularly when [spoiler]you were under pressure from the cube dropping onto the button, as you would soon no longer be able to stand on the bridge[/spoiler], and also that I didn't notice the staircase forming near the button until I'd wasted much time getting back there via other methods.
This is of small note, but I liked the triggering of music within the chamber; I felt it worked well to complement the player's progress. However towards the end I noticed one track playing over the top of another, which came off weird sounding.
Overall it's challenging and rewarding map, even without the most spectacular visuals. [spoiler](Oh, and I loved the hidden den.)[/spoiler]
Quite an underrated map here to be honest. The puzzle kept me consistently interested, and I as well loved the horizontal/vertical bridge switch (though at some point the button didn't work right and I had to go back and mess around with the cube holding it down).
The only problems I had were that the double-angled jump could be unforgiving sometimes when you messed it up, particularly when
This is of small note, but I liked the triggering of music within the chamber; I felt it worked well to complement the player's progress. However towards the end I noticed one track playing over the top of another, which came off weird sounding.
Overall it's challenging and rewarding map, even without the most spectacular visuals.
Quote from UberSprode on July 1, 2011, 7:37 pmThank you both for your feedback.
The entity I/O setup for the bridge rotation is kinda hacked in. You aren't supposed to be able to actually parent the bridge emitter to anything else (Though I think Valve does do it in one of the coop maps). As such it can be fairly buggy, which I hope to eliminate.
If people want I can make a simple .vmf with just the bridge rotater entities in it.
There are flingers on the double-angled jump, so it should theoretically always put you in the right spot. The whole thing is an in-elegant implementation of what I wanted, and I'll probably remove it and replace it with something else entirely in a newer version.
[spoiler]Doing the jump while timed because of the cube is a bit more difficult than I wanted, hopefully I can make it easier/lower the penalty for failure.[/spoiler]
You can probably tell what elements were added at the eleventh hour, the stairs and music being examples.
If someone could link me a guide for how to properly do the "generative" music in Portal 2, that'd be awesome. I wanted to have the music only play in certain areas, or to fade from one song to the next when you progressed, but didn't have time.For aesthetics, what would people like to see? Keep it clean, make it destroyed, old school Aperture?
Thank you both for your feedback.
The entity I/O setup for the bridge rotation is kinda hacked in. You aren't supposed to be able to actually parent the bridge emitter to anything else (Though I think Valve does do it in one of the coop maps). As such it can be fairly buggy, which I hope to eliminate.
If people want I can make a simple .vmf with just the bridge rotater entities in it.
There are flingers on the double-angled jump, so it should theoretically always put you in the right spot. The whole thing is an in-elegant implementation of what I wanted, and I'll probably remove it and replace it with something else entirely in a newer version.
You can probably tell what elements were added at the eleventh hour, the stairs and music being examples.
If someone could link me a guide for how to properly do the "generative" music in Portal 2, that'd be awesome. I wanted to have the music only play in certain areas, or to fade from one song to the next when you progressed, but didn't have time.
For aesthetics, what would people like to see? Keep it clean, make it destroyed, old school Aperture?
Quote from NuclearDuckie on July 2, 2011, 6:00 amI think considering the huge pool of water you have here, you could get away with a destroyed-type theme, making out that test elements have sunk into the result of leaks/floods over time (similar to Wavelet's design).
I like your use of the old Portal 1 panel textures, but overall you'd probably want to get away from the brownish hues.
I think considering the huge pool of water you have here, you could get away with a destroyed-type theme, making out that test elements have sunk into the result of leaks/floods over time (similar to Wavelet's design).
I like your use of the old Portal 1 panel textures, but overall you'd probably want to get away from the brownish hues.
Quote from quatrus on July 4, 2011, 8:08 pmVery nice, complex use of light bridges and FPs. Everything worked fine for me. Thanks for mapping.
Very nice, complex use of light bridges and FPs. Everything worked fine for me. Thanks for mapping.
Quote from UberSprode on July 10, 2011, 3:59 pmFinally got around to isolating the rotating bridge part.
You can download it here.
Finally got around to isolating the rotating bridge part.
You can download it here.