Please or Register to create posts and topics.

[SP] Catch!

Page 1 of 3Next

Filesize: 8.3 Mb

A moderately difficult SP map which hopefully will make you think a little. I designed this to fit within Portal 2's "reconstructing" theme, and the puzzle elements also fit that part of the singleplayer timeline within the game.

1.1 features numerous tweaks and fixes, as well as a HARDER version of the map for you to have a go at.
1.2 updates the HARD version to exclude an unintended solution

Any and all feedback is welcome!

External: http://www.jimmyalger.com/PortalMaps/Portal2-Catch.zip:[/b] 0  B
Click here to download Catch!

More information, including screenshots and [soon] video, can be found at my website:
JimmyAlger.com - Catch!

This is my first released Portal 2 map, so any and all feedback is greatly appreciated. Hope you enjoy!

Fun map - good work. The concept behind this map is well-done and enjoyable.

To make it just slightly more interesting, you could remove the button on the floor which rotates the floor panel as it isn't necessary to solve the puzzle.

Portal 2 Engineer - A map designed to make you think.

nice puzzle I found a couple tiny issues:
- misaligned textures. Please fix? :3
- placing and quickly removing the cube from the cube button in the three dots room caused the behaviour of the panels to switch (so pressed was closed, unpressed was open) In order to fix this use two relays: relay_open and relay_close and let them do their stuff after 0.01 second and give relay_open, ontrigger, relay_close, cancelpending, 0.00 and give relay close: ontrigger, relay_open, cancelpending, 0.00. That should fix that.
- you don't need the flipping panel as ruien already told.

It's a good map but it needs work, so a 3/5 should be my verdict, however the issues are not very big and I'm sure you can fix them soon so I won't rate this map YET. If you fixed the issues I'll rate it a 4/5: great!

Keep up the good work :)

It's nice seeing people use the term I made for the post-GLaDOS-wake chambers. :) Reconstructing...
It's a nice map, really fun - and that's what's important. I wish to criticize, in a good way (a constructive criticism), that the detailing could use more work. There is a huge difference between portal's style and portal 2's style and you went on a strange mix of the two, think about that.

ImageImageImage
Instance: Co-Op Tube Ride

A small issue that others did not mention. The door just before the exit elevator does not make a sound when opening.

"I am not a Marshmallow"

Enjoyed the map. I had a small issue: the tilted panel was no longer tilted after loading a quicksave. Yet somehow I miracously flew to the intended spot! I also had weirdness with the retracting panels in three-dot room.

Thank you all for the feedback.

I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.

I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!

Arc8ngel wrote:
Thank you all for the feedback.

I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.

I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!

Spoiler
1. place a portal in the one dot room on the ceiling near the ball button.
2. place a portal on the floor in the three dot room
3. jump through the portal
4. place a portal on the floor in the one dot room
5. jump in, and get up the area in the three dot room ;)

Ah ha. Nice! I'd actually prefer to leave the rotating panel, though, because I like the idea of that mechanic specifically. Besides, it definitely takes a more advanced player to come up with the solution you guys did. There is always the idea of having a harder version available.

Page 1 of 3Next