[SP] Chamber 17 [R2 - Second Release]
Quote from lillegum on May 26, 2011, 9:58 amLoved it! Thanks for sharing
Didn't read the description before playing it, so got a nice surprise, when i realised that you used some designs from the old portal game. Good stuff!
Loved it! Thanks for sharing Didn't read the description before playing it, so got a nice surprise, when i realised that you used some designs from the old portal game. Good stuff!
Quote from iWork925 on May 26, 2011, 10:41 amMap was so bad I got banned from mAL. :'( lol! idc. They really need to sort out their priorities. As long as nice normal people on TWP like it I'm happy!
Map was so bad I got banned from mAL. :'( lol! idc. They really need to sort out their priorities. As long as nice normal people on TWP like it I'm happy!

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from xdiesp on May 26, 2011, 11:00 amGood map, with a bit of every "borderline" maneuvers out there like [spoiler]cube flipping, throwing and one hard fling[/spoiler]. The uninspired part were the 3 laser trials: how about upping the difficulty there?
Good map, with a bit of every "borderline" maneuvers out there like
Quote from iWork925 on May 26, 2011, 11:44 amYour right. I might make a challenge varient, as I want to keep the map as close to the P1 level as possible. If you have any ideas/suggestions I'd love to hear them, I'm pretty stumped on how to make it harder.
Your right. I might make a challenge varient, as I want to keep the map as close to the P1 level as possible. If you have any ideas/suggestions I'd love to hear them, I'm pretty stumped on how to make it harder.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from xdiesp on May 26, 2011, 11:50 amEh, maybe something with gel to actually reach the laser emitters? Or a couple of turrets to remain simple.
Eh, maybe something with gel to actually reach the laser emitters? Or a couple of turrets to remain simple.
Quote from RagingVoice on May 26, 2011, 4:30 pmNice feel to the map. I got to it after the first two edits. Pretty smooth. [spoiler]The laser trials did feel very trivial, but I didn't mind. Had a harder time with the timed fling flinging myself. Ended up doing it differently from the walkthrough (which I watched afterwards).[/spoiler]
Nice feel to the map. I got to it after the first two edits. Pretty smooth.

Quote from msleeper on May 26, 2011, 5:08 pmQuote:Oh I see what you did there. That my fault sorry. I forgot to put in the OP that I am not a Valve employee. I don't have to follow their strict rules when it comes to making maps. I honestly could not be fucked sitting there aligning textures all day for a bunch of nitpicking idiots I have never met on a stupid forum. Maybe if you standards werent so high you might actually enjoy it instead of claiming little things like that as errors. If you don't like the map then good,don't play it, but it's my map and I'll make it how I want. As for the diagonal sections, why don't you actually download and play the map, play chamber 17 on Portal 1, reread my original post, and fucking educate yourself!So I read your superrage over at myaplabs and I have to say - they are 100% right about the visual issues with the map, and you are completely blowing shit out of proportion.
Having misaligned textures is a Big Deal. You should fix it because it looks like trash. You should use panels instead of clipped surfaces if, for no other reason, they add a lot of visual appeal to the map. I don't care if Chamber 17 in Portal 1 used angled brushes. And you know what? They looked like garbage there too.
I also find it humerus that you say they have "impossibly high standards", when we delete maps that are clearly garbage and they don't. Your map isn't total shit, but your unwillingness to put that extra spit-shine on things as Level Design 101 as simple texture alignment really speaks volumes.
So I read your superrage over at myaplabs and I have to say - they are 100% right about the visual issues with the map, and you are completely blowing shit out of proportion.
Having misaligned textures is a Big Deal. You should fix it because it looks like trash. You should use panels instead of clipped surfaces if, for no other reason, they add a lot of visual appeal to the map. I don't care if Chamber 17 in Portal 1 used angled brushes. And you know what? They looked like garbage there too.
I also find it humerus that you say they have "impossibly high standards", when we delete maps that are clearly garbage and they don't. Your map isn't total shit, but your unwillingness to put that extra spit-shine on things as Level Design 101 as simple texture alignment really speaks volumes.
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Quote from iWork925 on May 26, 2011, 7:56 pmActually I completely agree with you. Its not that I am angry about. Its the delivery in the message that bothers me and is why I like this site 10 time better.
mAL is like: "It's ghey. Looks crap so I didnt bother downloading"
TWP is like: "Downloaded and play. Tons of fun. But there is a few things you may want to change."
If you don't believe me look at the first like 5 posts in this thread and that thread. And the textures are aligned as best I can, as I couldn't find any 'how-to' on it I give the whole map a once over.
Actually I completely agree with you. Its not that I am angry about. Its the delivery in the message that bothers me and is why I like this site 10 time better.
mAL is like: "It's ghey. Looks crap so I didnt bother downloading"
TWP is like: "Downloaded and play. Tons of fun. But there is a few things you may want to change."
If you don't believe me look at the first like 5 posts in this thread and that thread. And the textures are aligned as best I can, as I couldn't find any 'how-to' on it I give the whole map a once over.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

Quote from msleeper on May 26, 2011, 8:06 pmWell I'm not going to get into a comparison between the sites; we each have different user bases and different goals. More importantly - not a single person here mentioned the misaligned textures and use of slanted brushes versus using panels.
I haven't gotten around to playing this myself yet, but I don't sugarcoat when a map looks bad. I expect most other people here don't as well; "not kissing ass" is the culture I have worked very hard to develop. Looking at the screens, I definitely noticed the clipped brushes and the shockingly obvious texturing problems. I'm kind of surprised that xdiesp didn't mention it because he's about as much of a hard ass about the little details that I am.
But my point is that when someone tells you there are problems or things look bad, you might want to either 1.) fix the problem or 2.) justify why you don't feel it's necessary to fix them (protip: "I don't want to spend the time fixing textures" is not a valid justification; it's laziness). And you don't want to throw a hissy fit when someone tells you these things. Nobody told you "it looks like crap so I didn't bother downloading", Grox and Smasher told you/pointed out the misalignments in detail, and you flew off the handle.
Well I'm not going to get into a comparison between the sites; we each have different user bases and different goals. More importantly - not a single person here mentioned the misaligned textures and use of slanted brushes versus using panels.
I haven't gotten around to playing this myself yet, but I don't sugarcoat when a map looks bad. I expect most other people here don't as well; "not kissing ass" is the culture I have worked very hard to develop. Looking at the screens, I definitely noticed the clipped brushes and the shockingly obvious texturing problems. I'm kind of surprised that xdiesp didn't mention it because he's about as much of a hard ass about the little details that I am.
But my point is that when someone tells you there are problems or things look bad, you might want to either 1.) fix the problem or 2.) justify why you don't feel it's necessary to fix them (protip: "I don't want to spend the time fixing textures" is not a valid justification; it's laziness). And you don't want to throw a hissy fit when someone tells you these things. Nobody told you "it looks like crap so I didn't bother downloading", Grox and Smasher told you/pointed out the misalignments in detail, and you flew off the handle.
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Quote from mickyficky on May 26, 2011, 8:26 pmAs has been mentioned, the visuals could use a little buff. I've seen far worse around though.
The puzzles are nice although the cube flipping can be disputed. I would at least increase the height of the ceiling in that place so you can properly jump on the cube. I'd remove it altogether and do some other puzzle in there... jumping on a cube hardly qualifies anyhow. Also I had trouble seeing exactly how the anti-cheat panels worked, they just seemed to go up and down at random.
The flinging part was hard but doable, I liked it. Far too few interesting flings around.
The last part (flinging the cube) works fine too (played the fixed version), the cube landing on the edge is a pain though. Why not add a funnel at the top of the ceiling, autocentering the cube?
Instead add a cube recepticle before that room, a fizzler and a new dispenser (walking back and doing the flinging again seems a little punishing for a physics fail).All in all a very nice map. Keep up the good work.
As has been mentioned, the visuals could use a little buff. I've seen far worse around though.
The puzzles are nice although the cube flipping can be disputed. I would at least increase the height of the ceiling in that place so you can properly jump on the cube. I'd remove it altogether and do some other puzzle in there... jumping on a cube hardly qualifies anyhow. Also I had trouble seeing exactly how the anti-cheat panels worked, they just seemed to go up and down at random.
The flinging part was hard but doable, I liked it. Far too few interesting flings around.
The last part (flinging the cube) works fine too (played the fixed version), the cube landing on the edge is a pain though. Why not add a funnel at the top of the ceiling, autocentering the cube?
Instead add a cube recepticle before that room, a fizzler and a new dispenser (walking back and doing the flinging again seems a little punishing for a physics fail).
All in all a very nice map. Keep up the good work.