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[SP] Cleanup!

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Cleanup! (an expansion to my map "[url=http://steamcommunity.com/sharedfiles/filedetails/?id=72465013]Deflect[/url]") is an unique Portal 2 experience with a new story. Besides that, it also offers brand new test elements to play with and a huge amount of details and ideas in every map. The first part of that is called Invertigo.

The Story
As shown at the beginning of Portal 2, the whole facility was overgrowth and full of vegetation. GlaDOS had to clean everything up and repair the broken stuff. But there are some parts that she can't reach anymore. That's were you come in: Atlas! With the goal to repair the connection between GlaDOS and the chambers, you have to find a way to accomplish that. And the only way you can take goes through the chambers...

The Problem
To gain the whole experience, you have to install some particles manually. They are heavily used in the puzzles and without them you could get lost easily. You can find a nice Instruction about how to install them in the ZIP-Archive.

The Consequences
After you played only a part of my map and then switched to an different map, you may discovered that some types of gel are black. I use console commands to colour the gel in my campaign. This means your problem can be easily fixed by just restarting Portal 2.

The Comment
This is my first finished map(pack) I released which means that I may have to radical improve some parts if you have problems to solve the tests. So, don't expect a perfect, edgeless expirience ;) .
Thanks to my testers and especially to FelixGriffin who helped me the whole time with different things.
You're awesome :thumbup: .
Also thanks to [url=http://forums.thinking.withportals.com/member/josepezdj/]josepezdj[/url] for his help with some textures, [url=http://forums.thinking.withportals.com/memberlist.php?mode=viewprofile&u=3264]Scotty[/url] for [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2413]this[/url], and [url=http://forums.thinking.withportals.com/member/BenVlodgi/]BenVlodgi[/url] for the work on the particle installer.
And just for you to know: chapter 2, "Portation", is comming. Stay tuned!

The Screenshots
[url=http://steamcommunity.com/id/sprowl/screenshots/?appid=sc_196472&sort=newestfirst&browsefilter=myfiles&view=grid][img]http://dl.dropbox.com/u/1471712/web/banner/twp_screens_invertigo.jpg[/img][/url]

Metadata:

  1. Singleplayer Campaign
  2. Designed for players without Razer Hydra
  3. New content has to be installed manually
  4. Difficulty: • • • •

Changelog

Spoiler
Version 1.2.1.
- fixed broken particle installer (windows) (mac support still needs to be done)

Version 1.2.0.
- the whole thing is now downloadable through [url=http://steamcommunity.com/sharedfiles/filedetails/?id=125871683]the workshop[/url]
- you can also now download [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2529]the files for Hammer[/url]

Version 1.1.0.
Map 01
Nightvision Area
- recreated the way from the white room to the panelmakerfactory

Map 02
Chamber 1
- fixed lasercube can get stuck inside the dropper

Chamber 2
- fixed triggering the emergency-exit on purpose
- fixed hints about the cube after it gets covered in gel don't show up
- fixed player getting stuck inside the arms while getting the weighted cube
- fixed new level does not load after completing the map
- semi-fixed that the emergency exit triggers without reason. It doesn't fully remove the problem but it should be much more unlikely that it occurs
- added several clips so the player / cubes can't get lost behind walls
- improved lightning

Map 03
Chamber 3
- fixed lasercube can get stuck inside the dropper
- fixed unintended solutions that could break the map
- added a button to manually control the panel

Map 04
Chamber 5
- it's easier to indicate now that the panel above the angled magnetpanel is portable

Future plans
- adding source files (Hammer)
- maybe completely replace the mechanics behind the reflecting cubes to fix some bugs
- workshop integration

Version 1.0.0.
Release

Click here to download Cleanup!

Lookin' good, can't wait to play it!

Played until the part with the laser hitting the angled panel and the laser cube falling into the goo. It's freakin' awesome so far.

Two things i noticed, except the overall awesomeness.
- The crosshair is off

Spoiler
at the night vision area
. I tried to enable it via console, but it didn't work. It enabled itself after this part.
- If you paint the cube, it seems that it won't deflect the laser at all times. It only does it at very specific angles or when hitting specific parts of the cube.

Except these two minor things, i loved it. Thanks for making it. ;)

Amazing work on this map pack! I really loved the scenery and I would compare the quality of these maps to valve ones. A big big cookie for you! Loved it.

There's not much more I can say about it except that I would recommend everyone to play it!

5/5 Excellent.

Thanks for your kind comments. I'm glad you like it :thumbup:

soad667 wrote:
Played until the part with the laser hitting the angled panel and the laser cube falling into the goo. It's freakin' awesome so far.

Two things i noticed, except the overall awesomeness.
- The crosshair is off

Spoiler
at the night vision area
. I tried to enable it via console, but it didn't work. It enabled itself after this part.
- If you paint the cube, it seems that it won't deflect the laser at all times. It only does it at very specific angles or when hitting specific parts of the cube.

Except these two minor things, i loved it. Thanks for making it. ;)

- Yes the crosshair is deactivated at this part. It's a side effect after I just copied the entities from a map of Valve where they did the same. I see what I can do to get it back.
- Also there should have been a warning about the behaviour of the cube that tells you exactly that (just try an other side when it doesn't work). Seems like you turned the hints off in the game; I'll activate them. But they'll stay on after that :P .

Lpfreaky90 wrote:
I really loved the scenery and I would compare the quality of these maps to valve ones.

:omg:

Now I would like to see some walktroughs. Do it guys! :thumbup:

So far I agree - this is like a map from Valve. Incredible - INCREDIBLE !!! Even the laser welding robot arms for the metal grates on the conveyor - and the way they sizzle when they are welding. The attention to detail is the most incredible feat I have seen.

One thing - I hate all the Doors with the quick release bars that do not open.
Their only function is to make you walk down numerous catwalks and stairs just to check them out "in case they do lead somewhere" . . . but so far ALL of them are just dummies. Better top leave those out altogether.

Right now I am kinda stuck in the chamber with the liquid that reflects the laser. I had a brainstorm all of a sudden. When you coat cube with Blue bouncing Gel, cube bounces. When you coat cube with Orange sliding gel, cube slides. Soooo when you coat cube with brown reflector gel, cube reflec.... oops, err, no. Sorry, didn't work. Good idea though.

Actually that stuff opens up HUGE possibilities for the Game.

PCdoc wrote:
So far I agree - this is like a map from Valve. Incredible - INCREDIBLE !!! Even the laser welding robot arms for the metal grates on the conveyor - and the way they sizzle when they are welding. The attention to detail is the most incredible feat I have seen.

One thing - I hate all the Doors with the quick release bars that do not open.
Their only function is to make you walk down numerous catwalks and stairs just to check them out "in case they do lead somewhere" . . . but so far ALL of them are just dummies. Better top leave those out altogether.

Also - this seems odd but I am getting the following Error in the Console - repeatedly . . . over and over again.
I am in the beginning part, right after going up the elevator and everything turned green.
Any ideas how to fix ??

1.jpg

Ah; it's just a relay that's being triggered once it's still in processing its stuff. Not interesting :)

As for the door+bars, you're consistent in the usage of them, I didn't bother.

Thanks for your feedback. I followed one simple rule when placing the doors: if they are closed, nothing is behind them. But if they are open you should go through. I agree that some players will take some time to go to every single one, but in the end it's just a plus for me that players are playing my maps for a longer time :lol: .

The error messages are intended, and there is no way to "fix" it. Maybe it is, but that doesn't matter because nothing's wrong. Just ignore it ;) .

You ask, I deliver :

Part 1:
http://www.youtube.com/watch?v=M-_tKjgLtE8&feature=youtu.be

Part 2:
http://www.youtube.com/watch?v=h3aKEE9mkz8&feature=youtu.be

First of all: this map pack is freaking awesome! :D I can't believe how well you used those reflection gels. I know the mechanic was already in the code, but the particle effects and usage in your puzzles are astonishing.

Somehow, I feel like I'm always cheating to solve a puzzle.
sp_a1_cleanup02

Spoiler
First, I found it quite tough to fling yourself from a wall portal into the portal platform in the hole in the floor to get enough momentum for the fling to the reflection cube.

When I got the regular cube, there was no immediate indication that you were supposed to paint it. Since this was the first time that I got to use the reflection gel along with a cube, I ended up painting it by accident. If not for the helpful info message showing up about the cube's sides, I probably would not have realized what I did. I understand that this is considered a difficult map, but a short tutorial would be nice.

I aimed the laser with the reflection cube on the painted right wall, hitting the first and second laser relays. I aimed the laser into the portalable corner beneath the cube spawner and used a portal to reach the third laser relay. Then, I fiddled with the painted cube to aim it at this relay and the laser catcher. I don't know if this was the intended solution, it felt a bit weird to me.

Right now, I'm a bit stuck in sp_a1_cleanup03 and it feels like the map bugs out a bit.
sp_a1_cleanup03

Spoiler
I got the redirection cube after a lot of fiddling with the painted cube. Basically, I put a portal on the slanted platform to catch the laser and placed a portal next to the laser catcher on the floor. Then, I used the bottom of the painted cube to redirect the laser into the catcher. Again, it felt like I cheated.

When I grabbed the redirection cube, the slanted platform jiggled and moved into a different angle. Moreover, it no longer redirects lasers although it appears painted. Is this intended or a bug?

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