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[SP] Converting Propulsion

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Nice, 2CAE7256! ;)

Another bug: http://cloud.steampowered.com/ugc/54177 ... 4B25D1160/

Visit me on ? youtube ?

Thank you, 2CAE7256 I'll see what I can do about those I could attempt to raise/push back that part of the wall so that no Portals may be placed there and add a player clip on the observation room, I'll fix that door bug too.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

V1.3 has been released I have done what I can to fix the errors that were seen in the map.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

A frustrating, yet enjoyable map. Frustrating because everything involved such impeccable timing (not that I think twitch-based maps are bad; I think the opposite. I just happen to suck at them.) Enjoyable because everything clicked together - not to mention it was visually great, too! My only issue was the final jump:

Spoiler
Jumping before the lasers came back on required the player to do a 180 turn without stopping, which took several tries. Perhaps half a second more time?
Nevertheless, this was an enjoyable, challenging map.

'I'm just going to attempt a manual override on this wall...'
RubyCarbuncIe wrote:
V1.3 has been released I have done what I can to fix the errors that were seen in the map.

I thought it was obvious that I don't really need that window to grab a cube, it will be more tricky, but definitely possible to do it using portals placed like on this screenshot and shooting another portal while in mid-air.
http://cloud.steampowered.com/ugc/59581 ... 76352EB29/
So it's still possible to not paint the first ramp.

Also you introduced a new error, you can get trapped inside the door that are now closing properly. Just open it by placing the cube, get to the button that releases the cube, press it and get back quickly enough.
http://cloud.steampowered.com/ugc/59581 ... 806005F32/
The door should close only if you are not standing inside it, like in Valve test chambers. (and then close if you leave)

The map was mostly a delightful experience. The main problem is that the last puzzle room is very uninspired and doesn't really fool anyone. It's as simple as portal sniping the orange gel, pressing the button and running. It's just unfortunate when it felt like the first half of the map took so much more development and thinking.

Visually, the map is very nice. I'm fond of the wheatley theme and it's done pretty well here. My computer is rather powerful so I didn't notice drops in framerate, but it sounds like something hasn't been optimized properly if other players are still experiencing it.

Keep up the good work.

I enjoyed the map, but I found a bug. Click on the steps to see it.
Step One

Step Two

Step Three

This should be fixable with trigger_nogel_volume or whatever the heck its called.

Other than that, great map!

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

QclUZwTol-8
(Link: http://www.youtube.com/watch?v=QclUZwTol-8)

Also note the video description for more feedback and my signature for additional project information.

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