[SP] DaMaGepy's P2 map #3 mini
Quote from DaMaGepy on January 31, 2012, 8:55 pmIt's just a small showcase map that I made to try out new elements, and then turned out to be a minimap. Ocassionally I make small testrooms if I want to try new puzzle ideas/elements or some graphical style. After I tested the things I wanted, I've decided adding some detail and 1-2 extra thing and post it to see if others like it or not. I also experimented with semi-open rooms (to introduce outdoor maps later, I know some of you don't really like the idea). When I opened a forum topic about outdoor/timetravel/medieval maps, lot of you cried that it doesn't really suits into portal2 story and style. Whatever, I don't care. Also some of you stuck on my first map searching all the hidden lasercubes. This map involves that searching thing too.
[img]http://heroes.hardwired.hu/-/portal/portal2/sp_damagepy_03.jpg[/img]
The new concepts I test in this map:
- Custom music/skybox
- Some puzzle without a portal gun
- Indicator fixing concept
- partially open map
- some "where is it, and how I get it" thing...
- controlling a bot with annoying movement sound
- the map is not optimized (yet), so lags may occur
- Story: a bot accidentally falls into a canal, and must make its way back to the surface...Updated:
- fixed missing crosshair, if autosaved during ending fadeout
- music will start if loaded from autosave, and fixed music looping
- fixed some texture
- When cubes brought to the lower bts area or to the portalgun place, they no longer respawn only once.
- You can't use a cube to jump to the exit "hole" anymore[img]http://heroes.hardwired.hu/-/portal/portal2/sp_damagepy_03_concept.jpg[/img]
Enjoy, and report bugs, shortcuts, unintended solutions.
-= Check out my maps: Portal 2 [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=330]#1[/url] [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=648]#2[/url] - other maps: [url=http://heroes.hardwired.hu/portal]homepage[/url] =-
It's just a small showcase map that I made to try out new elements, and then turned out to be a minimap. Ocassionally I make small testrooms if I want to try new puzzle ideas/elements or some graphical style. After I tested the things I wanted, I've decided adding some detail and 1-2 extra thing and post it to see if others like it or not. I also experimented with semi-open rooms (to introduce outdoor maps later, I know some of you don't really like the idea). When I opened a forum topic about outdoor/timetravel/medieval maps, lot of you cried that it doesn't really suits into portal2 story and style. Whatever, I don't care. Also some of you stuck on my first map searching all the hidden lasercubes. This map involves that searching thing too.
[img]http://heroes.hardwired.hu/-/portal/portal2/sp_damagepy_03.jpg[/img]
The new concepts I test in this map:
- Custom music/skybox
- Some puzzle without a portal gun
- Indicator fixing concept
- partially open map
- some "where is it, and how I get it" thing...
- controlling a bot with annoying movement sound
- the map is not optimized (yet), so lags may occur
- Story: a bot accidentally falls into a canal, and must make its way back to the surface...
Updated:
- fixed missing crosshair, if autosaved during ending fadeout
- music will start if loaded from autosave, and fixed music looping
- fixed some texture
- When cubes brought to the lower bts area or to the portalgun place, they no longer respawn only once.
- You can't use a cube to jump to the exit "hole" anymore
[img]http://heroes.hardwired.hu/-/portal/portal2/sp_damagepy_03_concept.jpg[/img]
Enjoy, and report bugs, shortcuts, unintended solutions.
-= Check out my maps: Portal 2 [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=330]#1[/url] [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=648]#2[/url] - other maps: [url=http://heroes.hardwired.hu/portal]homepage[/url] =-
Quote from OnePortalizedGal on January 31, 2012, 10:13 pmHighly interesting, fun map to play - thought provoking, flowed smoothly yet provided some twists. Well done as always. Thanks for making!
Highly interesting, fun map to play - thought provoking, flowed smoothly yet provided some twists. Well done as always. Thanks for making!
Quote from co0op on February 1, 2012, 5:20 amQuite interesting concepts. I enjoyed most of it, but it was all very easy and therefore done quickly.
4/5 from me, but could easily be 5/5 with a higher difficulty.
Quite interesting concepts. I enjoyed most of it, but it was all very easy and therefore done quickly.
4/5 from me, but could easily be 5/5 with a higher difficulty.
Quote from DaMaGepy on February 1, 2012, 6:24 amIT started as a private map for myself to test things, and just added details and start/end so it become playable. But if difficulty makes a map good, maybe I rename it a WIP and add 1-2 an extra room.
IT started as a private map for myself to test things, and just added details and start/end so it become playable. But if difficulty makes a map good, maybe I rename it a WIP and add 1-2 an extra room.
Quote from Lpfreaky90 on February 1, 2012, 7:54 amFor some reason I already had a sp_damagepy_03.zip =O
Although I can't recall downloading this...Very very nice map, I like how you used the elements quite a few times, I love that. Liked the new indicator light element, liked the sound. It misses a few final touches, like a proper ending but all in all I'm giving it a 4.5001 -> so a 5/5
I'm currently uploading my blind playthrough
EPQeoWY0y1I
If my internet doesn't die it should be live in about an hourKeep up the good work, already looking forward to the next release
For some reason I already had a sp_damagepy_03.zip =O
Although I can't recall downloading this...
Very very nice map, I like how you used the elements quite a few times, I love that. Liked the new indicator light element, liked the sound. It misses a few final touches, like a proper ending but all in all I'm giving it a 4.5001 -> so a 5/5
I'm currently uploading my blind playthrough
EPQeoWY0y1I
If my internet doesn't die it should be live in about an hour
Keep up the good work, already looking forward to the next release
Quote from DaMaGepy on February 1, 2012, 8:20 amlpfreaky90 wrote:For some reason I already had a sp_damagepy_03.zip =Oye, maybe that was my timetravel portal concept, thats also in this map (vmf) just not compiled (hide) it.
lpfreaky90 wrote:I'm currently uploading my blind playthroughThis concept map was not ment to be a normal one that needs playthrough (because its focus is not on the puzzles), its more a showcase for indicator fixing and outdoor style.
So I waiting opinions about the look, and if I should make one more step to raise the floor making maps even more outdoor. Maybe some flower picking puzzle
ye, maybe that was my timetravel portal concept, thats also in this map (vmf) just not compiled (hide) it.
This concept map was not ment to be a normal one that needs playthrough (because its focus is not on the puzzles), its more a showcase for indicator fixing and outdoor style.
So I waiting opinions about the look, and if I should make one more step to raise the floor making maps even more outdoor. Maybe some flower picking puzzle
Quote from Pitkakorvaa on February 1, 2012, 10:39 amMMmmMmm, I really like that idea to find missing pieces of indicators and put them back to their position! Also detailing were good, nicely mixed clean and overgrown themes together. Also puzzle were great, I like not too easy/hard maps that are really fun to play. I give you 5/5 and if you make more these I'll give you a cake !
MMmmMmm, I really like that idea to find missing pieces of indicators and put them back to their position! Also detailing were good, nicely mixed clean and overgrown themes together. Also puzzle were great, I like not too easy/hard maps that are really fun to play. I give you 5/5 and if you make more these I'll give you a cake !
Quote from quatrus on February 1, 2012, 10:55 amEnjoyed the repair concept, personally I think searching and repairing stuff in a decayed map is a great concept for a map series. After all it is decayed...
Nice use of sound track, sky view ports - more please...
Everything worked fine for me. Look forward to more chambers....Thanks for creating.
Enjoyed the repair concept, personally I think searching and repairing stuff in a decayed map is a great concept for a map series. After all it is decayed...
Nice use of sound track, sky view ports - more please...
Everything worked fine for me. Look forward to more chambers....Thanks for creating.
Quote from Jepp on February 1, 2012, 1:31 pmThis was awesome! Totally loved how you have a concealed area and limited amounts of elements to work with but still have great AHA! moments. Good looking maps with not too hard puzzles is the most fun! Keep 'em coming
This was awesome! Totally loved how you have a concealed area and limited amounts of elements to work with but still have great AHA! moments. Good looking maps with not too hard puzzles is the most fun! Keep 'em coming
Quote from doud_ftc on February 1, 2012, 1:52 pmA really excellent concept, and you turned it into a fun map.
I'm not sure if it's repeatable, but when I took the cube off the button after activating laser receptor #2 and retrieving the--ahem--item, the laser stayed on until I accidentally stepped on the button again later in gameplay.
A really excellent concept, and you turned it into a fun map.
I'm not sure if it's repeatable, but when I took the cube off the button after activating laser receptor #2 and retrieving the--ahem--item, the laser stayed on until I accidentally stepped on the button again later in gameplay.