[SP] DaMaGepy's P2 map #3 mini

Quote from soad667 on February 1, 2012, 4:26 pmAmazing concept, as for the quality i didn't expect anything less than great from you. Loved the "find the cubes" part of your older map, glad to see you keep using this idea. Thumbs up for the rebuilding idea too, really fun finding the pieces and then fit them at the right place. More complicated maps based on that would be great.
As for the looks, i'm totally with anything that brings variety. And the way you made it doesn't look weird at all.
Amazing concept, as for the quality i didn't expect anything less than great from you. Loved the "find the cubes" part of your older map, glad to see you keep using this idea. Thumbs up for the rebuilding idea too, really fun finding the pieces and then fit them at the right place. More complicated maps based on that would be great.
As for the looks, i'm totally with anything that brings variety. And the way you made it doesn't look weird at all.
Quote from Djinndrache on February 2, 2012, 7:40 amGuess who made a blindrun and absolutely likes this map!
sElgKjl-7oc
(Link: http://www.youtube.com/watch?v=sElgKjl-7oc)
Guess who made a blindrun and absolutely likes this map!
sElgKjl-7oc
(Link: http://www.youtube.com/watch?v=sElgKjl-7oc)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from DaMaGepy on February 4, 2012, 4:59 pmThis is not an outdoor map that I talked about, it just introduces the idea
But since most of you liked it, I'm not afraid anymore to make maps of this visualy style. NExt time, you can get up to the roof too
Of course I will try to place the "story" into portal 2. In ths case, You were a bot who picked flowers, and accidentally fallen into an abandoned "sewer" thing (with no portalgun ofc) and must make its way up to the surface...
This is not an outdoor map that I talked about, it just introduces the idea
But since most of you liked it, I'm not afraid anymore to make maps of this visualy style. NExt time, you can get up to the roof too
Of course I will try to place the "story" into portal 2. In ths case, You were a bot who picked flowers, and accidentally fallen into an abandoned "sewer" thing (with no portalgun ofc) and must make its way up to the surface...
Quote from KennKong on February 13, 2012, 5:51 pmI think the "broken bits" concept has great potential, for both use and abuse. I also have nothing against outdoor maps, but you run a great risk of losing the Portal feeling. Your idea about a lost bot finding its way home sounds like a good way to keep that feel. I would start in a normal test chamber, then have an explosion blast it to the surface.
All the other elements of this map were well done, too. Since it is clearly intended to be a demo map, and it completely achieves its objectives, I give it 5/5.
I think the "broken bits" concept has great potential, for both use and abuse. I also have nothing against outdoor maps, but you run a great risk of losing the Portal feeling. Your idea about a lost bot finding its way home sounds like a good way to keep that feel. I would start in a normal test chamber, then have an explosion blast it to the surface.
All the other elements of this map were well done, too. Since it is clearly intended to be a demo map, and it completely achieves its objectives, I give it 5/5.
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Quote from redunzl on February 13, 2012, 11:57 pmThis is a very cool map. Interesting ways of setting/adjusting laser cubes. I, like the others, also enjoyed the "repair the broken elements" concept. Good use of "Rat Man-style" clues on walls, floor, etc. to indicate what needed to be done without being blatantly obvious. I look forward to seeing how you expand this concept.
5/5 from me.
This is a very cool map. Interesting ways of setting/adjusting laser cubes. I, like the others, also enjoyed the "repair the broken elements" concept. Good use of "Rat Man-style" clues on walls, floor, etc. to indicate what needed to be done without being blatantly obvious. I look forward to seeing how you expand this concept.
5/5 from me.
--Marvin, the Paranoid Android
Quote from niiru on February 18, 2012, 3:40 pmAwesome map. Great concept. I loved the style. The decay seemed perfectly done. Loved the hint of more to come at the end of the map, and I've gotta echo the comments about the repairing the puzzles in the damaged style levels being an awesome approach for these aged decay maps.
I know you said this was just a test map, but just in case you end up using it as the first in a longer series, there's one small clipping bug you might want to fix. Once you have the portal gun, there's a hole in the wall just past the laser button that has a portalable surface in it. As soon as you go in there you can see the clipping error. It's worse if you bring a cube in and jump, which is what I actually did before I even knew the clipping bug was there ([spoiler]I didn't notice the arrow near the light bridge on my way into the room[/spoiler] and figured maybe I was supposed to go through this nook to progress). Here's a screenshot
Awesome map. Great concept. I loved the style. The decay seemed perfectly done. Loved the hint of more to come at the end of the map, and I've gotta echo the comments about the repairing the puzzles in the damaged style levels being an awesome approach for these aged decay maps.
I know you said this was just a test map, but just in case you end up using it as the first in a longer series, there's one small clipping bug you might want to fix. Once you have the portal gun, there's a hole in the wall just past the laser button that has a portalable surface in it. As soon as you go in there you can see the clipping error. It's worse if you bring a cube in and jump, which is what I actually did before I even knew the clipping bug was there (
Quote from Spycrab Killer on February 18, 2012, 7:11 pmExcellent, if short, map. I can't wait to play your other ones. However, I found that to get to the end, you don't need the broken pieces of wire,(?) or the 2nd discouragement receptor. To beat the level early, you can [spoiler]get on the bridge with a cube, place it on the black ledge, and jump from the top to get to the exit.[/spoiler]
Excellent, if short, map. I can't wait to play your other ones. However, I found that to get to the end, you don't need the broken pieces of wire,(?) or the 2nd discouragement receptor. To beat the level early, you can
Quote from DaMaGepy on February 19, 2012, 4:19 amniiru wrote:there's one small clipping bug you might want to fix.Ye, others found it too, I accidentally applied nodraw texture there, will update.
And waybe I'll make that moving panel longer at the exit and the hole further to prevent that cube-jumping.I already started to make my 4th map, that will be based on this concept:
a center hub-like area (semi-outdoor) with 4 testchamber at 4 direction, and the player can solve them in any order. The map will be a harder one, so if someone stuck on a puzzle, they can still have fun with the other 3. [spoiler]Each test will reward an uniquely shaped indicator piece, using them, will unlock an exit to the surface, where a final 5th testarea will be.[/spoiler]
Ye, others found it too, I accidentally applied nodraw texture there, will update.
And waybe I'll make that moving panel longer at the exit and the hole further to prevent that cube-jumping.
I already started to make my 4th map, that will be based on this concept:
a center hub-like area (semi-outdoor) with 4 testchamber at 4 direction, and the player can solve them in any order. The map will be a harder one, so if someone stuck on a puzzle, they can still have fun with the other 3.