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[SP] Diversity Gels

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"While I was out investigating I found an exciting new test element..."
-GLaDOS
Well, I had aimed to create an introduction puzzle for a new idea for use of diversity vents. This puzzle was aimed to simply introduce the element; so it's meant to be easy but innovative.
Possible side-effects include: thinking out side the box, depression, confusion and death. But the most important thing is to have fun with it.

In short:
Difficulty: Easy
Aim: Introducing a new test element
Version: RC1

For an updated version: http://steamcommunity.com/sharedfiles/f ... d=71974974

Not impressed by words? Well, here are some screenshots:
http://dl.dropbox.com/u/9132584/Portal% ... _gels5.jpg
http://dl.dropbox.com/u/9132584/Portal% ... _gels4.jpg
http://dl.dropbox.com/u/9132584/Portal% ... _gels1.jpg

File Name: diversity_gels.zip
File Size: 4.57 MiB
Click here to download Diversity Gels

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Instance: Co-Op Tube Ride

http://www.sendspace.com/file/derii7
if it somehow helps

It is possible to beat in under a minute. The cube was not needed.

Spoiler
portal to the vent, go in the vent, portal the gel, go in that portal to main room and bounce to exit.
Also,the volume for the sound of the vent is way to loud. Since you have gel in your map you should make the player use it to get to the laser or the button instead of being able to just portal to both of them. The trigger for the animation should be placed closer to the entrance in the main room as I was able to portal to the vent without triggering it to turn on but still went through to the other room.

"I am not a Marshmallow"

Thanks, I'll fix those problems in the next build.

Spoiler
But would putting a portal cleanser in the vent be a good thing? it kind of ruins that fill I have for the map... Or maybe I should leave it as a smart solution?

But time isn't really a problem, it wasn't meant to be long or hard - just to show other things possible with the diversity vent. It's just like the maps in the game, short and informative; they're straight to the point.

Mr. P. Kiwi wrote this!

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Instance: Co-Op Tube Ride

Loved the map. I avoided doing the false method of completing it.

The music changes at the perfect times, and every time i think to myself "Ooh".

Spoiler
I let the cube go in the vent itself. I almost lost it in the fizzler.

The map did not hide anything. No small, forgettable rooms that block your veiw from the rest of the map. The theme was executed perfectly. I did not spot any texturing problems.

Spoiler
A way to avoid the cheat, is to make a fizzler on the other end of the map with the gel, and you have to send the cube through another vent to get it there. Other end is all no-portal walls, so you cannot cheat.

Easy and short, but good and original map. Although I was kind of confused about the

Spoiler
indicator lights to deactivate the vent. Maybe you could make the laser go perpendicular to its current orientation in that hallway (or up and down) and change that partially broken wall to glass. That way, players know what needs to happen in order to deactivate the vent.
Also, if the theme is the Wheatley chambers, add a test chamber monitor somewhere.

EDIT: Oh, and also set the falling water to render in fast sphere mode rather than with the blobulator renderer. Blobulator gel blobs have really jagged edges when they're that small.

Try out Twin Pillars, a Portal 2 map by BOB74j.

I liked the idea the map is designed around - the sounds are all apt to the setting and the scenery too (though 'bottomless' drops are more Wheatley's thing than toxic goo, I tend to think)

I did find I could just bounce into then run through the vent space once it was turned off, feet poking out the underside of the tube. It's no use for solving the map, but it's a bit glitchy (see : http://bit.ly/qusvwp) so you'll probably want a Player Clip textured brush around the vent entrance and exit to limit that.

Plenty of potential though, Always wondered why they gave up on Vents

My sole map so far : Workaround (4/5, 1300 d/l)
http://bit.ly/qrOYZw

Helping you help us help you help us all.
Jane_Doe wrote:
I did find I could just bounce into then run through the vent space once it was turned off, feet poking out the underside of the tube. It's no use for solving the map, but it's a bit glitchy (see : http://bit.ly/qusvwp) so you'll probably want a Player Clip textured brush around the vent entrance and exit to limit that.

Plenty of potential though, Always wondered why they gave up on Vents

As I understood, they gave up on the vents because they sucked! :lol:
All joking aside, though, I think they just didn't find a use for it other than eliminating turrets, and they had some problems of why is it sucking the turrets, and cubes, but not the player? So I made my map around that.

About the clipping, thanks - I'll get it in the next build.

EDIT: Help needed!

Spoiler
The player can't go through the vent to the other end anymore. (cubes can, however. Strange...) I didn't change anything, I think, in the linked_portal_door I used there.

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Instance: Co-Op Tube Ride

Loved the concept, more please

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:

S_tz_nCeNM0
(Link: http://www.youtube.com/watch?v=S_tz_nCeNM0)

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

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