[SP] eco_leaf
Quote from Another Bad Pun on June 6, 2011, 11:37 pmWell, here it is.
sp_eco_Leaf is my contest entry. (Duh.)
I tried to use the layout and architecture to draw the player's attention to certain puzzle elements, (and sometimes away from them...)
sp_eco_leaf has five chambers, and almost all of them can be finished with more than one solution.
There is one minor secret area that none of my play testers found, but most of you should be able to find it.
Have fun!
This is the old version of the map, for the new version and advanced version, look here!
File Name: sp_eco_leaf_fix_1.zip
File Size: 9.84?MiB
eco_leaf
Well, here it is.
sp_eco_Leaf is my contest entry. (Duh.)
I tried to use the layout and architecture to draw the player's attention to certain puzzle elements, (and sometimes away from them...)
sp_eco_leaf has five chambers, and almost all of them can be finished with more than one solution.
There is one minor secret area that none of my play testers found, but most of you should be able to find it.
Have fun!
This is the old version of the map, for the new version and advanced version, look here!
File Name: sp_eco_leaf_fix_1.zip
File Size: 9.84?MiB
eco_leaf
Quote from Another Bad Pun on June 8, 2011, 5:00 pmHere are some screenies:
BTW if you find any bugs, please report them! Also some constructive critisism would be nice, I won't learn anything without it. (And maybe someone else will learn something too!)
EDIT: And also thanks for my playtesters who helped make this map much better than it would have been otherwise:
- Tenacious S
- Thulsa Doom
- FIF
Thanks again to everyone that has suggested tips and helped! (Sorry for forgetting you guys!)
Here are some screenies:
BTW if you find any bugs, please report them! Also some constructive critisism would be nice, I won't learn anything without it. (And maybe someone else will learn something too!)
EDIT: And also thanks for my playtesters who helped make this map much better than it would have been otherwise:
- Tenacious S
- Thulsa Doom
- FIF
Thanks again to everyone that has suggested tips and helped! (Sorry for forgetting you guys!)
Quote from quatrus on June 9, 2011, 10:05 pmOutstanding set of maps and puzzles. Everything worked in all the chambers and the puzzles were complex but not really hard. Very well done. Thanks for creating.
Outstanding set of maps and puzzles. Everything worked in all the chambers and the puzzles were complex but not really hard. Very well done. Thanks for creating.
Quote from jimmyb on June 10, 2011, 12:18 amVery nice map. Loved the idea of [spoiler]carrying around my own personal springboard.[/spoiler]
Is your 2nd pic you posted the secret area? Because I was never in that room.
Very nice map. Loved the idea of
Is your 2nd pic you posted the secret area? Because I was never in that room.
Quote from infernet89 on June 10, 2011, 4:51 amVery nice map, love the multiple solution for every room.
For instance, i'm quite sure i've solved the [spoiler]light bridge part in the third screen[/spoiler] in a totally unintended way. I've put the [spoiler]lasercube on a loop with two portals on the floor (one under the laser) and crossed the bridge by jumping when is inactive.[/spoiler]
Very nice map, love the multiple solution for every room.
For instance, i'm quite sure i've solved the
(I'll stop recording if i die.)
Quote from xdiesp on June 10, 2011, 7:52 amLenghty series of separate chambers, based on somehow novel situations only hinted at in the campaign. Moderately built, also puzzles have this stop-and-go flow where you either rest and think after each step, or risk failure.
infernet89 wrote:I've put the [spoiler]lasercube on a loop with two portals on the floor (one under the laser) and crossed the bridge by jumping when is inactive.[/spoiler]Not too far from the (probably) intended solution: [spoiler]cross the bridge, put the cubes in a loop inputed at the funnel and outputted below the button[/spoiler]. Another very hard way would be [spoiler]bringing the cube to the bridge, lasering as you strafe[/spoiler].
Lenghty series of separate chambers, based on somehow novel situations only hinted at in the campaign. Moderately built, also puzzles have this stop-and-go flow where you either rest and think after each step, or risk failure.
Not too far from the (probably) intended solution:
Quote from Another Bad Pun on June 10, 2011, 5:28 pmThanks for the replies guys!
To answer jimmyb's question: [spoiler]No, that's not the secret area. I just thought it would look cool to see the puzzle through the glass. The secret area is in the third room though.[/spoiler]
[spoiler]xdiesp: Yes, that is one of the intended solutions for that room.
[/spoiler]
[spoiler]Infernet89, that's a really neat solution that I didn't see coming. I may just use that as a puzzle mechanic, (maybe having to go across the lightbridge jumping or timing a box drop so that the box will go through when the lightbridge is disabled.)[/spoiler]
I may post a video solution but I don't have anything to record it with so it may take a while, (if I ever do.)
Thanks for the replies guys!
To answer jimmyb's question:
I may post a video solution but I don't have anything to record it with so it may take a while, (if I ever do.) ![]()
Quote from xdiesp on June 10, 2011, 8:00 pmAnother Bad Pun wrote:I may post a video solution but I don't have anything to record it with so it may take a while, (if I ever do.)Type "record demo" in the console and give us the demo.
Type "record demo" in the console and give us the demo. ![]()
Quote from Another Bad Pun on June 10, 2011, 8:48 pmHere's the demo with a solution:
My motion blur will probably look horrible because sadly that's what happens every time I make a Portal 2 demo.BTW It's in a zip folder because I'm evil and I like zip folders.
Hope this helps!
Here's the demo with a solution:
My motion blur will probably look horrible because sadly that's what happens every time I make a Portal 2 demo.
BTW It's in a zip folder because I'm evil and I like zip folders.
Hope this helps!
Quote from msleeper on June 12, 2011, 3:54 pmThere is some problem with the indicator strips in the final room. Not sure what is causing this, probably those ones being misnamed or something?
Your exit elevator has some lighting bug that causes the floor to appear black. I haven't seen this with an elevator instance before, did you modify it or add any additional lighting in there?
Gameplay was excellent, I really enjoyed all of the puzzles, especially the Propulsion gel one. I'm not sure how I feel about using the tiringly long "introduction" sound clip being trapped in the relaxation vault.
There is some problem with the indicator strips in the final room. Not sure what is causing this, probably those ones being misnamed or something?
Your exit elevator has some lighting bug that causes the floor to appear black. I haven't seen this with an elevator instance before, did you modify it or add any additional lighting in there?
Gameplay was excellent, I really enjoyed all of the puzzles, especially the Propulsion gel one. I'm not sure how I feel about using the tiringly long "introduction" sound clip being trapped in the relaxation vault.
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