[SP] Element
Quote from .RK on August 9, 2011, 9:53 pmA map that was once intended to be part of a map-pack (that sadly may remain far from unfinished). More on the reflexive side of Portal. Contains a few eggs (of sorts).
File Name: Element.zip
File Size: 1.54 MiB
Click here to download Element
A map that was once intended to be part of a map-pack (that sadly may remain far from unfinished). More on the reflexive side of Portal. Contains a few eggs (of sorts).
File Name: Element.zip
File Size: 1.54 MiB
Click here to download Element
Quote from vincennes on August 10, 2011, 12:19 amThis is an amazing map, I especially liked being able to portal into the observation room. My only true grievance with the map is the unfinished end, which was extremely contrast from the polish of the rest of the map.
Good luck with the map-pack.
This is an amazing map, I especially liked being able to portal into the observation room. My only true grievance with the map is the unfinished end, which was extremely contrast from the polish of the rest of the map.
Good luck with the map-pack.
Quote from xdiesp on August 10, 2011, 5:49 amRetro non-linear map built in average Clean style, rich in animations often used for some humor. The throwback being that it uses flings and flings only for its whole lenght: but the good kind of flings, not just hardcore material. In the end being good natured pays off, it plays honest even without peaks.
My only grievance was with the lack of portal placers, making the fling between slated panels harder than it should be (I broke through by flinging from the hub). If I may say, some contrasting patterns on the walls of the most monochrome areas (like the hub) would help: and a starting elevator.
Retro non-linear map built in average Clean style, rich in animations often used for some humor. The throwback being that it uses flings and flings only for its whole lenght: but the good kind of flings, not just hardcore material. In the end being good natured pays off, it plays honest even without peaks.
My only grievance was with the lack of portal placers, making the fling between slated panels harder than it should be (I broke through by flinging from the hub). If I may say, some contrasting patterns on the walls of the most monochrome areas (like the hub) would help: and a starting elevator.
Quote from NuclearDuckie on August 10, 2011, 8:01 amReasonably fun to play; lighting up all the ... cutie ... marks ... was engaging some of the time, and at other points it seemed like you were just extending the gameplay for the hell of it (as with the pigeonhole maze).
Visually it seemed like a rather boring white/grey box chamber, except for a few little bits that stood out here and there, such as the moving panels and the office section. I'd work on getting some more dynamic lighting working, at least, if you don't intend to go for one of those fancy "visual styles".
The only part I really had trouble with was the forwards/backwards flinging part, and no, not because of the lack of placement helpers noted above, but because I kept jumping in (thus gaining extra height) and missing the landing panels. It's my basic nature to jump into floor portals rather than just slip off and fall into them, so that took me a while to get right. You might like to increase the distance between the flinging panels (so there's more room to adjust yourself in mid-air), or lower the ceiling for the initial drop, so that people can't jump very high.
Also the part in which I had to fling with a single inclined panel had floor portals behaving very weirdly, absorbing all my forward momentum and causing me to drop when I was over them. It could've done without that.
Reasonably fun to play; lighting up all the ... cutie ... marks ... was engaging some of the time, and at other points it seemed like you were just extending the gameplay for the hell of it (as with the pigeonhole maze).
Visually it seemed like a rather boring white/grey box chamber, except for a few little bits that stood out here and there, such as the moving panels and the office section. I'd work on getting some more dynamic lighting working, at least, if you don't intend to go for one of those fancy "visual styles".
The only part I really had trouble with was the forwards/backwards flinging part, and no, not because of the lack of placement helpers noted above, but because I kept jumping in (thus gaining extra height) and missing the landing panels. It's my basic nature to jump into floor portals rather than just slip off and fall into them, so that took me a while to get right. You might like to increase the distance between the flinging panels (so there's more room to adjust yourself in mid-air), or lower the ceiling for the initial drop, so that people can't jump very high.
Also the part in which I had to fling with a single inclined panel had floor portals behaving very weirdly, absorbing all my forward momentum and causing me to drop when I was over them. It could've done without that.
Quote from OnePortalizedGal on August 10, 2011, 7:37 pmI really enjoyed this map - the puzzles were fun and not frustrating. I don't play many over, but I think this is one I would. I am particularly found of portal flinging and this map certainly had that. Good luck with future mapping and keep them coming!
I really enjoyed this map - the puzzles were fun and not frustrating. I don't play many over, but I think this is one I would. I am particularly found of portal flinging and this map certainly had that. Good luck with future mapping and keep them coming!
Quote from .RK on August 11, 2011, 7:28 amThanks for the replies all. Personally, I think this map turned out much much better than my first one (if you happened to play Triple, you'll know what I mean), and I'm fairly happy with how it looks. And, as said, this was meant to be part of a map pack (the first level actually.
There is actually a reason behind the lack of a starting elevator, and that is because the beginning was meant to have an effect to it. But that was never completed (and besides, the map is playable without it).
I also encountered that problem in the rainbowdash room (that's my loveable name for it
) as well, though since I perhaps don't jump off the platform rather than slide off every time, it didn't strike me that there could be a huge variable there.
I will admit I had trouble coming up with things to do when I was doing this map, though I knew I wanted five different challenges (so I could use the cutie marks), so I can understand if some of the challenges (like the Fluttershy pigeonholes) seem somewhat forced.
There are some [portal places, though not on every surface (I put them on the surfaces that I thought needed them. So my apologies if they aren't everywhere.
That is indeed weird about the portals in the slanted flinging room, though I guess that's something to do with the game physics. The puzzle itself was slightly ripped from Portal: Prelude, and infact has more or less the same dimensions (though it is much easier this time around.)
THe ending does look bad in a way, though I think that could be elaborated on. The screens missing from the ending elevator are intentional (although I have been trying to make the edited instance play a video as well, but to no avail, though a white screen still works I guess).
[spoiler]For those that may have been looking, you may have found three things.
1. If you thought about the lab section closely, you might have realized that the geometry is impossible.
2. If you click a button three times in a row, the music will change.
3. If you do the Rarity challenge (the one with all the slime pits) without the use of portals somehow, you get a small reward.
I'd love to know if anyone found any of these.[/spoiler]
So yeah, thanks for playing all.
Thanks for the replies all. Personally, I think this map turned out much much better than my first one (if you happened to play Triple, you'll know what I mean), and I'm fairly happy with how it looks. And, as said, this was meant to be part of a map pack (the first level actually.
There is actually a reason behind the lack of a starting elevator, and that is because the beginning was meant to have an effect to it. But that was never completed (and besides, the map is playable without it).
I also encountered that problem in the rainbowdash room (that's my loveable name for it
) as well, though since I perhaps don't jump off the platform rather than slide off every time, it didn't strike me that there could be a huge variable there.
I will admit I had trouble coming up with things to do when I was doing this map, though I knew I wanted five different challenges (so I could use the cutie marks), so I can understand if some of the challenges (like the Fluttershy pigeonholes) seem somewhat forced.
There are some [portal places, though not on every surface (I put them on the surfaces that I thought needed them. So my apologies if they aren't everywhere.
That is indeed weird about the portals in the slanted flinging room, though I guess that's something to do with the game physics. The puzzle itself was slightly ripped from Portal: Prelude, and infact has more or less the same dimensions (though it is much easier this time around.)
THe ending does look bad in a way, though I think that could be elaborated on. The screens missing from the ending elevator are intentional (although I have been trying to make the edited instance play a video as well, but to no avail, though a white screen still works I guess).
1. If you thought about the lab section closely, you might have realized that the geometry is impossible.
2. If you click a button three times in a row, the music will change.
3. If you do the Rarity challenge (the one with all the slime pits) without the use of portals somehow, you get a small reward.
I'd love to know if anyone found any of these.
So yeah, thanks for playing all. ![]()
Quote from rlink0 on August 11, 2011, 10:11 amI felt like the pigeonhole "maze" would've been more interesting if it had actually been a slight maze. I could tell the direction to go in because I could see where I had put my past portal, taking away the "maze" aspect.
I also ran into trouble with the flinging because of jumping instead of sliding off.
I didn't notice any of the easter eggs you said. I did find my way into the observation room, though, which was interesting.
I really liked it, even with those few problems mentioned. I liked the fact that it had some of those mini-puzzles.
I felt like the pigeonhole "maze" would've been more interesting if it had actually been a slight maze. I could tell the direction to go in because I could see where I had put my past portal, taking away the "maze" aspect.
I also ran into trouble with the flinging because of jumping instead of sliding off.
I didn't notice any of the easter eggs you said. I did find my way into the observation room, though, which was interesting.
I really liked it, even with those few problems mentioned. I liked the fact that it had some of those mini-puzzles.
Quote from NuclearDuckie on August 11, 2011, 10:12 am.RK wrote:[spoiler]3. If you do the Rarity challenge (the one with all the slime pits) without the use of portals somehow, you get a small reward.[/spoiler]Aw. That's cute.
[spoiler]The observation window did mess with my mental map of the place a bit at first, but I didn't think too much about it.[/spoiler]
Aw. That's cute.
Quote from KennKong on February 25, 2012, 11:31 pmA little too pointy-shooty in parts for my crappy trackball, especially the back and forth fling. Nonetheless, I like fling puzzles, and I needed some quick-draw practice. The mazes were a little repetitive, but easily navigated. The looks were plain, but a few animations here and there kept it from being dreadfully boring. 4/5 from me.
Note to self: Top of p. 9 2/25/12.
A little too pointy-shooty in parts for my crappy trackball, especially the back and forth fling. Nonetheless, I like fling puzzles, and I needed some quick-draw practice. The mazes were a little repetitive, but easily navigated. The looks were plain, but a few animations here and there kept it from being dreadfully boring. 4/5 from me.
Note to self: Top of p. 9 2/25/12.
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