[SP] Filtered Testing
Quote from portal2tenacious on August 3, 2013, 4:49 amA three test map in a destroyed theme with Wheatley observing your tests. The puzzles were originally created by Imanex, Waqlerg, and L1zardr0ckets. The music was created by Powerpunchclan and Morgoth. Custom fizzlers by LPfreaky90 and FourthReaper. I had a lot of trouble uploading this to the workshop, so I figured I'll upload it here and call it a night. Comments and unintended solutions are appreciated.
File Name: maps.rar
File Size: 40.74 MiB
Click here to download Filtered Testing
A three test map in a destroyed theme with Wheatley observing your tests. The puzzles were originally created by Imanex, Waqlerg, and L1zardr0ckets. The music was created by Powerpunchclan and Morgoth. Custom fizzlers by LPfreaky90 and FourthReaper. I had a lot of trouble uploading this to the workshop, so I figured I'll upload it here and call it a night. Comments and unintended solutions are appreciated.
File Name: maps.rar
File Size: 40.74 MiB
Click here to download Filtered Testing

Quote from josepezdj on August 3, 2013, 1:39 pmVery good map
Maybe the overall lighting is still not perfect but much better than in the screenshots you posted some time ago
Puzzles were interesting and funny to solve (I remember having already played to the second one long time ago, but maybe PTI version
).
The only little thing I could really complain is the water reflections. In the first chamber the water has none or poor reflections... maybe you forgot a cubemap there? Also in the third chamber reflections are showing very buggy, this is usually because of having several water levels being rendered at the same time and into the PVS, or maybe because you have several water materials into the same chamber: avoid both things
I've taken some pictures where there are reflections on the water and lack of them in the near pool:
[spoiler]Click to enlarge:
[/spoiler]
And there's another tiny detail: the departure elevator doesn't disconnect you... Due to the fact that you have opted for a creative beginning at the Portal elevator and you surely didn't add a arrival_departure_transition_ents instance, I guess you forgot this detail: just add a point_clientcommand (call it for example "@command")and an env_fade (call it "fade") somewhere in your map, and place a trigger brush down there in the elevator tube ride with the following outputs:- OnTrigger > fade > fade
- Ontrigger > @command > command > disconnect | delay 1.50Other that that, great detailing and custom music, very good use of Wheatley lines and remarkable beginning of the map in Portal style
![]()
Playthrough:
EDIT
About publishing to your workshop
[spoiler]It's very easy:1. Just add the instance portal2/sdk_content/maps/instances/p2editor/global_pti_ents.vmf somewhere outside your map
2. If you are going to add that trigger brush I mentioned before in the departure elevator ride, add the following output to it:
- OnTrigger > @relay_pti_level_end > Trigger |delay 1.5
Nothing more
[/spoiler]
Very good map Maybe the overall lighting is still not perfect but much better than in the screenshots you posted some time ago
Puzzles were interesting and funny to solve (I remember having already played to the second one long time ago, but maybe PTI version ).
The only little thing I could really complain is the water reflections. In the first chamber the water has none or poor reflections... maybe you forgot a cubemap there? Also in the third chamber reflections are showing very buggy, this is usually because of having several water levels being rendered at the same time and into the PVS, or maybe because you have several water materials into the same chamber: avoid both things I've taken some pictures where there are reflections on the water and lack of them in the near pool:
And there's another tiny detail: the departure elevator doesn't disconnect you... Due to the fact that you have opted for a creative beginning at the Portal elevator and you surely didn't add a arrival_departure_transition_ents instance, I guess you forgot this detail: just add a point_clientcommand (call it for example "@command")and an env_fade (call it "fade") somewhere in your map, and place a trigger brush down there in the elevator tube ride with the following outputs:
- OnTrigger > fade > fade
- Ontrigger > @command > command > disconnect | delay 1.50
Other that that, great detailing and custom music, very good use of Wheatley lines and remarkable beginning of the map in Portal style
Playthrough:
EDIT
About publishing to your workshop
1. Just add the instance portal2/sdk_content/maps/instances/p2editor/global_pti_ents.vmf somewhere outside your map
2. If you are going to add that trigger brush I mentioned before in the departure elevator ride, add the following output to it:
- OnTrigger > @relay_pti_level_end > Trigger |delay 1.5
Nothing more
Quote from portal2tenacious on August 3, 2013, 1:59 pmNah. I've got that in there, it just kept failing to publish. My friend has had problems with the same thing.
Nah. I've got that in there, it just kept failing to publish. My friend has had problems with the same thing.
Quote from taco on August 3, 2013, 6:51 pmI really liked (and partially hated) this map pack.
1. First, the good: Overall, there was a lot of good detailing and the Wheatly script worked well. The new music was nice and definitely added to the experience. The puzzles were solid (The first puzzle being my favourite and the 3rd being my least favourite).
2. Second, a few issues: In all 3 maps, Wheatly's screen isn't immediately facing you when you start the map. This heavily detracts from the impact of his dialogue. If you could see him right away, you would better understand that he can see you - it felt very disconnected.
With all the detailing comes a bit of awkward model clipping and at least one instance of z-fighting.
The music (which was great) was too loud. I had to turn it down in settings.
In the first puzzle, the portal-able surface beside the ceiling laser does not easily accept portals (the first time I fired about 6 portals at it before I found the right part of the surface to aim at).
In the 3rd puzzle (and to a lesser extent the 2nd puzzle), the indicator strips are a confusing mess.
Also, why is the small button in the 3rd puzzle working as a toggle? This "new" mechanic, combined with the absolutely horrible indicator strips, created some temporary confusion - something should be done to make it a lot clearer as to what's going on in that map.
3. Finally, what I hated: The incessant screen-shaking literally made me feel nauseated. I will never play this map again because of this. It didn't stop shaking. The shaking. Stop the shaking. Are you trying to make me feel sick? WHY? WHY OH WHY!? This was absolutely horrible. This seriously need to be toned WAY down - it should shake the screen less but mostly it should shake the screen far less often. At least 1000 times less often.
I really liked (and partially hated) this map pack.
1. First, the good: Overall, there was a lot of good detailing and the Wheatly script worked well. The new music was nice and definitely added to the experience. The puzzles were solid (The first puzzle being my favourite and the 3rd being my least favourite).
2. Second, a few issues: In all 3 maps, Wheatly's screen isn't immediately facing you when you start the map. This heavily detracts from the impact of his dialogue. If you could see him right away, you would better understand that he can see you - it felt very disconnected.
With all the detailing comes a bit of awkward model clipping and at least one instance of z-fighting.
The music (which was great) was too loud. I had to turn it down in settings.
In the first puzzle, the portal-able surface beside the ceiling laser does not easily accept portals (the first time I fired about 6 portals at it before I found the right part of the surface to aim at).
In the 3rd puzzle (and to a lesser extent the 2nd puzzle), the indicator strips are a confusing mess.
Also, why is the small button in the 3rd puzzle working as a toggle? This "new" mechanic, combined with the absolutely horrible indicator strips, created some temporary confusion - something should be done to make it a lot clearer as to what's going on in that map.
3. Finally, what I hated: The incessant screen-shaking literally made me feel nauseated. I will never play this map again because of this. It didn't stop shaking. The shaking. Stop the shaking. Are you trying to make me feel sick? WHY? WHY OH WHY!? This was absolutely horrible. This seriously need to be toned WAY down - it should shake the screen less but mostly it should shake the screen far less often. At least 1000 times less often.
Quote from RogerL on August 3, 2013, 8:25 pmI have to agree with Taco on this map. I liked the puzzles, but the constant and significant shaking really became annoying. I didn't have much of a problem with the indicator strips, since it was usually obvious what a button did, but the toggled pedestal button in the third room really led me astray.
I have to agree with Taco on this map. I liked the puzzles, but the constant and significant shaking really became annoying. I didn't have much of a problem with the indicator strips, since it was usually obvious what a button did, but the toggled pedestal button in the third room really led me astray.

Quote from RectorRocks on August 3, 2013, 10:20 pmGreat map, puzzles were okay, not too easy and not too hard.
Playthrough:
gUVp2RVW5DU
I faded parts where I just derped around doing nothing, and didn't realise the solution was in front of my eyesFeedback:
Intro & First chamber
-The Portal 1 elevator, the subsequent hallway and the inaccessible chamber was great. However, I can't really move in the elevator.
-I see you prevented portal-bumping on the other side of the door, great job!
-I really like those "paintings" of those authors, or rather map designers
-I personally hate solving puzzles where the chamber includes a new mechanic (such as a field) without an introductory chamber. However, since the field doesn't play a big part to the puzzle, I'll let it slide.
-The Wheatley screens don't really fit in this theme.
-I like the Portal Companion Cube stuck on the ceiling.
-STOP THE SHAKING. OR AT LEAST LOWER THE FREQUENCY OF THE SHAKING.taco wrote:The incessant screen-shaking literally made me feel nauseated. I will never play this map again because of this. It didn't stop shaking. The shaking. Stop the shaking. Are you trying to make me feel sick? WHY? WHY OH WHY!? This was absolutely horrible. This seriously need to be toned WAY down - it should shake the screen less but mostly it should shake the screen far less often. At least 1000 times less often.-If I'm not wrong, this is a cube-shuffling puzzle, so make sure to make the cubes unique to make it obvious which cube is which cube. Maybe one rusted the other one clean?
-Nice job on the gel flow above.Second chamber
-This fizzler-network puzzle isn't that hard, but it was enjoyable nonetheless.Third chamber
-Why is the chamber number 4 when the previous chamber number was 2? Where did chamber 3 go?
-I roamed around and had a "Aha!" moment when I realised how easy the solution was.Overall, Great job!
5/5. Excellent.
Thanks for mapping!
Cheers!
Great map, puzzles were okay, not too easy and not too hard.
Playthrough:
gUVp2RVW5DU
I faded parts where I just derped around doing nothing, and didn't realise the solution was in front of my eyes
Feedback:
Intro & First chamber
-The Portal 1 elevator, the subsequent hallway and the inaccessible chamber was great. However, I can't really move in the elevator.
-I see you prevented portal-bumping on the other side of the door, great job!
-I really like those "paintings" of those authors, or rather map designers
-I personally hate solving puzzles where the chamber includes a new mechanic (such as a field) without an introductory chamber. However, since the field doesn't play a big part to the puzzle, I'll let it slide.
-The Wheatley screens don't really fit in this theme.
-I like the Portal Companion Cube stuck on the ceiling.
-STOP THE SHAKING. OR AT LEAST LOWER THE FREQUENCY OF THE SHAKING.
-If I'm not wrong, this is a cube-shuffling puzzle, so make sure to make the cubes unique to make it obvious which cube is which cube. Maybe one rusted the other one clean?
-Nice job on the gel flow above.
Second chamber
-This fizzler-network puzzle isn't that hard, but it was enjoyable nonetheless.
Third chamber
-Why is the chamber number 4 when the previous chamber number was 2? Where did chamber 3 go?
-I roamed around and had a "Aha!" moment when I realised how easy the solution was.
Overall, Great job!
5/5. Excellent.
Thanks for mapping!
Cheers!
Quote from portal2tenacious on August 3, 2013, 10:38 pmI'm updating now. Fixing the shaking, water reflections, making it possible to move in the elevator, turning down the music, ect.
@rectorrocks: It is possible without shuffling thew cubes, but I'll try to make them recognizable. I have an idea on how to fix it.
Thank you for all the feedback. It really helps me improve.
I'm updating now. Fixing the shaking, water reflections, making it possible to move in the elevator, turning down the music, ect.
@rectorrocks: It is possible without shuffling thew cubes, but I'll try to make them recognizable. I have an idea on how to fix it.
Thank you for all the feedback. It really helps me improve.
Quote from quatrus on August 4, 2013, 2:29 pmWellllll, I apparently played the original map as there was a lot of "shaking goin on", agree it was a bit overdone but I just waited a bit - glad you decided to tone it down.
Map 3 did have a lot of ant-lines, but I never got confused as to what was happening - more confusing/surprising were the angled panels and where they went, mostly just a guess and then "yaay" it hit the catcher or went up to the next level etc. I guess they are needed in a decayed environment so not a real problem...
The dialog was great, but I did have to hunt around a bit to find the Wheatley on entering 1.
Still an outstanding map IMO, well done. Enjoyed the hunt around for solutions to your puzzles. Thanks to you and your team for creating and testing.
Wellllll, I apparently played the original map as there was a lot of "shaking goin on", agree it was a bit overdone but I just waited a bit - glad you decided to tone it down.
Map 3 did have a lot of ant-lines, but I never got confused as to what was happening - more confusing/surprising were the angled panels and where they went, mostly just a guess and then "yaay" it hit the catcher or went up to the next level etc. I guess they are needed in a decayed environment so not a real problem...
The dialog was great, but I did have to hunt around a bit to find the Wheatley on entering 1.
Still an outstanding map IMO, well done. Enjoyed the hunt around for solutions to your puzzles. Thanks to you and your team for creating and testing.
Quote from taco on August 4, 2013, 7:43 pmI'm glad you are taking the time to update this, portal2tenacious. You have a really fun set of maps here. That extra polish will go a long way.
I'm glad you are taking the time to update this, portal2tenacious. You have a really fun set of maps here. That extra polish will go a long way.