[SP] Fizzler Trap
Quote from SamW on June 3, 2011, 5:05 amMy first Portal 2 map that I have been making, so now it is entered here. Compressed as a 7z archive.
This is a small single player test chamber using controllable fizzlers like the one fizzler that needed to be turned off in the coop calibration course. However controlling the fizzlers might be a little more difficult in this map.
This map attempts to emulate the clean aperture look similar to the triple laser single player map. (meaning not a speck of damage or debris anywhere)
Bonus instances used in and included with the map download:
Cube dropper which lets you set the cube.
Mashed together clean departure elevator exit base that works with both act 2 and act 4 elevator logic. This is to create the same type of elevator exit as the triple laser puzzle (clean elevator, but goes down like act 2 instead of up like act 4)
Custom level transition logic that does not use sp_transition_list.nut. The think function of this script is the offending function that always gives you the potatogun. So I just ditched the script. It is only used for managing the level order of the SP campaign and isn't useful for small custom maps. Instead all the things you may want to configure are simply parameters for this instance. This should work with existing stock elevator logic. This also forces the display of a chapter title and exit text (if you don't want it delete it yourself)
Final note: I think I made the light map resolution unnecessarily high.
If you read down to there, Thanks.
File Name: FizzlerTrap.7z
File Size: 9.15 MiB
Click here to download Fizzler Trap
My first Portal 2 map that I have been making, so now it is entered here. Compressed as a 7z archive.
This is a small single player test chamber using controllable fizzlers like the one fizzler that needed to be turned off in the coop calibration course. However controlling the fizzlers might be a little more difficult in this map.
This map attempts to emulate the clean aperture look similar to the triple laser single player map. (meaning not a speck of damage or debris anywhere)
Bonus instances used in and included with the map download:
Cube dropper which lets you set the cube.
Mashed together clean departure elevator exit base that works with both act 2 and act 4 elevator logic. This is to create the same type of elevator exit as the triple laser puzzle (clean elevator, but goes down like act 2 instead of up like act 4)
Custom level transition logic that does not use sp_transition_list.nut. The think function of this script is the offending function that always gives you the potatogun. So I just ditched the script. It is only used for managing the level order of the SP campaign and isn't useful for small custom maps. Instead all the things you may want to configure are simply parameters for this instance. This should work with existing stock elevator logic. This also forces the display of a chapter title and exit text (if you don't want it delete it yourself)
Final note: I think I made the light map resolution unnecessarily high.
If you read down to there, Thanks.
File Name: FizzlerTrap.7z
File Size: 9.15 MiB
Click here to download Fizzler Trap
Quote from xdiesp on June 3, 2011, 4:00 pmSmooth, looks professional if not for the unusual density. The puzzle is confusing until you understand the mixup: when activated, the first bell shows yellow while the second's blue. Relatively speaking, I can understand how it shows "active" puzzle progression... actually, please fix that.
Smooth, looks professional if not for the unusual density. The puzzle is confusing until you understand the mixup: when activated, the first bell shows yellow while the second's blue. Relatively speaking, I can understand how it shows "active" puzzle progression... actually, please fix that.
Quote from SamW on June 5, 2011, 12:53 amHmm, I think I figured out how to take out the confusion, but it requires the use of a non-normal (removed) puzzle element. I got the idea when I saw a video about the glass futbol, but what I can do is replace the second laser relay with a futbol catcher. So you have to put the ball in the catcher to disable the second fizzler, however since there is a laser going through the catcher, the ball will break unless you block it. Thus creating the same solution but a much more intuitive setup without relays that do different things. This can actually be done without any custom content.
What do you think about doing something like that?
Hmm, I think I figured out how to take out the confusion, but it requires the use of a non-normal (removed) puzzle element. I got the idea when I saw a video about the glass futbol, but what I can do is replace the second laser relay with a futbol catcher. So you have to put the ball in the catcher to disable the second fizzler, however since there is a laser going through the catcher, the ball will break unless you block it. Thus creating the same solution but a much more intuitive setup without relays that do different things. This can actually be done without any custom content.
What do you think about doing something like that?
Quote from aignac on June 29, 2011, 8:21 pmIt is a nice hard map. But I have a question:
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[spoiler]Can I solve this map without Glados help?[/spoiler]
It is a nice hard map. But I have a question:
Quote from lifeson99 on July 2, 2011, 11:23 amSo few comments for such an incredible Map.
One small - HELLISH chamber. Very vexing.It took me a long time to figure out how to defeat the fizzlers, and then an entirely new problem was there . . . how to get ove to the last white floor and have Scotty Beam me Up.
I absolutely LOVED it - what a fun Saturday morning I have had !!
So few comments for such an incredible Map.
One small - HELLISH chamber. Very vexing.
It took me a long time to figure out how to defeat the fizzlers, and then an entirely new problem was there . . . how to get ove to the last white floor and have Scotty Beam me Up.
I absolutely LOVED it - what a fun Saturday morning I have had !!
Quote from Djinndrache on July 22, 2011, 8:44 amI'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:hix0rxamPKI
(Link: http://www.youtube.com/watch?v=hix0rxamPKI)Also note the video description for more feedback and my signature for additional project information.
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:
hix0rxamPKI
(Link: http://www.youtube.com/watch?v=hix0rxamPKI)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Tebe on September 14, 2011, 7:06 pmWow I loved this map and was soooo frustrated until i finally made it.
After i cleared it i watched the video above and it was made slightly different.
In the video it seems like the force field in the middle disappeared even though he did not block the laser in the middle. Was this a bug that was fixed?
Anyways, awesome map
Wow I loved this map and was soooo frustrated until i finally made it.
After i cleared it i watched the video above and it was made slightly different.
In the video it seems like the force field in the middle disappeared even though he did not block the laser in the middle. Was this a bug that was fixed?
Anyways, awesome map ![]()
Quote from KennKong on November 24, 2011, 12:39 amOne of the more interesting small puzzle maps I've played. The solution is quite easy, but finding the right sequence might take a minute. I often find first-time maps that are huge; this one is downright economical.
Short, sweet, clean and simple. 4/5 from me.
One of the more interesting small puzzle maps I've played. The solution is quite easy, but finding the right sequence might take a minute. I often find first-time maps that are huge; this one is downright economical.
Short, sweet, clean and simple. 4/5 from me.
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
