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[SP] Hall of Dodoen

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Not really an ordinary test chamber, but a challenging course that requires some good reflexes and agility with the portalgun to complete.
This is my first map, so be kind =D. The level hes been tested by some people i know and they considered it playable.
For the ones that are really stuck and have already considered every possibility, i have posted a demo video on youtube a walktrough of the map. However, all sections can be solved by simply looking at the signs and I recommend doing that first.
Good luck, and please do leave some comments to help me improve my mapping!

xhYIMjTUpsI

///UPDATES///

[1.1]
*Fixed a bug where looking trough portals on certain walls was impossible.
*It is no longer possible to avoid death at failiure in room 2.
*Added an entrance and an exit elevator.
*Fixed a bug where some panels didn't open correctly.
*Made the last part a bit easyer by shortening the time it takes to get to the door.
*Changed the colour of some walls and added some more signage to make the objectives more clear.

File Name: _Hall Of Dodoen.zip
File Size: 7.05 MiB
Click here to download Hall of Dodoen

Retarded...

I find this map quite ridiculous in the fact of the amount of times you get killed. I have barely got past the part where you

Spoiler
have to shoot the portal through the grill to get through
. It also seems ridiculous in the fact that everywhere you are...
Spoiler
panels open up in the walls and you are mauled by turrets
.

Note that if you make one tiny mistake, you are killed and have to start again...where you start in the middle of the first room, swiftly followed by the

Spoiler
panels that open up to have turrets shoot at you
.

EDIT: Map has no elevators, or even a way to end the map. You just get shut in a room and you have to quit yourself.

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Although other people have found this map quite annoying and frustrating, I find myself quietly loving it. It's not like some "death trap" maps, where the difference between living and dying is so slim it's practically chance - it's about playing through and learning what happens when and how to avoid it. Because of this, it feels a bit like boss battles in Mario or Zelda, admittedly with a portalgun. IMO it's quite an enjoyable map, but I know that many people would disagree with me on this, so here's some advice:

1) [MOST] players dislike dying over and over again in an attempt to try and get one manoeuvre correct. I personally felt that despite the relative shortness of the map, it needed more autosaves! I would suggest one after getting past the crusher room, and one on entry to the 'hide from the turrets' room. Beyond that, I can't suggest any points for autosaves, because...

2) SOMETHING is wrong with your disconnect, and I don't know what it is. Upon making it to the hide spot labelled 2, the screen starts to fade to black and Wheatley remarks 'Hrm. Disappointing.' I would assume this isn't meant to happen until that chamber is solved - PLEASE fix this. PLEASE.

3) Oh, one final thing. The panel you fire the portal down to from the crusher room is buggy. As in, when I fire a portal onto it, it... well it's hard to explain in words. It looks like there's a wall there but there isn't. And IMHO that needs fixing, too.

So there we go. Three things that would make this map much better. Oh, that and adding in a starting elevator - as nice as the spawn room is, missing out an elevator just seems lazy.

On the plus side, the Wheatley lines were well chosen, but they did, at times, seem hastily put together - timing between them needs fixing. But I enjoyed it, and I hope someone else hurries up and enjoys it too, or I'll feel lonely among the haters :/

EDIT: Point 2 is clearly false. But you really should think about giving the player a bit more time in that last room. It's bloody hard...

'I'm just going to attempt a manual override on this wall...'

More dodo than Do'Urden - this time attack experiment is easy to die in, but would be detailed enough to warrant the hassle for. If it wasn't sacrificing so much immediacy to mantain a puzzle infrastructure: meaning you won't ever fail the race itself (i.e. at the excellet laser room), but most likely die at a turning point while pushing buttons to decide where to go next. Pardon me if I'm wrong, but that's kinda self-defeating.

Technically there's highs and lows: interiors were interesting and wildly animated, while exteriors unfinished and bleak (start room, crusher room). Bugs too: portals kept showing as colored circles with just the underneat wall in the body. About having no intro-outro: give it a reason, I can guess it but it looks unpolished like this.

the hills are alive... with the sound of music

Thanks for all the feedback! Im currently working on fixing the bugs, putting the requesting elements into the map and improving the overall look. Might take a while as i have little time atm.

xdiesp wrote:
exteriors unfinished and bleak (start room, crusher room).

Are there not enough props in the crusher room to make it realistic? Or does it just need more lighting?

It's not only a matter of props, the building itself doesn't look like any outer area... I suggested to cut short with it and still retain a good map to be pragmatic, but see what you could try: CG-Oversized Test Chamber Storage Area FINAL!! Uncomplicated yet effective exteriors.

the hills are alive... with the sound of music

I can't even get through this one in god mode, because it ends before I've done anything in the last(?) room, as others have noted. There must be some bug, but I'd never be able to find it in the first place. Who has time to read the signs?

I play with a controller on a PC, so this one won't work for me at all. I'm not saying don't make maps that are harder without a mouse (I finally made it through Square of Lah despite this), just say so in the description.

It's not your fault that I handicap myself by using a controller and having poor skills in the first place, but I doubt that I would enjoy this map even if I could get through it.

Fix the bug, and make the pace just a little less frantic. For example, have a safe zone at the start of each room to give time to read the signs and plan your run through it, while maintaining the difficulty in the room once you charge into it.

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The map ends when you're out of time (that is afer 32 seconds I believe, there's a timer display in the last room). This is also when the music ends. Or am I just wrong and is there really a bug?
It's normal that you can't play this map with a controller (like many other custom maps) because it's based on movement, aiming and reflexes rather than puzzle elements.

But ok, i'll mention it in the description.

Also,making checkpoints in this map would make it too easy (at least I think so, might be wrong). Because I only fealt good after completing the whole thing in one time.

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