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[SP] Interception

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Interception is a single-player map featuring a fairly challenging puzzle involving two clean-style chambers, funnel, laser, and light bridge. The puzzle is somewhat more difficult than the official Portal 2 puzzles.

There should be 2-3 "AHA!" moments in the puzzle. The solution is not technically difficult to execute. If you find yourself frustrated or performing some stunt repeatedly, you should find an easier way.

Remake of Interception with the Perpetual Testing Initiative
http://steamcommunity.com/sharedfiles/f ... d=69323011

Major Updates:
Version 1.2 fixed a potential scenario where the player can become trapped in a chamber.
Version 1.5 added one more "AHA!" moment.
Version 1.52 compiled with high dynamic range rendering effects.
Version 1.57 added a Rattman den.
Version 1.60 added a pool of toxic water.

Screenshots:
http://cloud.steampowered.com/ugc/55979 ... 1184F0F02/
http://cloud.steampowered.com/ugc/55979 ... 8827DB512/

Video Walkthrough:
Here is a video walkthrough of version 1.63 courtesy of Portal2Two. Needless to say, it has major spoiler for the puzzle. The walkthrough also reveals the location of the Rattman den.

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File Name: sp_interception_v1.63.zip
File Size: 7.41 MiB
Click here to download Interception

I though it was a fairly easy map, took me less then ten minutes to solve. Only thing that I noticed with the map was that the starting video panels were not working. Overall, it was a nice basic map.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

Thanks for the feedback. I left the video panels blank intentionally.

I didn't see any difference between this map and the previous version. But problems I noticed in both are:

? The blue/orange indicator lights for the pressure button in the main room are inverted.
? There was a very near no-escape scenario if you went into the laser room without a reflector cube.
(I got out by portaling into the end of the funnel corridor, lowering myself as far as possible down the wall without letting the funnel drop me, and aiming at the panel just above the funnel emitter.)
? To get to the exit, I

Spoiler
ran a light bridge as close as I could to the exit room, placed my cube over the ledge, then jumped and repositioned the entrance portal for the light bridge so that it would be high enough for me to exit.
I don't know if this was intended because the method of repositioning was rather unorthodox.

Overall, it was fun to play but something about it lacked ... zazz. Perhaps you could work on making the environment more interesting?

The indicator light was intentionally reversed, because I felt that "blue" matches the "blueness" of the light bridge when it's enabled, and the fact that yellow generally indicates an "off" state (the light bridge started out being deactivated).

I will fix the potential trapped scenario.

The way you got to the exit was exactly the intended solution.

Well done, challenging puzzle and a few tricks. Thanks for creating.

I think the visual "zazz" that NuclearDuckie was referring to could be a change in theme, few "clean" maps ever stand out, but maps in the Chapter 8 style or decrepit/dirty theme are visually much more interesting. Maybe make your next map have many more holes in the walls revealing the foggy vastness of the labs, instead of locking the player into a claustrophobic space.

This map made me feel smart. Really smart. And that's because the puzzle

Spoiler
made me feel like I'd cheated the system. In fact all the solutions where very cheaty and well hidden.
I only had two AHA! moments though,
Spoiler
finding out how to get the cube on the button in the first room, and pressing the ceiling button. Once I had the two cubes, the rest was a breeze.
I attached the blind demo:

Short map in average Clean style, hosts two microchambers featuring bare-bones puzzles lenghtened by somewhat gimmicky maneuvers:

Spoiler
pushing a button with a cube you hold, climbing a lightbridge by altering its input
. Newcomers might get confused, so I would suggest adding visual clues to introduce these concepts - otherwise not difficult, you just have to know them.

satchmo wrote:
The indicator light was intentionally reversed, because I felt that "blue" matches the "blueness" of the light bridge when it's enabled, and the fact that yellow generally indicates an "off" state (the light bridge started out being deactivated).

Think of what would happen if every carmaker used different colours to show speed, gas, mileage and AC.

the hills are alive... with the sound of music
Quote:
Newcomers might get confused, so I would suggest adding visual clues to introduce these concepts

Thank you for the suggestion. I will do just that.

I will also change the bridge indicator light to the standard color scheme.

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