[SP] Launch of Faith
Quote from Qmaster on June 6, 2011, 12:07 pmContest submission by Qmaster. A relatively simple puzzle in a style similar to Wheatley Laboratories but with a slight twist.
My first released Portal 2 map, as an experienced mapper though. I have tried my best to make it cool. You can check out my other projects over on worldofleveldesign.com
File Name: qmaster_smi2011_sp_entry.zip
File Size: 8.13 MiB
Click here to download Launch of Faith
Contest submission by Qmaster. A relatively simple puzzle in a style similar to Wheatley Laboratories but with a slight twist.
My first released Portal 2 map, as an experienced mapper though. I have tried my best to make it cool. You can check out my other projects over on worldofleveldesign.com
File Name: qmaster_smi2011_sp_entry.zip
File Size: 8.13 MiB
Click here to download Launch of Faith
Quote from Troy on June 6, 2011, 6:06 pmThis map albeit short looks goood and is nice to play. Also small note the elevator stuck on me at the end so I had to esc key out.
This map albeit short looks goood and is nice to play. Also small note the elevator stuck on me at the end so I had to esc key out.
Quote from Adair on June 8, 2011, 4:03 amI agree with Nahor, it's a good puzzle, but it's large size had me expecting something that would take longer to solve.
My suggestion:
[spoiler]Either make the panels above the faith plate and below the blue gel be visible and easy to target from across the room.
-or-
If you wanted to do a bit more to make it not feel so spread out you could think of the map as two rooms(room 1 is from the entrance to the big fizzler and room 2 is from the fizzler to the exit)then take everything on the entrance side of room 1 and move it to the fizzler side of room 1. Then make a new entrance off to the side or perhaps above the big fizzler.[/spoiler]I did enjoy the Wheatley look to the map, it reminded me of the chamber in Portal 2 when [spoiler]Wheatley realizes there isn't an exit and creates one from another test.[/spoiler]
I agree with Nahor, it's a good puzzle, but it's large size had me expecting something that would take longer to solve.
My suggestion:
-or-
If you wanted to do a bit more to make it not feel so spread out you could think of the map as two rooms(room 1 is from the entrance to the big fizzler and room 2 is from the fizzler to the exit)then take everything on the entrance side of room 1 and move it to the fizzler side of room 1. Then make a new entrance off to the side or perhaps above the big fizzler.
I did enjoy the Wheatley look to the map, it reminded me of the chamber in Portal 2 when
Quote from xdiesp on June 9, 2011, 1:22 pmA big map, in every sense of the word: to be able and hold your ground on a Wheatley style so vast, makes some remarkable achievement. Intricate, baroque... but flawed. For one square mile of gameplay, your tools are only 1 catapult 1 gel 5 white walls. And what's with the slope structures - in such a grand design, they're an eyesore.
A big map, in every sense of the word: to be able and hold your ground on a Wheatley style so vast, makes some remarkable achievement. Intricate, baroque... but flawed. For one square mile of gameplay, your tools are only 1 catapult 1 gel 5 white walls. And what's with the slope structures - in such a grand design, they're an eyesore.
Quote from Qmaster on June 10, 2011, 5:32 pmThanks for the positive feedback! And the criticisms too. I agree with your suggestions. The angled portions could have been better constructed out of panels with arms and pistons. The size to playtime ratio was off, I was in a hurry to finish for the competition. I spent about 12 hours solid spread out over 4 days, so I didn't spend as much time as I would have otherwise for this. I might update this later. About the elevator sticking at the end, ya I forgot the point_clientcommand. Thanks for those who liked it! I've already got another one in the 1950's style in the works!
Thanks for the positive feedback! And the criticisms too. I agree with your suggestions. The angled portions could have been better constructed out of panels with arms and pistons. The size to playtime ratio was off, I was in a hurry to finish for the competition. I spent about 12 hours solid spread out over 4 days, so I didn't spend as much time as I would have otherwise for this. I might update this later. About the elevator sticking at the end, ya I forgot the point_clientcommand. Thanks for those who liked it! I've already got another one in the 1950's style in the works!
Quote from msleeper on June 13, 2011, 2:12 amI'm not entirely sure what you meant by "Wheatley style with a twist"; aside from not using turretcubes, this looks like it could have been ripped straight from the Wheatley section of the game. Visually the "cavernous open Aperture" look is executed very well. I couldn't help but notice the cut brushes/textures when panels would have been much more fitting. I also felt like some of the texturing was a little flat, most noticeably the very end platform walking to the exit elevator.
And yeah, the map is excruciatingly short. Including elevator times, I bet this map could be beaten in under a minute by someone more skilled than me. I would love to see a longer or more difficult map from you.
I'm not entirely sure what you meant by "Wheatley style with a twist"; aside from not using turretcubes, this looks like it could have been ripped straight from the Wheatley section of the game. Visually the "cavernous open Aperture" look is executed very well. I couldn't help but notice the cut brushes/textures when panels would have been much more fitting. I also felt like some of the texturing was a little flat, most noticeably the very end platform walking to the exit elevator.
And yeah, the map is excruciatingly short. Including elevator times, I bet this map could be beaten in under a minute by someone more skilled than me. I would love to see a longer or more difficult map from you.
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Quote from Djinndrache on June 15, 2011, 10:26 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:QWFXZAv-wn8
(Link: http://www.youtube.com/watch?v=QWFXZAv-wn8)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:
QWFXZAv-wn8
(Link: http://www.youtube.com/watch?v=QWFXZAv-wn8)
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 Qmaster on June 20, 2011, 10:25 pmThanks for the comments. To msleeper: Thanks! What did you mean by cut brushes vs. panels? The length could've and would've been longer if I had noticed the competition sooner.
As it is I only worked on this for 3 days, with a total amount of solid hours put into it being around 12...which explains the lack of solidity to the test itself (length and difficulty were definitely lacking), the quickly made detailing which could have been done better, the lack of moving panels and rearranging walls, the lack of a title text, and some areas that I didn't get around to adding more detailing (the exit mostly).
Good news is I have more tests waiting ahead, harder ones. Ones that may or may not be deadly. But informative! Well, it's back to work on the new enrichment spheres.
Thanks for the comments. To msleeper: Thanks! What did you mean by cut brushes vs. panels? The length could've and would've been longer if I had noticed the competition sooner.
As it is I only worked on this for 3 days, with a total amount of solid hours put into it being around 12...which explains the lack of solidity to the test itself (length and difficulty were definitely lacking), the quickly made detailing which could have been done better, the lack of moving panels and rearranging walls, the lack of a title text, and some areas that I didn't get around to adding more detailing (the exit mostly).
Good news is I have more tests waiting ahead, harder ones. Ones that may or may not be deadly. But informative! Well, it's back to work on the new enrichment spheres.
