[SP] LeSwordfish Portal Buttons
Quote from Djinndrache on July 12, 2011, 6:03 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:r6GapxNq9Ag
(Link: http://www.youtube.com/watch?v=r6GapxNq9Ag)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:
r6GapxNq9Ag
(Link: http://www.youtube.com/watch?v=r6GapxNq9Ag)
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 InvisiblePanda on July 21, 2011, 8:29 amthe last chamber is incredibly wonderful
I spent about an hour to solve this puzzle
really good
the last chamber is incredibly wonderful
I spent about an hour to solve this puzzle
really good
Quote from LeSwordfish on August 23, 2011, 4:19 amJust dropping a note that i'm back working on this again. The horrible physics stuff in the first room is gone. The relaxation rooms between rooms will be switched out for elevators- that idea has died on me like a bad sidekick. Bugs will be fixed, and 1-4 new rooms will be added, depending on how much revision i have to do.
Just dropping a note that i'm back working on this again. The horrible physics stuff in the first room is gone. The relaxation rooms between rooms will be switched out for elevators- that idea has died on me like a bad sidekick. Bugs will be fixed, and 1-4 new rooms will be added, depending on how much revision i have to do.
Quote from KennKong on December 28, 2011, 5:43 pmbjs0 wrote:I had the same problem as Hober, though. The elevating platform in the first chamber trapped me in the floor.Ditto for me, too. And why does standing on the cube when that platform is down throw you off?
Even that annoying glitch can't diminish how much I like this map. I hope that you consider plagiarism the highest form of compliment when I steal the portal/trigger idea. The transitions were a welcome change of pace. I love flings; using the same portal to fling three different ways was excellent reuse of elements. This map looks beautiful, too. An easy 5/5 and addition to my favorites playlist.
Ditto for me, too. And why does standing on the cube when that platform is down throw you off?
Even that annoying glitch can't diminish how much I like this map. I hope that you consider plagiarism the highest form of compliment when I steal the portal/trigger idea. The transitions were a welcome change of pace. I love flings; using the same portal to fling three different ways was excellent reuse of elements. This map looks beautiful, too. An easy 5/5 and addition to my favorites playlist.
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Quote from BEARD! on July 1, 2012, 10:04 amSorry to revive a dead thread; I discovered a link to this map from elsewhere and wanted to add my belated thoughts. The DLDB doesn't seem to be fond of the semi-colon in the filename. The file I downloaded was "LeSwordfish" (without an extension); adding the RAR extension manually solved the problem, and I was able to install the map with no problems.
Bugs and Mapping Details
[spoiler]* The lighting on these panels is a little weird. The lightmap has the yellow lighting from the bts fluoresenct tubs and this lighting remains when the panels are pushed forward. To fix this, position the panels and arms so that they are in the extended position at compile time, pull them in on map spawn with a logic auto and finally push them out again with the trigger.
* That little bts area was very well done though, it was the first thing I saw in the map and I really enjoyed it.
* The first fizzler's textures don't match on one side.
* This overlay didn't properly light up.
* In the second room the industrial grinders of death didn't have any sound effect, making them much less terrifying.
* Some of the crushers were shaded strangely. I think a compile with -staticproplighting may help here.
* This kind of panel is in the Portal 1 style, and looks out of place here
* It's probably worth disabling the crushers after they're done with - they're a bit irritating in the faith plate puzzle, rattling around all the time[/spoiler]The portal button mechanic was fairly intuitive; players are taught how it works by experimenting in the first chamber. The 'portal support prop' with the lighting effect was a nice way of saying 'this is a portal button'. You used an aperture overlay on of the portal buttons too - that might serve as a way to distinguish from the automatically placed portals you in the single player campaign. The buttons could use with some kind of on/off sound though - in the second chamber, for example, there's a portal button which turns on a lightbridge but there's no feedback sound to say 'this portal placement did something'.
The first two chambers are nice introductions, although I felt that the second chamber didn't really develop the idea too much. (It taught me to jump above fizzlers to place the portal, and that I don't always want a portal button to be on [regarding the excursion funnel]). The third and final chamber was the crowning glory of the map, and really had me thinking. The third section was a little confusing - it wasn't clear which portal buttons activated or deactivated what. The final puzzle [spoiler]where I had to leap onto the light bridge[/spoiler] really had me stuck for several minutes, [spoiler]until I remembered the huge drop above the portal button near the laser[/spoiler], at which point I had my 'a-ha!' moment.
I seem to say this a lot, but I really like the concept and would love to see more of it (perhaps even in coop?).[One final remark: perhaps "portal button" isn't the best term for this mechanic. Portal Detector maybe?]. There's very little to complain about here; a top-notch map. I just wish I'd discovered it sooner! Thanks for mapping.
Sorry to revive a dead thread; I discovered a link to this map from elsewhere and wanted to add my belated thoughts. The DLDB doesn't seem to be fond of the semi-colon in the filename. The file I downloaded was "LeSwordfish" (without an extension); adding the RAR extension manually solved the problem, and I was able to install the map with no problems.
Bugs and Mapping Details
* That little bts area was very well done though, it was the first thing I saw in the map and I really enjoyed it.
* The first fizzler's textures don't match on one side.
* This overlay didn't properly light up.
* In the second room the industrial grinders of death didn't have any sound effect, making them much less terrifying.
* Some of the crushers were shaded strangely. I think a compile with -staticproplighting may help here.
* This kind of panel is in the Portal 1 style, and looks out of place here
* It's probably worth disabling the crushers after they're done with - they're a bit irritating in the faith plate puzzle, rattling around all the time
The portal button mechanic was fairly intuitive; players are taught how it works by experimenting in the first chamber. The 'portal support prop' with the lighting effect was a nice way of saying 'this is a portal button'. You used an aperture overlay on of the portal buttons too - that might serve as a way to distinguish from the automatically placed portals you in the single player campaign. The buttons could use with some kind of on/off sound though - in the second chamber, for example, there's a portal button which turns on a lightbridge but there's no feedback sound to say 'this portal placement did something'.
The first two chambers are nice introductions, although I felt that the second chamber didn't really develop the idea too much. (It taught me to jump above fizzlers to place the portal, and that I don't always want a portal button to be on [regarding the excursion funnel]). The third and final chamber was the crowning glory of the map, and really had me thinking. The third section was a little confusing - it wasn't clear which portal buttons activated or deactivated what. The final puzzle
I seem to say this a lot, but I really like the concept and would love to see more of it (perhaps even in coop?).[One final remark: perhaps "portal button" isn't the best term for this mechanic. Portal Detector maybe?]. There's very little to complain about here; a top-notch map. I just wish I'd discovered it sooner! Thanks for mapping.
Co-operative: Lightspeed Upstairs Downstairs