[SP] Loud Pipes
Quote from ForbiddenDonut on August 7, 2011, 12:04 amLoud Pipes is an Old Aperture-style single-player map that features two major chambers that heavily revolve around the use of repulsion and propulsion gel and their interaction with cubes, light bridges, laser fields, and moving platforms. The map's difficulty ranges from easy to medium/hard.
Screenshots:
http://cloud.steampowered.com/ugc/54177 ... 6F9F4A356/
http://cloud.steampowered.com/ugc/54177 ... B90291E32/
http://cloud.steampowered.com/ugc/54177 ... A63C18803/
http://cloud.steampowered.com/ugc/54177 ... DE459D8D7/
http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/Updated to v.1.2.
-Fixed an exploit with the light bridge
-Repaired a cubemap error that was giving the observation room an odd effect
-Shifted some of the white walls around in chamber two to prevent exploits
-Made it easier to jump back from the moving platformAlso, if any of you designers out there are interested in the design process of this map or the aesthetic technique of any Old Aperture map, I've written a small tutorial about it over in Rubrica's aesthetic thread. Check it out if it interests you!
mapping-help/on-the-aesthetic-themes-in-portal-2-v0-9-1-t4257.htmlLeave feedback or feel free to reach me (contacts in the readme) once you finish the map. Thank you!
File Name: sp_loud_pipes v.1.2.rar
File Size: 6.79 MiB
Click here to download Loud Pipes
Loud Pipes is an Old Aperture-style single-player map that features two major chambers that heavily revolve around the use of repulsion and propulsion gel and their interaction with cubes, light bridges, laser fields, and moving platforms. The map's difficulty ranges from easy to medium/hard.
Screenshots:
http://cloud.steampowered.com/ugc/54177 ... 6F9F4A356/
http://cloud.steampowered.com/ugc/54177 ... B90291E32/
http://cloud.steampowered.com/ugc/54177 ... A63C18803/
http://cloud.steampowered.com/ugc/54177 ... DE459D8D7/
http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/
Updated to v.1.2.
-Fixed an exploit with the light bridge
-Repaired a cubemap error that was giving the observation room an odd effect
-Shifted some of the white walls around in chamber two to prevent exploits
-Made it easier to jump back from the moving platform
Also, if any of you designers out there are interested in the design process of this map or the aesthetic technique of any Old Aperture map, I've written a small tutorial about it over in Rubrica's aesthetic thread. Check it out if it interests you!
mapping-help/on-the-aesthetic-themes-in-portal-2-v0-9-1-t4257.html
Leave feedback or feel free to reach me (contacts in the readme) once you finish the map. Thank you!
File Name: sp_loud_pipes v.1.2.rar
File Size: 6.79 MiB
Click here to download Loud Pipes
Quote from satchmo on August 7, 2011, 1:10 amI haven't played it yet, but it looks beautiful.
I haven't played it yet, but it looks beautiful.
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Quote from Tyronis3 on August 7, 2011, 1:29 amThis map made me sad...
I always look forward to "Old Aperture" maps because they're usually riddled with loopholes that allow to speedrun the map extremely fast.But, you sir, have made a very near-bugless map.
There is one bug I found at the beginning of the map you can skip the first room by shooting a portal through the grate onto a wall in the next area. This lets you skip a little bit, but not much.
This map made me sad...
I always look forward to "Old Aperture" maps because they're usually riddled with loopholes that allow to speedrun the map extremely fast.
But, you sir, have made a very near-bugless map.
There is one bug I found at the beginning of the map you can skip the first room by shooting a portal through the grate onto a wall in the next area. This lets you skip a little bit, but not much.
Quote from ForbiddenDonut on August 7, 2011, 1:38 amSatchmo - Thank you, sir. Means a lot coming from someone who I know actually pays attention to the aesthetic details in their maps. Let me know what you think after you play it.
Tyronis3 - Hehe. Old Aperture is very difficult to design in for that reason. I'll correct that bug when the map gets a bit more downloads and more things pop up. Thank you for extensively testing it in that way.
Satchmo - Thank you, sir. Means a lot coming from someone who I know actually pays attention to the aesthetic details in their maps. Let me know what you think after you play it.
Tyronis3 - Hehe. Old Aperture is very difficult to design in for that reason. I'll correct that bug when the map gets a bit more downloads and more things pop up. Thank you for extensively testing it in that way.
Quote from andyb on August 7, 2011, 3:14 amGreat map.Lotta thinking and timing.Especially the bridge part.I stared at that for a good 10 minutes thinking WTF now what.
Great map.Lotta thinking and timing.Especially the bridge part.I stared at that for a good 10 minutes thinking WTF now what.
Quote from smwlover on August 7, 2011, 3:51 amOld aperture is my favorite style. I like the new way to gain momentum by painting the floor and the ceiling with blue gel and bouncing up and down.
It is not an easy map. I haven't worked out how to get the box behind the death grid yet.
Old aperture is my favorite style. I like the new way to gain momentum by painting the floor and the ceiling with blue gel and bouncing up and down.
It is not an easy map. I haven't worked out how to get the box behind the death grid yet.
Quote from ForbiddenDonut on August 7, 2011, 4:05 amAndyb - Thank you. Light bridges are one of my favorite elements to work with, so I was absolutely thrilled to think up ideas to change its perspective to the player. I'm glad you enjoyed playing it.
smwlover - Old Aperture is my favorite, too.
For the part you are having trouble with, take notice of the signage I've given below the death field. If that doesn't flare some light bulbs, [spoiler]another way to think about it is to remember how you gained the momentum to get the box in the first place. Also, remember that the player weighs more than the box.[/spoiler]
If you still are stuck, I can PM you more hints or the solution. Totally up to you.
Andyb - Thank you. Light bridges are one of my favorite elements to work with, so I was absolutely thrilled to think up ideas to change its perspective to the player. I'm glad you enjoyed playing it.
smwlover - Old Aperture is my favorite, too.
For the part you are having trouble with, take notice of the signage I've given below the death field. If that doesn't flare some light bulbs,
If you still are stuck, I can PM you more hints or the solution. Totally up to you.
Quote from infernet89 on August 7, 2011, 5:18 amNice map, but i'm not sure i've used the correct solution for all..
For the cube behind the laser part, i [spoiler]painted the bridge with the blue gel, by changing the portal from the gel to the bridge, then take the cube when it was jumping[/spoiler]
For the second part, also the cube after the laser i [spoiler]take little run-up with the cube in hand and throwed that.[/spoiler]
Nice map, but i'm not sure i've used the correct solution for all..
For the cube behind the laser part, i
For the second part, also the cube after the laser i
(I'll stop recording if i die.)
Quote from ForbiddenDonut on August 7, 2011, 5:47 amInfernet89 -
Thank you for playing. [spoiler]For the first part (the cube and the light bridge), the intended solution is much simpler than what you described. What you are supposed to do is to paint the middle island (with the box switch and the flipping panel), place one portal at the light bridge source, the other one below the box, hit the box switch, and hop, using the gel, to the light bridge source to pass through the portals and grab the box.[/spoiler] I'll fiddle with the vclips, but blue gel causes an unpredictable "chaos theory-esque" component in boxes.
I'm not quite sure what you meant about the second part. [spoiler]I'm assuming you used the propulsion gel to throw the cube over, which is the intended solution. Most people, I would assume, will figure out that they have to use the runway a third time (first for the box switch, second to collect the box) to hoist them and the box to the laser's edge. Due to the weight of the player against the box, they should hit just below the laser field while the box goes through.[/spoiler] If this is not what you meant, I apologize.
Again, thanks for trying it out!
Infernet89 -
Thank you for playing.
I'm not quite sure what you meant about the second part.
Again, thanks for trying it out!
Quote from OnePortalizedGal on August 7, 2011, 9:18 amI love old aperature maps and this one was great looking and ran fairly smooth, however I was disappointed that there were no faithplates which would have been fun. Also, it was difficult getting the cube off the moving platform thru that small area in the fence. You had to angle it just right unless I was doing it wrong - don't know. Loved the Cave Johnson humor - that's always a nice touch. I wish it had been longer. All-in-all very good. Keep them coming!
I love old aperature maps and this one was great looking and ran fairly smooth, however I was disappointed that there were no faithplates which would have been fun. Also, it was difficult getting the cube off the moving platform thru that small area in the fence. You had to angle it just right unless I was doing it wrong - don't know. Loved the Cave Johnson humor - that's always a nice touch. I wish it had been longer. All-in-all very good. Keep them coming!