[SP] Map_Name_Here_123
Quote from SiaCreations on September 7, 2011, 5:58 pmWhat is Map_Name_Here_123? This map.
A clean style map of average (?) difficulty with decent aesthetic finish.
1.1: New, exciting name!
1.2: More freedom in blue gel area, orange gel button is now floor button, more 'shielding' on top of the turret 'fish tank'.
1.3: Reduced glass opacity.
1.4: Better support for alternative flinging in first chamber.File Name: Map_Name_Here_123.rar
File Size: 3.23 MiB
Click here to download Map_Name_Here_123
What is Map_Name_Here_123? This map.
A clean style map of average (?) difficulty with decent aesthetic finish.
1.1: New, exciting name!
1.2: More freedom in blue gel area, orange gel button is now floor button, more 'shielding' on top of the turret 'fish tank'.
1.3: Reduced glass opacity.
1.4: Better support for alternative flinging in first chamber.
File Name: Map_Name_Here_123.rar
File Size: 3.23 MiB
Click here to download Map_Name_Here_123
Quote from Djinndrache on September 8, 2011, 7:05 amCould you consider renaming your map? A map with the name suspended and the file sp_suspended.bsp does already exist: Suspended
Having to overwrite it to play a totally different map kinda sucks
Could you consider renaming your map? A map with the name suspended and the file sp_suspended.bsp does already exist: Suspended
Having to overwrite it to play a totally different map kinda sucks
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Djinndrache on September 8, 2011, 9:38 amSiaCreations wrote:1.1: New, exciting name!It's awesome, loving it
It's awesome, loving it ![]()
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from SiaCreations on September 8, 2011, 9:50 amThanks!
Didn't expect to run into naming problems; that's one more thing to check before releasing.
Thanks!
Didn't expect to run into naming problems; that's one more thing to check before releasing.
Quote from Djinndrache on September 8, 2011, 1:24 pmI played (and recorded) this map now and must say that the map is not bad, but too buggy. Gonna have it rendered and uploaded by Tuesday, then I'll show you what I mean.
Average difficulty might be true for intended ways, but I guess I pretty much broke the game (apart from one part where a trigger wouldn't work and I had to noclip) and made it look lots harder than it probably is. I'll post back on Tuesday with the video.
I played (and recorded) this map now and must say that the map is not bad, but too buggy. Gonna have it rendered and uploaded by Tuesday, then I'll show you what I mean.
Average difficulty might be true for intended ways, but I guess I pretty much broke the game (apart from one part where a trigger wouldn't work and I had to noclip) and made it look lots harder than it probably is. I'll post back on Tuesday with the video.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Portal2Two on September 8, 2011, 5:22 pm5/Excellent
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I don't see any bugs, or any serious bugs. The blue gel flow is a little misaligned in the 1st place, but frankly who cares? Of course I'd find something to criticize about the gameplay but I won't since any DIY map is always a little "athletic". This particular map is playable, has puzzles and is looking nice, I can't reckon golden stairs anywhere else before. Good one.
5/Excellent
I don't see any bugs, or any serious bugs. The blue gel flow is a little misaligned in the 1st place, but frankly who cares? Of course I'd find something to criticize about the gameplay but I won't since any DIY map is always a little "athletic". This particular map is playable, has puzzles and is looking nice, I can't reckon golden stairs anywhere else before. Good one.
Quote from SiaCreations on September 8, 2011, 6:10 pmThanks for the video! Your solution is slightly different than my intended one, but 'covered'
For example [spoiler]you used the funnel to travel across the room (maybe Djinn used it to fly to the exit right away, and that isn't 'covered'), which I considered blocking with a grate, and the fling would then be a 'double fling'. Also in the second chamber the newly opened rotating panels can be used for quicker navigation (especially outside the blue gel area)[/spoiler]. Also do name the gameplay problems, so I can eliminate them!
I'm guessing running back and forth in the first area isn't fun and the blue gel area feels sort of 'sealed off'...
Is that a game pad?
Thanks for the video! Your solution is slightly different than my intended one, but 'covered'
For example
Is that a game pad?
Quote from Portal2Two on September 8, 2011, 7:12 pmSiaCreations wrote:Thanks for the video! Your solution is slightly different than my intended one, but 'covered'For example [spoiler]you used the funnel to travel across the room (maybe Djinn used it to fly to the exit right away, and that isn't 'covered'), which I considered blocking with a grate, and the fling would then be a 'double fling'. Also in the second chamber the newly opened rotating panels can be used for quicker navigation (especially outside the blue gel area)[/spoiler]. Also do name the gameplay problems, so I can eliminate them!
I'm guessing running back and forth in the first area isn't fun and the blue gel area feels sort of 'sealed off'...
Is that a game pad?
Thanks for the video! Your solution is slightly different than my intended one, but 'covered'
Ya, that's what I expected to here, It's a game, and naturally logic games like chess and puzzles allow variation of solutions, and why portal shouldn't? Of course given that the player is not skipping the entire gameplay.Is that a gamepad?
Almost, it's my Alienware note.
do name the gameplay problems, so I can eliminate them!
I'm guessing running back and forth in the first area isn't fun
Running back and forth was the easiest ever, not a problem. As you're running you can think a little and show it in the video step by step as I did.
The gameplay is no problem, but generally I don't like action in logic games, and there's a little bit of such "action" in this map.
Shorter, I didn't like much the blue gel because it was tedious enough spraying it and then jumping on it to fire a portal on top to get to the final room. See, as soon as I figured out the solution I started shooting my walkthrough, so I probably needed more runs to get used to.
The double fling you're talking - yes, I did read all the signs on the walls and I knew exactly what I was supposed to do. But I tried it the "right" way from the ceiling and it wasn't easy.
Using funnel to travel across the room, ok, how are you supposed to travel across the room other than the funnel? If you jump from the stairs onto the bridge you won't make it, and double fling to travel across the room would be quite hard here. I though the funnel was precisely how you do it.
Basically I like your map the way it is now, I wouldn't change it unless you really want.
Is that a game pad?
Thanks for the video! Your solution is slightly different than my intended one, but 'covered'
Ya, that's what I expected to here, It's a game, and naturally logic games like chess and puzzles allow variation of solutions, and why portal shouldn't? Of course given that the player is not skipping the entire gameplay.
Is that a gamepad?
Almost, it's my Alienware note.
do name the gameplay problems, so I can eliminate them!
I'm guessing running back and forth in the first area isn't fun
Running back and forth was the easiest ever, not a problem. As you're running you can think a little and show it in the video step by step as I did.
The gameplay is no problem, but generally I don't like action in logic games, and there's a little bit of such "action" in this map.
Shorter, I didn't like much the blue gel because it was tedious enough spraying it and then jumping on it to fire a portal on top to get to the final room. See, as soon as I figured out the solution I started shooting my walkthrough, so I probably needed more runs to get used to.
The double fling you're talking - yes, I did read all the signs on the walls and I knew exactly what I was supposed to do. But I tried it the "right" way from the ceiling and it wasn't easy.
Using funnel to travel across the room, ok, how are you supposed to travel across the room other than the funnel? If you jump from the stairs onto the bridge you won't make it, and double fling to travel across the room would be quite hard here. I though the funnel was precisely how you do it.
Basically I like your map the way it is now, I wouldn't change it unless you really want.
Quote from SiaCreations on September 8, 2011, 7:36 pmAbout funneling across the room... I always did it like there was a grate between the funnel 'compartment' and diagonal surface, so I just [spoiler]ran on top of the panel 'stairs' and jumped into the funnel, coming out of a portal on the last white surface.[/spoiler] Also, without the grate [spoiler]a workaround for the fling part has become available, and while not entirely intended, it can be used as an alternative[/spoiler].
Anyway I guess it's not that bad, I'll just eliminate bugs then (when reports start coming), thanks!
About funneling across the room... I always did it like there was a grate between the funnel 'compartment' and diagonal surface, so I just
Anyway I guess it's not that bad, I'll just eliminate bugs then (when reports start coming), thanks!
Quote from xdiesp on September 10, 2011, 10:06 amFor a medium sized map, I found this quite lenghty and outside the box: looks were particularly enticing, nocturne with lots of shades and neons which didn't even look like they were made in vanilla Clean style (the outer area was less). As for puzzles, perfect (if some ever existed) in the first chamber and little bumpy (nailing the correct jumps at the gel can take forever) but still high quality in the remaining two. Good maps make you want to play them, not just because they're pretty but because the manufacture of the problem solving brings you along.
Personally I would lower the number of those turrets, to allow one to scout on top and see what's there - it's not so immediate to see the panel + cage structure in front of the exit. Note that the laser is not required, you can just portal from the gel button to the highest point, the quickly connect the gel target to the gel button: now you can speed from the gel button to the top. ...maybe that would leave things open to bring the lasercube from the first room, and flamb? some turrets.
For a medium sized map, I found this quite lenghty and outside the box: looks were particularly enticing, nocturne with lots of shades and neons which didn't even look like they were made in vanilla Clean style (the outer area was less). As for puzzles, perfect (if some ever existed) in the first chamber and little bumpy (nailing the correct jumps at the gel can take forever) but still high quality in the remaining two. Good maps make you want to play them, not just because they're pretty but because the manufacture of the problem solving brings you along.
Personally I would lower the number of those turrets, to allow one to scout on top and see what's there - it's not so immediate to see the panel + cage structure in front of the exit. Note that the laser is not required, you can just portal from the gel button to the highest point, the quickly connect the gel target to the gel button: now you can speed from the gel button to the top. ...maybe that would leave things open to bring the lasercube from the first room, and flamb? some turrets.
