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[SP] Monoportal

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I'm glad it ran well for you, at least.

Thanks for bringing the light to my attention because I had no idea that it was bad enough that it actually limited your vision. Maybe its my contrast, or just because I've been used to looking at it in LDR until I released it (Ironically I was kind of worried about making it look too bright and unrealistic).
Anyway I have been working on the gel room, I added plenty more lights for the areas you need to go to and I hope it will be enough. I haven't uploaded it yet, I want to brighten up (most of) the other rooms first. If its not up tomorrow, it should be by Saturday. Can any of the other players tell me which areas in particular looked too dark for them?

Conversely, I'm toning down the first intro room. I wanted it to look plain, but not blinding.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images

Parts of the Old Aperture style area were fairly dark. Standing on the center platform was when I noticed it the most. This also seems like a good time to mention that your laser emitters are not flush with the ceiling. That's a minor thing, but if you are polishing up the visuals you may want to fix that at the same time.

I am embarrassed to say I didn't finish the map yet. The first turret room got me stuck and I decided to take a break and come back to it with fresh eyes.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

Great stuff. Took me about an hour and a half to finish it.

I had big issues with the final room. I managed to get to the high area with the excursion funnel by activating the excursion funnel, firing a portal up to the white ceiling so the blue funnel came up through the orange portal on the floor, then

Spoiler
stepped into the blue funnel, rose up and was able to slowly move across the celing of the chamber to the high part where the funnel was located.
. Managed to deal with all the turrets after a bit of thought and finally seeing the hints haha :).

After changing the funnel's direction and grabbing the cube I had to try several times before I could step into the orange portal - it was like there was an invisible wall around part of it.

The chamber with the orange portal on the angled surface -

Spoiler
I fired a portal high on the wall that is perpendicular to the opening so that when you fly out through it you can see inside the room. After several attempts of flying out through the blue portal I was able to fire a blue portal into the far side of the room, high up near the far corner. Then - faith-plate, orange portal, blue portal and landed straight on the sloping surface that lead up to the chamber exit.

This is a really good set of chambers. I don't enjoy the harder maps cause I must try harder, but this was difficult but balanced enough that it was rewarding , and most importantly, the chambers were interesting enough that I did not give up. They kept me going.

Too cool :)

GODFATHER wrote:
Not sure if I used the intended solution in the last room by
Spoiler
taking the cube through the emancipation grid (shouldn't that destroy the cube?) and then using it to jump up and press the button

In this part you can also reach the button from

Spoiler
the light bridge. You have to put it high enough, but not to high, because if you need to be crouched to stand on it you won't be able to jump far enough to reach the button.

Hope it's understandable.

Fun map to play for me!
Thank you

V3 is uploading. I really think the gel and funnel rooms are much brighter now. I can adjust other rooms later, I just want to get this up as soon as I can.
It would have been up earlier, but I discovered a rare bug where the gel got stuck on the last room. It returned to normal when I loaded a save though, and I don't know if I managed to fix it.

Quote:
...blue funnel came up through the orange portal on the floor, then stepped into the blue funnel, rose up and was able to slowly move across the celing of the chamber to the high part where the funnel was located.

Like "re-portaling" this is a game engine glitch, as far as I know there is no way I can prevent it, sorry :(. I expect players to know whether something like that is a valid solution or not.
The funnel difficulty I think was caused by the suction trying to pull you to the ground, it should be fixed now.
@Skerek: How were you able to stand on the lightbridge from inside the corner with the turrets in the first place?
Glad you had fun, though.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images
Random wrote:
@Skerek: How were you able to stand on the lightbridge from inside the corner with the turrets in the first place?
Glad you had fun, though.

Spoiler
First i put a portal on the top of the room to have a light bridge protecting me from the 1st turret. Then i jump and fast put a portal on the wall and I go higher as i can by jumping and portaling. When I'm high enough I can stand crouched on the light bridge whichch is protecting me from the 2 turrets. Then I jump, press the button, and go on a rambo kill of the 2 turrets.

Ok, so far, very good map. Only thing when moving between rooms, add light... I couldn't find the next chamber and the only way I could guide myself was shooting fizzed portals and by that, telling how far away the next wall was. Lighting or have a light pathway, to guide.
Just got to the second map pack, and I really don't get the first level. D:
Is there a walk through?
(or at least somehow give a hint to placements...) I dunno.
So to temporarily pass that, I played with gravity to get to the ledge, to find another ledge... that I also don't get placement.... :cry:

Be Cool, Be Awesome
Be You, Be Random
Random wrote:
... Like "re-portaling" this is a game engine glitch, as far as I know there is no way I can prevent it, sorry :(. I expect players to know whether something like that is a valid solution or not...

Yeah - I know it was a cheat - I have no idea how to do that last bit. I will replay the map soon, though, and will have another go.

Looking forward to V3 :)

Got positively impressed by this one, especially since Blue Portals had seemingly exhausted the argument already. On the contrary, I saw the puzzle style here kept fresh for a solid 7-8 chambers which is certainly a big effort, and a lot of care for variety.

Which is a two-edged sword, as technically the final result isn't that spectacular once the action leaves the Clean styled rooms: plenty of dark places, lack of detail, it's kind of a pity when the former looked so good and fit for the map's theme. That point aside... putting things in perspective after the intelligence and game time put into the project... I'd say, a very won bet.

the hills are alive... with the sound of music

Next version is processing. Nothing jarring if you've played the latest V3 already, but I went ahead and fixed some exploits from the final chamber.

@wolf bytes If the area you were referring to was the hallway preceding the lightbridge room, I added more light to that room now. I am reluctant to post another hint about the faith plate room because I did earlier in the thread, but I'll PM you a bigger hint and the solution.

Thank you, xdiesp, for the informative comment. I realize by now that I probably hadn't tackled the ruined look nearly as well as I had hoped. Were there any areas that seemed to stand out from the rest - or anything that looked downright horrendous? And is there anything simple (as in anything short of a complete redesign) I could do to make them better? I hope to make this approachable both functionally and visually before I move on to a new, hopefully better map. And I am thinking about everyone's advice here when I do.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images
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