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[SP] No money for chambers #1

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Do you want to know what happens when Aperture runs out of money and can't afford to build huge underground testchambers anymore? This map series takes place on a parallel earth, where they use abandoned mines, digsites and outdoor areas for controlled testing to be more cost-efficient. No more space-wasting chambers with expensive walls. Let the sun shine!

The map includes:
- Cube searching and carrying
- Lot of running
- Double lasers :)
- Music is from game: Unreal - Hub2 (1998)
- Some models & textures are from the source shared .gcf files
- Optional ingame hints (green questionmarks) in case you stuck... * UPDATED *

The map was made in 10 day:
2 day for the outdoor area + displacements
1 day for the first 2 chamber, plus 1 day detailing
1 day to make the outdoor cube provider work
1 day for the starting chamber
1 day for the second cave + 1 day detailing
1 day testing/fixing + ending cave
1 day optimizing

Since I started this days before the mapping contest, I'll make another small map if I have time. 7 day left, maybe will be enough :)

Direct download: http://heroes.hardwired.hu/-/portal/sp_ ... _nmft1.zip
Walkthrough vid: http://www.youtube.com/watch?v=8MKKSlKcURg
Next map is coming soon...

Click here to download No money for chambers #1 (updated)

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Wonderful !!!
So much fun - this would be a great Easter Map.
The outdoors part is a virtual Easter Egg hunt.
Fantastic job on this groundbreaking map.

I found an Easter Egg actually - an extra cube (not needed) that you can only find by using NoClip.
There is no other way to get up there - hehe.

Ye I preplaced that to test that room without needing to go back to the first room, and I know I sometimes accidentally leave testcubes in the game, so I placed it up there, but made it barely visible, but not that much that if players spot it, then they try to get to it instead of going back to pick the starting cube. :)

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Great job! Probably one of the best looking maps I've seen in a long time.
Puzzles were good and I really loved the atmosphere.

Easy 5/5. Can't wait for more!

That sure is a nice map you got there. It would be a shame if someone broke it.

My maps: Bits , Color Me Rainbow and Spank Me Skyward

Just love your maps...! Refreshing and new. Also new version of a box piling exercise. Thanks for creating.....enjoyed it...

2 box enough for that, if you can jump. :)

UPDATED! Added some optional hint for noobz, similar to what I did it in my portal 1 maps...

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Dude - you outdid yourself.
You envelope-pusher you ! !

I found all the cubes except one and carefully placed them in the squares.
Then I found the final cube and had to go back and retrieve a bunch of cubes just to climb up there and get it - aarrggghhh !!!

with the 2 portalsurface, its not long, and as the hint says, you only need 2 cube to reach that last one (ofc you need to jump and grab it, without a jump, ye, you maybe need more)

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Wow... I don't know where to start. It's original, its relaxing, it looks fantastic, it's full of detail (inside and out), the transition between areas is seamless, it's really well optimised, the dialogue via buttons wasn't distracting...
I thought it was going to get annoying lugging cubes back and forth, or figuring out the sequence for the drop, but not so; I just hopped along taking in the HL2 vibe, exploring everywhere! There wasn't much puzzleness, but I think you hit a great balance of open space and restricted area size (the way Valve excels at), leaving me wanting more.
Talking of which, I would totally pay for more...just, please don't make us wait like 8 years!

p.s. You can grab the cube atop the rock with just one other cube and a jump :)

I moved that cube a bit to the edge, since if someone tries to stack cubes on the wrong side, may need 4 or more, if they dont jump. The map was made in 10 day, started 3 day before the contest was announced. I start the next one tomorrow, 5 day shuld be enough, but since its not portal themed and that will have weird puzzles too, I'm not even thinking entering, there are already some official-looking screenshots at showcase thread. This also means I will make a larger map (as usually, like map #2 that was as big as 3-4 map merged together). Others like to post a map in 4-5 part, I like single big ones. Ofc that also mean longer development time :)

My other problem is that most of theeplayers find the maps hard, and if stuck maybe downrate, but pro players want challenge, and they downrate because too easy. Thats why I'll use these hint buttons that I invented in my portal 1 maps 5 year ago, so I can make harder puzzles, and noobz... I mean casuals.... can also have a chance solving them, with the help of the tips. they don't tell what to do, but may give useful hints.
In the next map there will be less running and more shooting. Also I'll create achievements, for ecample solving things within a time, solving the map in X min, or hidden ones like killing a turret 5 times, flinging higher than a specific point, finding secret places, finishing puzzles with 1 less cube, etc...

-= Check out my maps: workshop, and their .vmf sources: homepage =-
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