[SP] NYS-5 Series
Quote from El Farmerino on October 23, 2011, 4:22 amGreat stuff - just finished number 3 but am gonna take a little break. One thing with map 2 - After I finished the mini-chamber accessible through the laser maze thing (i.e. not the orange gel puzzle) I came back out and the tractor beam was still blue, meaning I had no way of getting back. Not sure if I just missed a switch or something, but I couldn't find anything at all and so just skipped to the next map (only really had to go through the exit anyway). I did use the ball on the switch for the beam originally instead of the cube, so maybe that's why?
Great stuff - just finished number 3 but am gonna take a little break. One thing with map 2 - After I finished the mini-chamber accessible through the laser maze thing (i.e. not the orange gel puzzle) I came back out and the tractor beam was still blue, meaning I had no way of getting back. Not sure if I just missed a switch or something, but I couldn't find anything at all and so just skipped to the next map (only really had to go through the exit anyway). I did use the ball on the switch for the beam originally instead of the cube, so maybe that's why?
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from Nyskrte on October 23, 2011, 11:59 amThanks for finding these two bugs, I'll have them fixed in the next update.
Yes I hadn't anticipated someone using the balls in these ways.
Also, the ball is for later.
TODAY'S UPDATE:
-GlaDOS will now free you if you trap yourself on Map 1.
-Cubes are now 100% more likely to land on certain buttons on Map 1.
-The first room of Map 1 can no longer be glitched into an incompletable state.
-Improved lighting effects across all of Map 1.
-More indicators and other slight visual changes to Map 1.
Thanks for finding these two bugs, I'll have them fixed in the next update.
Yes I hadn't anticipated someone using the balls in these ways.
Also, the ball is for later.
TODAY'S UPDATE:
-GlaDOS will now free you if you trap yourself on Map 1.
-Cubes are now 100% more likely to land on certain buttons on Map 1.
-The first room of Map 1 can no longer be glitched into an incompletable state.
-Improved lighting effects across all of Map 1.
-More indicators and other slight visual changes to Map 1.
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from El Farmerino on October 24, 2011, 8:09 amRight, did the last two chambers just now. Before I go on, I'd just like to say a big thank you for the incredible amount of fun I just had. Map 4 simply floored me with its awesomeness, then 5 repeatedly kicked me in the head when I was down. One weird thing that happened was that [spoiler]the frankencube on 4 somehow managed to climb back up the wall and into the upper room. It didn't really bother me (I actually just went up there to collect it by dropping the laser cube on the button) but it was a little odd...[/spoiler]
In terms of constructive criticism, I only really have a couple of things. I generally dislike using incremental quicksaves as a way of getting things done, at least in pure puzzle situations (I freely admit to saving like a mofo in the boss fight and escape sections of map 5) but I did resort to it on a couple of occasions here simply because I found the penalty for failure a bit too harsh. These were as follows:
[spoiler]Map 2, orange gel puzzle:
I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.
Map 5, three symbols puzzle:
I just found it really fiddly getting the portals in the right place for the cube to align with the lasers. If your aim's even a tiny bit off the laser either misses or, even worse, the bridge doesn't connect and the cube falls to the floor, meaning you have to zap it and go back up for a new one. What's worse is that when I finally managed it and dropped the cube to the floor for the last one it had somehow turned slightly and wasn't hitting the receptor. It kind of went beyond challenging to simply annoying, so I used quicksaves every step to get it done. You might disagree, but I felt it would have helped to have some portal placement helpers on the walls for that part[/spoiler]
That's really it, though - two minor niggles for five big slabs of awesome. Well, that and I probably burst a few blood vessels at the very end, but I really enjoyed doing it. Fantastic stuff.
Right, did the last two chambers just now. Before I go on, I'd just like to say a big thank you for the incredible amount of fun I just had. Map 4 simply floored me with its awesomeness, then 5 repeatedly kicked me in the head when I was down. One weird thing that happened was that
In terms of constructive criticism, I only really have a couple of things. I generally dislike using incremental quicksaves as a way of getting things done, at least in pure puzzle situations (I freely admit to saving like a mofo in the boss fight and escape sections of map 5) but I did resort to it on a couple of occasions here simply because I found the penalty for failure a bit too harsh. These were as follows:
I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.
Map 5, three symbols puzzle:
I just found it really fiddly getting the portals in the right place for the cube to align with the lasers. If your aim's even a tiny bit off the laser either misses or, even worse, the bridge doesn't connect and the cube falls to the floor, meaning you have to zap it and go back up for a new one. What's worse is that when I finally managed it and dropped the cube to the floor for the last one it had somehow turned slightly and wasn't hitting the receptor. It kind of went beyond challenging to simply annoying, so I used quicksaves every step to get it done. You might disagree, but I felt it would have helped to have some portal placement helpers on the walls for that part
That's really it, though - two minor niggles for five big slabs of awesome. Well, that and I probably burst a few blood vessels at the very end, but I really enjoyed doing it. Fantastic stuff.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from Nyskrte on October 24, 2011, 8:54 amEl Farmerino wrote:[spoiler]Map 2, orange gel puzzle:I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.[/spoiler]
I'm glad you had fun with this and I hope that my co-op maps will equally so as they are released. I'm afraid that this will probably be my only Portal 2 single-player mappack (unless I get called on for a mod), as the popularity of co-op greatly exceeds that of single-player.
Regarding the [spoiler]gel room I thought I had made it so that it could be completed if the cube was dropped at any point[/spoiler], I will have to reinvestigate this to confirm. As for Map 5, as you can probably tell its still in a very rough state compared to say... Map 1. I will get around to working on it, but Map 5 has so much work to be done on it its rather overwhelming, so I'm just chipping away at the other four maps and popping up a co-op map on the side, building momentum to tackle it.
I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.
I'm glad you had fun with this and I hope that my co-op maps will equally so as they are released. I'm afraid that this will probably be my only Portal 2 single-player mappack (unless I get called on for a mod), as the popularity of co-op greatly exceeds that of single-player.
Regarding the
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from Nyskrte on November 5, 2011, 2:09 pmTODAY'S UPDATE:
- Fixed an unintended solution on Map 2.
- Resolved a possible way to trap yourself on Map 2 (although there are plenty others, this one was unintentional).
- Increased the lighting budget and made it prettier on Map 2.
TODAY'S UPDATE:
- Fixed an unintended solution on Map 2.
- Resolved a possible way to trap yourself on Map 2 (although there are plenty others, this one was unintentional).
- Increased the lighting budget and made it prettier on Map 2.

(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from Drake_Squall on November 9, 2011, 9:00 pm*twitch*
I hate you...I hate you so much.
Thank you for this![]()
*twitch*
I hate you...I hate you so much.
Thank you for this

Quote from Djinndrache on November 14, 2011, 3:59 amMy videos of this campaign were made in WIP time, so we need new ones, right? Awesome campaigns deserve always-up-to-date-videos!
I played the first maps some months ago, so it's been a while since I played them. So this is some kinda almost-blind run. I'm surprised how much about the maps I remembered on my re-play run though. I guess it's not easy to forget awesome stuff!
Map 1:
etcTFJwfg0g
(Link: http://www.youtube.com/watch?v=etcTFJwfg0g)Map 2:
BfHfZFG56R0
(Link: http://www.youtube.com/watch?v=BfHfZFG56R0)Map 3:
54hWY1CQEuc
(Link: http://www.youtube.com/watch?v=54hWY1CQEuc)Map 4:
icDAzmMpzmg
(Link: http://www.youtube.com/watch?v=icDAzmMpzmg)Map 5:
5pr6_qCFYjU
(Link: http://www.youtube.com/watch?v=5pr6_qCFYjU)
My videos of this campaign were made in WIP time, so we need new ones, right? Awesome campaigns deserve always-up-to-date-videos!
I played the first maps some months ago, so it's been a while since I played them. So this is some kinda almost-blind run. I'm surprised how much about the maps I remembered on my re-play run though. I guess it's not easy to forget awesome stuff!
Map 1:
etcTFJwfg0g
(Link: http://www.youtube.com/watch?v=etcTFJwfg0g)
Map 2:
BfHfZFG56R0
(Link: http://www.youtube.com/watch?v=BfHfZFG56R0)
Map 3:
54hWY1CQEuc
(Link: http://www.youtube.com/watch?v=54hWY1CQEuc)
Map 4:
icDAzmMpzmg
(Link: http://www.youtube.com/watch?v=icDAzmMpzmg)
Map 5:
5pr6_qCFYjU
(Link: http://www.youtube.com/watch?v=5pr6_qCFYjU)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Yorgn on November 21, 2011, 6:20 pmEpic in scale and proportions. This could have been the official extension of Portal 2, I wouldn't feel robbed. My favorite was the level inside the sphere with all the building scattered across, one spends ages looking around and just wondering how to get there, with a hughe feeling of satisfaction when one finally manages it.
![]()
Now for a bit of nitpicking: there are a few instance where the difficulty/duration is increased 'artificially':
- In the room with the revolving platforms with turrets on it, once we open the exit door [spoiler]with the 2 cubes[/spoiler], it is only to dsicover we need to [spoiler]bring the sphere left[/spoiler]behind, to open an extra door. To do so is just a repeat of what was done [spoiler]with the cubes[/spoiler], so no new puzzle, it is unnecessary and laborious
![]()
- Same thing with the passgae with the 4 ramps to climb one after the other with orange gel(though at least there, there is an aesthetic reason)
Epic in scale and proportions. This could have been the official extension of Portal 2, I wouldn't feel robbed. My favorite was the level inside the sphere with all the building scattered across, one spends ages looking around and just wondering how to get there, with a hughe feeling of satisfaction when one finally manages it.
Now for a bit of nitpicking: there are a few instance where the difficulty/duration is increased 'artificially':
- In the room with the revolving platforms with turrets on it, once we open the exit door
- Same thing with the passgae with the 4 ramps to climb one after the other with orange gel(though at least there, there is an aesthetic reason)
Quote from Varakir on November 24, 2011, 9:57 pmNyskrte wrote:I'm afraid that this will probably be my only Portal 2 single-player mappackSay it ain't so!
I've just registered an account to thank you for making these awesome maps. As a SP man at heart, I felt a bit let down by the difficulty of the original campaign, and my hopes were dashed when the DLC didn't deliver anything more for the lone testers.
I've played some good custom maps since, but the series as a whole is just what I was looking for. Parts of it really pushed me to the point where I was considering spoilers, but It never seemed hopeless and the design compels you to persevere. The 'I hate you' moments are great too, it really sets the mood for the finale. I've never had this much fun screaming profanity at my PC
Say it ain't so!
I've just registered an account to thank you for making these awesome maps. As a SP man at heart, I felt a bit let down by the difficulty of the original campaign, and my hopes were dashed when the DLC didn't deliver anything more for the lone testers.
I've played some good custom maps since, but the series as a whole is just what I was looking for. Parts of it really pushed me to the point where I was considering spoilers, but It never seemed hopeless and the design compels you to persevere. The 'I hate you' moments are great too, it really sets the mood for the finale. I've never had this much fun screaming profanity at my PC ![]()
Quote from Ruin on November 26, 2011, 1:28 pmIs this the topic where victims of this puzzle gather for mental support? The ending of the first map is just plain evil, sir.
Portal puzzles as they should have been done IMO. I imagine maps like these could have been in the game, were the testing pannel for the game not 50% mentally retarded
/me starts on map 2
Is this the topic where victims of this puzzle gather for mental support? The ending of the first map is just plain evil, sir.
Portal puzzles as they should have been done IMO. I imagine maps like these could have been in the game, were the testing pannel for the game not 50% mentally retarded ![]()
/me starts on map 2
