Please or Register to create posts and topics.

[SP] Oblivious Paranoia (Portal 2)

Page 1 of 2Next

This campaign was originally just an aesthetics test, but evolved into a 15-20 minute campaign. The ending is... terrible. But hey, the rest is really pretty!

Contains:
-Custom Textures
-Paint
-Flinging
-Time Travel
-More Time Travel
-A joke

The tests aren't particularly difficult. If the last one seems broken, reload the last save. This is a very rare event to occur, so most likely you'll be okay.

If anyone does actually want to make a walkthrough, go ahead, I won't stop you.

Anyway, enjoy the map! Don't forget to rate it and perhaps comment on ways to improve it!

File Name: maps.zip
File Size: 2.87 MiB
Click here to download Oblivious Paranoia (Portal 2)

Good mappack, although puzzles were easy it was fun, thanks for it :). I did find some bugs, for example in one of that first room (that one where are that old-style cubes), if you go into that lowered floor and don't have possibility to grab a cube, you get stuck.

Spoiler
Also I didn't know what to do in that corridor in the end, had to noclip through that tile
, otherwise it was good.

Thanks for playing the map, Dom44!
I know the lowered floor is awkward, but if you crouch jump at the right time you can make it out (but it is awkward as all hell, I might just go about fixing that!).
As for the last part,

Spoiler
You have to throw the cubes at the giant door to make it fall over. Yeah, I really could have made that a bit easier to find out. I'll try to make that a bit more obvious without giving it away completely. Perhaps a button would have been a bit more logical...

An interesting set of maps made enjoyable more for its eccentricities than for its puzzles. At the very end

Spoiler
the panel fell on top of me and killed me. The next two times it seemed to get stuck and I couldn't make it move. The last time, I jumped right at its center and that worked well.
The only other trouble I had, was in the room that apppears with five (four?) whiite cubes near the middle.
Spoiler
Since I only needed two, I thought I needed to take the others with me, but when I pushed them through the door, the door closed and I couldn't proceed.

Nice map. Thanks for making.

This was a very interesting adventure. It took me a few seconds to get used to those doors. However, I made it through okay. I liked the time travel puzzle. And the environment was interesting. Thanks for making!

Fun and nice level(s).

Spoiler
Though at the end it was hard to get through that little shaft before the spikes. Maybe slow it down? I dunno. Could just be me.

Be Cool, Be Awesome
Be You, Be Random

Very fun maps dude :-D , i really like maps with time travel concept. Just a problem,

Spoiler
in the end it took a little while to understand what to do in that corridor, maybe you can try put a beam of light to attract attention when the hole open. =)

Level designer, 3D modeler, texture artist ,environment artist.

I was sort of entertained because of the new door design, and overall 'special' design. However, once I got to the last map it started to suck. I had no idea what to do there. I assumed it was just a lame ending ('cause of the sign reading "test discontinued") but to be sure I noclipped out. Then I noticed there was a bit I missed, as it was VERY unclear where to go from the camera room. But I replayed that part and I guess I could see how that too, would have been a fun concept.

All things concidered: interesting elements like the door design or (yet again) time-travel, but poor excecution. Things were unclear and not extremely professional. Keep practicing on continu?ty and polishing and you'll be fine. :thumbup:

ImageImageImageImageImageImage
Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

Nice incorporation of unusual features, and they worked OK. There were some lighting defects noted various places - shadows etc. Transitions between maps could be better.
Thanks for creating and posting.

Just playtested them all. Will write down what i thought when i playtested.

OP1

Spoiler
- thought opening was cool, with the floor drop
- Confused by the cubes, eventually after trolling about for a while building cube stacks managed to accidentally break the window
- trolled about for some more until the music box somehow gave me the portal gun... still unsure on how i got that.
- Moved on with ease into the next room with the massive drop to the floor (indicated to me to fling)
- Very VERY tight timing on the fling however. i managed to get thorough the wall just as it was closing... thats how tight i found it

op2
Spoiler
- random start? building is made weird but i guess apature science was never built for ease..
- introduction to the cube smashing the window instantly made me go for the cube smashing again once i got into the room. (random frankencube in the room however confused me.. i was trying to pick up the desk to start with)
- Turrets was a good idea. i liked them
- unclear however to press both buttons to kill the turrets
- Liked the fizzler / water effect..
- When i was up on the high button. the turrets could still see / shoot me unless i was all the way back at the wall. which made pressing that button harder than expected
- I liked the upward flowing gel, may use that concept in my maps.

OP3
Spoiler
- Random button with world portal and that cool music again.. i ended up taking the music with me :p
- i assumed putting cube on both buttons opened the door
- random time warp thing in the middle of the room was cool graphics wise
- Clever thought to press the button in the present, and it waits for the future. (really really long wait timer on the button). To make this more obvious though, i would make the button not reset but stay in.
- plus, for someone looking into graphics... the cube in the future should be dusty but is clean
- there was no idication, to jump up in the present to press the button which is actually the exit door in the future... This confused me completely as i was pressing it and expecting something to happen however not to start paint coming from the future, but not the present?
- dont know if you was suppose to fling yourself, but i ended up painting the roof and just falling down.
- transition to next level was pretty cool... still, bridge seemed to be swept away rather than break and fall

OP4
Spoiler
- Enter the massive room full of cameras looking at you.
- What to do next is unclear
- portaled onto the discontinued wall through the door, however where to put the next one was a bit harder to find
- Trolled about for 4 minuites shooting everywhere until i found somewhere to place portal. Not happy about that personally as that is not a puzzle, its a trial and error approach to finding a portalable surface...
- Once up ontop the world portal, and evidentally the breaking of the portal was cool. i enjoyed looking at that
- to topple the wall, took me 5 attempts. This was due to the wall kept bugging and falling back on itself...
- Not obvious / very tight timing when it is obvious on how to avoid the wall of dooom....
- Disapointing end.. but that was the only thing spoiled for me to begin with lol..

Overall.. i rated 3/5, Good but needs some work.

This is due to the maps were glitchy, the graphics (although experimental) where kinda poor, and gameplay was confusing and not to the standard of other maps ive played... sorry, i would have posted a gameplay (but i think DJ will do that for me)

Btw, some good points in this pack however

- Doors (unique and well designed)
- World portal used in OP4 (could be used as a old version of the portal gun)
- some puzzles where unique and not done before in what i have seen.

However, cheers for creating!

Edited points are marked in red

Released content
Withdrawal Symptoms - V2.0.3 (community round-up // 1500 downloads)
Your choice - V2.0 (community round-up // 1000 downloads)
Too Many Variables - V1.0

Work in progress
Project Upgrade
Page 1 of 2Next