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[SP] Override

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A Wheatley themed map including excursion funnels, gels, turrets.

screenshots:
http://img819.imageshack.us/img819/945/64456147.jpg
http://img42.imageshack.us/img42/563/48787622.jpg
http://img651.imageshack.us/img651/2662/48414791.jpg

You can watch the solution here:
http://www.youtube.com/watch?v=yJLGZyDYvPE

File Name: sp_override.zip
File Size: 6.88?MiB
Override

Nice map, the three chambers are quite easy to solve, and there aren't much unintended way to do that.. I loved how you

Spoiler
get rid of the last turrets

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

Hey ColorCubeMan,

I have decided to do a gameplay / commentary of your map, the video will be on youtube shortly, you can view it at: http://www.youtube.com/user/Pricee123?feature=mhum along with other portal 2 custom maps I have done. It will be on youtube tomorrow

Two things i found with this map, i'm sure i glitched the first chamber and cheated past it and they were all very easy to solve, i am at loss as to what the surprise was as well. Good solid map anyway

Portal 2 single player custom maps play through and commentary, all blindly done.

Message me if you want me to try out your map and put a play through on youtube (unless specified otherwise)

First impression is that of the classic "functional, no frills" formula, but that's only superficially true: both looks and gameplay hold a slight edge over the mass production. Both on the mapping front (style's slick yet stops short of flashy - but not shy of giving away the occasional eye candy) and the gameplay (puzzles being squarely logic yet not laid bare on the ground).

Could achieve more than normality, if it wanted to: i.e. events during navigation between the tests, or Wheatley dialog, or expanding the secret room functionality. Bug: falling in the last pit doesn't kill you.

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

I really enjoyed this, but I didn't solve subchambers 1 and 3&1/2 correctly. First Subchamber:

Spoiler
I ended up putting the blue paint down differently. I put it where you did as well as next to the exit door, not realizing I could skip pretty much the entire chamber by putting it there, falling down a portal on top of it, and bouncing to the door. I got the cube by applying blue paint to it, but could not wash it off. I didn't realize I wasn't supposed to get it that way, but it didn't matter in the end, because of putting the blue paint below the door.
You might wonder how I put it there. I found out quite by accident. I put a portal on the non-sloped floor and below the paint dispenser, pushed the button, and that kept the paint in the air. Then I ran over to the door, and put a portal there. The paint dropped to the floor, and I could bounce from the ceiling to the door, making the cube useless. If I had obtained it the right way, I could actually have brought it to the next subchamber, I think.

Second half of the Third Subchamber:

Spoiler
I put a portal so that the laser shot out of the other one, grabbed the redirectional cube thing, and hopped down. I shot the other portal on a wall, and aimed at the little turrets through the portal. Then I went back up, and, with all of the turrets dead, exited.

There is something about the simplicity of these maps that made them astounding, the puzzles were just the right level for your average Portal 2 player. But yeah, it lacked something to make it stand out among other maps.

very nice map however two problems:
1) You can get stuck in room 3 =( (http://steamcommunity.com/profiles/7656 ... tab=public)
2) I didn't die when I fell down near the turrets o_O. So I had to noclip back up =(

other than that, great map :D

For ludicrous it may sound, you can get stuck if you funnel up in the blue gel dispenser (was just trying to get out of there).

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

Enjoyed this one -- not overly complicated, didn't have to think too hard, just hard enough.

I liked the theme -- being out in the open like that made it feel epic and adventurous, and I liked your music choices as well, which contributed to that feel.

Like everyone else I loved the end part where you

Spoiler
kill the turrets.

One small thing I noticed: the entry sign was a bit bright. Likely due to running w/ HDR -- you might want to dim your spotlights under the BrightnessHDR field to make the sign a little less blown out, contrast wise.

One other note, in the second chamber, once I

Spoiler
had the cube, I took it with me to the upper level, then just threw it down onto the button.
That's probably not any easier than your solution, but just thought I'd point it out.

Good map! 5/5!

Gret map, not overly complex but fun. thanks.

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