[SP] Portal Raider Toxic B2
Quote from Haggis on September 17, 2011, 6:47 amThis is a major overhaul of my first map Portal Raider, this is the reason why i have given it a new upload.
Navigate your way through a series of challenging puzzles, climaxing in an exciting finish. Can you find the secret cube and carry it to safety.
UPDATES
B1Whole new storyline
Added new rooms and puzzles
Fixed exploit where you could miss half the map
Made the map brighterB2
Fixed exploit where you can get cube on cubeplate before you should
B3
Added invisible texture brushes to the railings at the back, now the cube wont pass through the railings.
Added another way to get into the fan switch off room once the funnel is disabled.
Disabled output on sphere plate that allowed the hard light bridge to be enabled again after the cube plate disabled it.
Disabled output on sphere plate that caused the cube to fizzle when you took the sphere off the sphere plate and then layed it back down, this only happened when the cube was on the cubeplate.
This is a major overhaul of my first map Portal Raider, this is the reason why i have given it a new upload.
Navigate your way through a series of challenging puzzles, climaxing in an exciting finish. Can you find the secret cube and carry it to safety.
UPDATES
B1
Whole new storyline
Added new rooms and puzzles
Fixed exploit where you could miss half the map
Made the map brighter
B2
Fixed exploit where you can get cube on cubeplate before you should
B3
Added invisible texture brushes to the railings at the back, now the cube wont pass through the railings.
Added another way to get into the fan switch off room once the funnel is disabled.
Disabled output on sphere plate that allowed the hard light bridge to be enabled again after the cube plate disabled it.
Disabled output on sphere plate that caused the cube to fizzle when you took the sphere off the sphere plate and then layed it back down, this only happened when the cube was on the cubeplate.
Quote from xdiesp on September 17, 2011, 2:12 pmWell done: after tuning it up, the intended solution does finally justice to the puzzlework.
The old Raider wasn't a bad map, just so exploitable that one would end up missing a lot of it.
Technically quite impressive for a first map: the Broken style show detail, lots of animations and destructability - especially the latter I value from the likes of Sp_reconstruct . Bonus points for the added presentation (events, voiceovers).
The puzzles are mostly movement-based: you are looking for the right way out of a trapped chinese box, not as taxing as a single-path challenge but still something experts would like - for its complexity and performance requirements (setting up pieces, for the big maneuver).
Well done: after tuning it up, the intended solution does finally justice to the puzzlework.
The old Raider wasn't a bad map, just so exploitable that one would end up missing a lot of it.
Technically quite impressive for a first map: the Broken style show detail, lots of animations and destructability - especially the latter I value from the likes of Sp_reconstruct . Bonus points for the added presentation (events, voiceovers).
The puzzles are mostly movement-based: you are looking for the right way out of a trapped chinese box, not as taxing as a single-path challenge but still something experts would like - for its complexity and performance requirements (setting up pieces, for the big maneuver).
Quote from josepezdj on September 18, 2011, 6:15 amFIVE OUT OF FIVE... WHAT ELSE?
Excellent new version of Portal Raider. Thanks for improving it this much because when I first saw the main room in the initial release, I got much impressed and challenged! though too many bugs and exploits, frankly speaking, made me forget about it.
Very much refined and detailed all the elements, signals, fizzlers, laser walls,... the whole room, avoiding any possible unintended solution. [spoiler]It's now more clean (stupid word for a destroyed themed map) the "changing of status" between this shore of the swamp and the opossite one: very polite (I didn't like the previous version big fizzler because it prevented you from watching the room and was uneccessary as you have demonstrated). I like the signals for the "shutdown" button with the X and the square expressing the destruction of the cube if it's pressed.[/spoiler]
Awesome custom voiceovers and great speech totally glados-like!! (where did I hear that voice btw? in another custom map maybe?)
The destroyed style is so politely developed as well. [spoiler]And I love when after each dot accomplishment the chamber suffers a change and detroys even more! And the 2 hidden mini-rooms are simply awesome and very well designed[/spoiler]
Awesome ending with the [spoiler]escaping included! ...countdown, neurotoxins and and the rush music... Very good![/spoiler]
But the greatest of all are the puzzles. This is a very funny and tricky map. Although, when you figure out it is not so hard to perform, and I love that! I will say though, that I still found a couple of bugs: one of them so twisting that made me try 2-3 different ways to the exit door making me crazy! [spoiler]The panels in "L" shape at the end of the room that lead you to the exit door, did not stay all of them switched ON (horizontally), just the 2 of them more closer to the exit part (dot 4); so I wasn't able to reach the exit after a run on orange gel and being rushed out by the blue gel... Anyway, further playthroughs didn't show me that bug again...[/spoiler]
Another bugs I found:
[spoiler]1. The handrail properties near dot 2 are not well defined, you can trespass them... see what I mean:
2. And after being playing (this is not the first time I experience this, so maybe it's related to my system, but I don't think so) I obtained many times a main menu like in below image or similar (maybe because of a vmf file used or something that mixes with original image):
[/spoiler]
I've recorded my playthrough which, after completing the map and watching xdiesp playthrough, I found is slightly different than his:
[spoiler]n2QGSU-uOFs[/spoiler]
THANKS FOR MAPPING!! really!
FIVE OUT OF FIVE... WHAT ELSE?
Excellent new version of Portal Raider. Thanks for improving it this much because when I first saw the main room in the initial release, I got much impressed and challenged! though too many bugs and exploits, frankly speaking, made me forget about it.
Very much refined and detailed all the elements, signals, fizzlers, laser walls,... the whole room, avoiding any possible unintended solution.
Awesome custom voiceovers and great speech totally glados-like!! (where did I hear that voice btw? in another custom map maybe?)
The destroyed style is so politely developed as well.
Awesome ending with the
But the greatest of all are the puzzles. This is a very funny and tricky map. Although, when you figure out it is not so hard to perform, and I love that! I will say though, that I still found a couple of bugs: one of them so twisting that made me try 2-3 different ways to the exit door making me crazy!
Another bugs I found:

2. And after being playing (this is not the first time I experience this, so maybe it's related to my system, but I don't think so) I obtained many times a main menu like in below image or similar (maybe because of a vmf file used or something that mixes with original image):

I've recorded my playthrough which, after completing the map and watching xdiesp playthrough, I found is slightly different than his:
THANKS FOR MAPPING!! really!
Quote from Haggis on September 18, 2011, 11:31 amThanks josepezdj for that awesome review you gave the map, glad you liked it. Fantastic video as well, it is a bit different from Xdiesp, but the intended solution was there, just a little bit different in the execution. The problem with the walkway and the cube can be easily fixed, i just need to place an invisible texture around the rails of the walkway to stop the cube doing what it is doing. As for the problem you have with the menu screen, i have no idea what is causing that.
Thanks josepezdj for that awesome review you gave the map, glad you liked it. Fantastic video as well, it is a bit different from Xdiesp, but the intended solution was there, just a little bit different in the execution. The problem with the walkway and the cube can be easily fixed, i just need to place an invisible texture around the rails of the walkway to stop the cube doing what it is doing. As for the problem you have with the menu screen, i have no idea what is causing that.
Quote from josepezdj on September 18, 2011, 1:03 pmhehehehe... did you mean josepezdj instead of brianuuu????
If so, you're welcome! Thank YOU for this splendid map! I will have to give a close look to your work!
Thanks for mapping
hehehehe... did you mean josepezdj instead of brianuuu????
If so, you're welcome! Thank YOU for this splendid map! I will have to give a close look to your work!
Thanks for mapping
Quote from Haggis on September 18, 2011, 1:27 pmjosepezdj wrote:hehehehe... did you mean josepezdj instead of brianuuu????LOL, sorry, i have now edited my post.
LOL, sorry, i have now edited my post.
Quote from quatrus on September 22, 2011, 9:02 pmWow - when I loaded it up I expected some minor tweaks as usual for an update - was I ever wrong....Almost like a new map...the walkthroughs helped me a bit with the finish...Thanks for creating....again....
Wow - when I loaded it up I expected some minor tweaks as usual for an update - was I ever wrong....Almost like a new map...the walkthroughs helped me a bit with the finish...Thanks for creating....again....
Quote from doud_ftc on September 23, 2011, 1:22 pmUnfortunately, this map crashes Portal 2 on a Macintosh (Mac OS X Lion). When the .vpk file is in the addons folder Portal 2 crashes, when it's removed from the folder the application will launch.
Unfortunately, this map crashes Portal 2 on a Macintosh (Mac OS X Lion). When the .vpk file is in the addons folder Portal 2 crashes, when it's removed from the folder the application will launch.










