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[SP] Positive Discouragement - Chamber 01

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"Positive Discouragement" is a small map pack that I'm working on.
I decided that I might as well upload this here, instead of having it sit around on my computer until I finish all the maps, but I'm not going to upload it to the Workshop until they're all done.

So for now, you'll have to do it the old-fashioned way!
(place the .bsp in your "portal 2/portal2/maps" folder)

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This chamber is the intro chamber, so it
-isn't supposed to be super hard
-is meant to be the most destroyed of them all. I fashioned it after 'sp_a2_dual_lasers'

On a side note, this map is a VisLeaf mess. Guess how many numportals? Almost 3500. I didn't know how to make 3D skyboxes at the time, but now I see that I really should've used that, as it would've saved me so much trouble and time. I may revamp it before the workshop release.

Anyway, enjoy! Don't forget to leave feedback, it is much appreciated.

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Changelog:

1.0
-Release

1.1
-Changed the BTS area
-Reworked the map so that it doesn't use linked_portal_doors
-Changed some trigger_look settings
-Fixed a broken animation on one of the fizzlers

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A big thanks goes out to Lpfreaky90. If it weren't for her and her troubleshooting ability, this map wouldn't even exist. I'm serious. Hammer was telling me there was a leak in the middle of the void so I couldn't compile.

Also, thank you to Stimich, who helped me beta-test!

File Name: sp_disc_01_d.rar
File Size: 6.79 MiB
Click here to download Positive Discouragement - Chamber 01

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(Old) Pics!

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Uploaded via ImageShack

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Good map :thumbup: The puzzle is interesting although not new (maybe because I've played a lot of Gig's maps :p)

There are a few things you should look into:

Spoiler
1. It's not such a big deal, but there's a possible unintended setting for the final step:

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2. I guess in the following pic there should be some arms performing the movement of the panels, right? well, there are none:

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3. Whether if you know how to make a 3D skybox or not, you can always make a good use of the 2D skybox :wink: Clipping the upper brush side like you did and using the sky_white is not too good-looking:

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Since you have fog, you could texture that upper brush completely with a dark texture and it would look better. Or maybe texture it completely with the toolsskybox texture and select a different skybox like sky_black or sky_fog. Also, even not creating a 3D skybox, you can use a 2D skybox and place any custom skybox, depending on the look you want it to have (clean with clouds or darker for example...); you only have to place the skybox textures into materials/skybox folder (create one if there is none), then open your map properties in hammer (Map > Map Properties) and write its name in "Skybox Texture Name" (you only have to write the name of the sky, and not any sufix like "_rt" or "_dn", ok?)

Do not hesitate to ask me about this, I love skyboxes :D and use to have one in each of my maps :wink:

4. I don't really know how you set up the collapsing panels that fall from the ceiling in main area (maybe with a logic_timer? or maybe depending on where you have your portals or cube on a button?), but they collapsed way TOO late... They did when I went back after reaching the door to find the intended solution :)


I finally found a side white wall and solved it like this:

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I really loved the detailing! Very very good! My only complaint was that upper part that needs some work.

Cheers!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Great map! Not too hard but not too easy. Enjoyed it very much.
I wanted to make a blindrun video for you but stupid video capturing software didn't capture it. :angrysquare: I took about 10 minutes :)

Feedback:
The voice lines are a little too slow.

Other than that, keep it up! ;)

[OFF-TOPIC]

josepezdj wrote:
*signature*

Your 'Advanced' in your signature is spelled as 'Avanced'.

offtopic

Spoiler

RectorRocks wrote:
Your 'Advanced' in your signature is spelled as 'Avanced'.

Ooops... :lol: Fixed. Thanks mate! :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Good work, dude. You've created good easy puzzle that most ppl like. And detailing is awesome. But you realy need to fix some issues:
1. As was said above - skybox. It looks realy wierd at the moment.
2. There's something wrong with your enter and exit doors. They disappear at some distance under certain angle.
missing doors

Spoiler
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God bless the quick save's inventor...(Portal: Prelude)

Thanks for the feedback, everyone!

@josepezdj
1. That's near enough to the actual solution, so I won't worry about fixing that.

2. Wow, that's really weird. I don't know what happened. I'll reset their model and see if that has any effect.

3. So you mean don't have the white skybox entirely? I wanted to achieve more of a sunlight kinda look, but yeah, I guess it does look a bit off. I'll do the whole thing with a single brush of toolsblack and see how that looks.

4. It's actually a trigger_look, with the look target at about a 60 degree angle from the players's head. I'll decrease the look time and increase the FOV so that it triggers pretty much as soon as the player looks that way.

Thanks for all the suggestions :)

@RectorRocks
Thanks!
I'm not quite sure what you mean by the voice lines being slow, though I take it you mean they trigger late? I'll check my I/O's and see if there's any delays or anything like that.

@greykarel
Thank you, the detailing was what I thought I hadn't done the best at, so I'm glad it you liked it.
As I said to josepezdj, I'll try some different stuff on the skybox to see if I can get it to look any better.

In regard to the doors, that's probably the linked_portal_doors acting up. I might rework the overall design so that I don't need them. They're causing more trouble than they're solving.

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Great little map. Didn't see any major issues. Puzzle was about medium to solve. Thanks for creating...

OK then, I've finished v1.1 and have uploaded it. I tried to address the problems that were mentioned by you guys, so I hope I've gotten it right. You can see the changelog, or you can give the map a play :)

[Changing the map so that I got rid of (almost all) the world portals was an editing nightmare. I eventually gave up on the original .vmf and decompiled a .bsp, and started working with that. I was able to finish with just one linked_portal_door, linking the intro room and the chamber. And I set up a little AND gate that kills it after the player is in the chamber, so the door isn't flickering anymore. So it turned out OK, but whew, it took some effort :lol: ]

And I'd like to thank Lpfreaky90 for helping me troubleshoot this map, I had some serious problems regarding impossible leaks which she was able to solve. So thanks, LP :thumbup:

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srs bsnss wrote:
(I'm using MediaFire because this site doesn't seem to support .bsp uploads. Which is strange.)

It is not. Bsps are extremely inefficient files. Archiving bsps (.zip/.rar/.7z) generally reduces file size tremendously (20-70% of the original file size!) So its much better to zip/rar/7z it, not only will it save us bandwith, it'll also save others download time!

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