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[SP] Power Increase

Map that proposes the concept of remote positioning of the reflective cube using the gravitational thrust.
No special skill in control of the character but you need to carefully observe what happens and draw the right logical considerations.

Futurist architecture with custom textures, arches, curved walls and skyboxes.
Gaming Items: Laser, gels, tractor beam, turrets.

A special thanks to Josepezdj, HMW, DaMaGepy for the many tips and suggestions Hammer and Authoring Tools.

Thank you to all the friends who participated in the beta test.

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Click here to download Power Increase

This was an interesting map, quite pretty to look at, but I found the puzzles too finicky for my tastes. Especially tedious was killing the turrets at the end. I covered the entire platform with goo, but it still took many more tries for them to go off. I found the first puzzle the most interesting, the later puzzles seemed just more of the same with a new element thrown in. The only problem I ran into was there seems to be an invisible portal cleanser in the left-hand fling area of the first puzzle that I kept bumping into.

EDIT: Never mind. I see that my last sentence is true of all the infini-fling boxes. That's how you get the shimmery walls.

I just finished it. It was fun! And I like the custom design very much.

Couple of comments:

- In the second area, I accidentally got blue paint in a spot where it was really hard to clean up, right in front of the wall where you need to place orange paint. Maybe it would be better if you left that retractable wall up during the final stage of that area, so any spillage on the orange track is easier to get rid of.

- Just before the exit, there is

Spoiler
that part that opens up to reveal turrets. You need to make that trigger larger, because now it can be bypassed via portals. (By using the angled walls.)

- I think you can fix the problem RogerL mentioned by disabling all detection flags (player, physics, ...) on the "decorative" fizzlers. (I'm not 100% sure, try it out.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

hi HMW,
You're right, the wall retractable makes it difficult to restore the ride on the orange gel and could leave you up.
I not had thought that you could fool the trigger in the last room.
The problem should be solved if trigger position is first portals surface on sides and possibly set everything on onEndTouch to achieve the same effect (it is now on onStartTouch).
For the problem found by RogerL i try ??what you have indicated.
This is only a decorative surface and disabling flags should work.

Anyway I'm glad you enjoyed the map !
Thanks for playing and thanks for always valuable and useful suggestions.

If you just extend the trigger backwards a bit, that should do it.
screenshot (spoiler!)

Spoiler
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Maybe some ninja players can still bunny-hop across the floor pieces before they fully retract, but I can't test that since I don't have such abilities :)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

very nice map, took me a while but I managed to get to the exit. Last puzzle took a bit of restarting but managed to figure it out. Well done, good fun thanks for creating...

Wow O_o That was great!
I have to admit, I took a look at the map and thought it would be your regular sort of fiddly laser puzzle, but I was really pleased to see it isn't, and extra happy when it kept opening out into new bits :D

The first room looked great, but I absolutely loved the skyboxed second bit with all the arched archtecture and interesting shapes an stuff; was really reminiscent of old Quake levels. Must've been a right bugger to arrange all those antlines around the arches and to shape all those brushes but it looks really good and doesn't suffer from the sort of weird geometry issues you often get when maps go off the beaten track design-wise.

The puzzles weren't super hard or anything, but they were fun to complete, especially after I figured out the fizzlers between the towers in the first section. The last bit was pretty awkward but I thoroughly enjoyed the whole thing.

Cheers for sharing it :D

Here's a random ninja solution:
gkN75fPF8Gc

Thank you all for the appreciations .
Impressive execution of Sicklebrick whom I thank for the video.
You're right , it was really crazy those arches and even though I used a lot of copying and pasting the arch in the circular room of the funnel was particularly challenging and I had to redo it many times before getting a satisfactory result.
All in all it was a very interesting experience with hammer and your appreciation is like cake with cherries ... the greatest prize. :)

Once again I thank all the community TWP for the many tips and tricks that you write on the forum and in particular Josepezdj , author of ' exclusive water in the turrets room and to the teachings for create custom textures , HMW and DaMaGepy for solving various technical problems.

I uploaded the new version with some changes :
Trigger that opens the exit door is disable until enable the turrets .
The portal_clenser on the sidewalls do not cancel more portals and have only decorative effect.

In the final step I recommend using the zoom to open portal at the points indicated .
I used the portal_helper but do not seem to work properly if you shoot from the center of the room.
The turrets must be affected on the upper part to snap onPainted .

The video of solution provided:
http://www.youtube.com/watch?v=hnIZ-JURn_E