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[SP] "If cube- and button-based testing caused..."

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My entry to the summer mapping initiative, playing in clean Aperture.
If you find bugs, manage to get stuck somewhere or know how to break the room, please tell.

Have fun!

Changelog:
v 1.1:
- lowered a platform
- corrected a texture
- the testchamber sign actually activates
- added a light to the cold room
- I tried to make clear what the "useless button" does, with signs and by removing the timer sound
- One of the droppers is now large
- Slightly bigger room for the testchamber sign
- Elevator plays a movie
- Starttext added

File Name: sp_cube_button.rar
File Size: 2.22 MiB
Click here to download "If cube- and button-based testing caused..."

Portal treats cube & button puzzles as a tutorial, so it's not easy to keep things interesting. This one manages valiantly, thanks to accessibility (goal seems ever just around the corner) and restrain. Among the best "easy mode evolved" I've tried.

Cons: dimensions seem a bit off, hardly a jump to be made in all chambers but then suddenly the ginormous room. For no real reason, manages to be both cluttered and inflated. Also: those far out laser targets could use indicators.

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

I wonder how many quote-inspired contest entry names we're going to get by the end.

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Heres a video of my first play-through: http://www.xfire.com/video/47c023/

Besides the room being huge the only other thing I would change is the buttons.
I think it would be nicer if they were the cube shaped buttons. Not a big deal though.
The puzzle was fun :D

Fun map! It wasn't very difficult (

Spoiler
after I figured out that the button next to the door in the last room doesn't do anything at all
) but your creative use of fizzlers was unique compared to other maps I have played. 5/5 from me.

In the future, I'd be excited to try similar maps from you but with significantly ramped up difficulty :)

timefiller wrote:
I think it would be nicer if they were the cube shaped buttons. Not a big deal though.

I think consistency is more important. Since you can't make them all cube-buttons (

Spoiler
that would break the map
) I'd vote for having them all normal buttons instead.

Portal 2 Engineer - A map designed to make you think.
msleeper wrote:
I wonder how many quote-inspired contest entry names we're going to get by the end.

There's just so many good quotes. I'd use more, but the good concise ones are all taken. I'm not naming my map "I punch those numbers into my calculator and it makes a happy face." :P

Anyhow, downloading and testing. I'll get back to you on that.

About something you mentioned in a spoiler:

Ruien wrote:
(
Spoiler
after I figured out that the button next to the door in the last room doesn't do anything at all
)

Spoiler
Did you try to get stuck in the big room? It is possible. The "useless button" is a door override, that basically lets you restart the level without actually restarting. I didnt find a "door override" texture/overlay to make myself clear...

@ timefiller, who postet the video: I love how you found an alternate solution, that is just as complicated, in some parts.

MXXE wrote:
@ timefiller, who postet the video: I love how you found an alternate solution, that is just as complicated, in some parts.

I found an alternate solution you say?
I guess I will have to replay to try and figure out the "right" solution :d

timefiller wrote:
I found an alternate solution you say?
I guess I will have to replay to try and figure out the "right" solution :d

You didn't solve everything in a different way, just some small differences.
What you do @ 9:25 in your video is elegant.

Spoiler
I meant it to be like: Take all 3 cubes in the first room, So you can place the non-reflective cube without portaling. Then take the 2 reflecives back into the 2nd room

I loved the map, nothing too fancy, nice and roomy.

I would remove the button after the door to de last room. It seems kinda lost, and is not needed anyway.

great job!

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