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[SP] Retrospective

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I loved this map! How did you make the green fields work like that?

Falsi sumus crusto!

All I can say is wow. The only bad stuff was some minor design issues, but all the levels were great. Energy balls were one of the best parts. How did you create the energy balls? Did u add the textures from Portal 1?

5/5

I absolutely loved it! My least favorite part was

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"To Be Continued." WANT MORE!

Awesome effort, highly appreciated! Thanks a lot!

I liked the map, and eagerly await the sequel.

I did occasionally have the same issue with the brightness, but it wasn't a game-breaker.

I enjoyed reading this. (I noticed the scribbling beneath.) I don't know if you just unearthed that or if you created it, but well done in either case.

How I did that one laser puzzle

d3phext wrote:
here is one graphical anomaly; since i'm standing on the bridge here, that means both portals are right behind me. so i shouldn't see these other two portal indicators here.
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A side-effect of using World Portals.

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I've only made a few Portal 2 maps, but I'd appreciate a comment or a blindrun recording.
FelixGriffin wrote:
I loved this map! How did you make the green fields work like that?

func_clip_vphysics and a non-solid func_brush with a custom texture shaded by SolidEnergy.

Really I have no clue how a mod that contains the retarded pellet of suck can be called "terrific" or any similar names. Any puzzle involving pellets is automatically 3x more frustrating, time-consuming and annoying than a comparable puzzle without, simply because of pellets killing the player, disappearing when colliding with walls too often, and unreliably reflecting from skew walls. Valve knew what they were doing when they removed pellets and rocket launchers from the game. I even think this is one of the reasons why Portal 2 mods are so much better than Portal 1 mods. (Of course, the presence of fun new elements is a more important reason.)

Having played this mod until the first pellet puzzle only, I cannot comment on its overall quality, except for the obvious negative fact that it uses pellets. But I really liked what came before them. One gripe, however: The whole test chamber containing the first pellet should be split in 3 parts, I think. I know it won't improve the immersion, but at least it will seriously reduce the lag that inevitably occurs when some 8 turrets are shooting at each other non stop and an energy pellet is bouncing back and forth. Particularly turrets painted blue are a major problem with Portal's engine (I even have occasional crashes from them, although in this particular mod it only happened to me once; however in "[SP] Cloudy with a Chance of Turrets" many players reported crashes).

Two months later, Retrospective is as revolutionary as ever. I wanted to try it anew, blank slate and everything just remembering the vague sense of enthusiasm of the first time I saw it.

It's a story mode with a long and varied series of chambers, chiseled presentation, custom voiceovers, a new testing element, resurrected energy pellets and at least one breakthrough never tried before or after (that scene). But it's the variety of such situations that hit me: all those ideas, which just pass by, could have usually been used each to make a single winning map - here instead they are all packed nonchalantly, some tour of wonders.

Mapping quality is retail: you don't even feel like mentioning it - it's obvious. Puzzlework prefers chaining small, clever chambers to map spanning grandeur - I don't know, possibly it would have worked even better with a companion cube brought along. But they're clever, some are even found only here. Browsing through the critics, I recalled the complaints of old about the readapted P1 chamber or small enviroments: 500 maps later, they're worth a smile. Play it again.

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

Okay, so I think I got through that pellet puzzle by

Spoiler
having the pellet ride atop of the lightbridge, while myself walking on the rim of the lightbridge to the button (more precisely, I made sure that there is enough space between the lightbridge and the wall to avoid the pellet, but not enough to fall down).
Is this the/an intentional solution or did I exploit something?

I tried everything but still I get this error: CModelLoader::Map_IsValid: No such map 'maps/sp_retrospective.bsp' map load failed: sp_retrospective not found or invalid

The name Shah Jahan comes from Persian, where Shah means King and Jahan means World. So the name Shah Jahan in its literal sense means King Of The World. (Wiki)
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