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[SP] RubyCarbuncIe's Test Chamber 1

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Okay so, this is my first map release for Portal 2 (well for anything Portal related, but that's besides the point)

This map started out as a test to see just how many elements I could fit into a test while still making it a decent test. It turned out that I made two test chambers in one map.

The elements I added into the map are:
Excursion Funnels
Lasers
Fizzlers (In the chamber, not the start/finish fizzlers)
Hardlight Bridges
Repulsion Gel
Propulsion Gel
Ariel Faith Plates
Death Field
and of course Buttons and Switches

Please tell me of any bugs you find while playing this map.

To install place the map in the Portal 2/portal2/maps folder

V2:
Added Indicator lights
Removed Hard Light Bridge from Chamber 2
Made the small platform near the end of Chamber 2 with a material that allows the Gels to pass right through it.

File Name: Portal 2 RubycarbuncIe's Test 1 V2.zip
File Size: 16.04 MiB
Click here to download RubyCarbuncIe's Test Chamber 1

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

Awesome. Very fun.

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.

Great map! Although, I think I cheated on the second part. The first cube you received I was able to light-bridge hop over to the ending section with. Didn't need the propulsion gel and didn't even bother getting through the laser door.

I like wear you're going with this though and the landscaping was very well done.

I did the same as chameleon,

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Splendid map, worthy of the spotlight. I reached the exit by

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(hard).

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

In last premise it is too much superfluous. Light paths suffice only.

I'm in the middle of my playthrough and I'll edit this with a more comprehensive review, but the first thing I notice is that you don't use those wires to show what the buttons/switches do. It's a pain in the ass to flick a switch and have to run around looking for what changed.

The changes made by switches should be visible, or there should be wires.

Steam: InertiaticESP629

Get in touch with me on Steam if you need a playtester. The more people you have test your map the better, and if you check some of my posts you'll see that my playtest write-ups are very comprehensive.

Thanks for the reviews! I'll have to edit the White walls and the light bridge (Thinking I may remove that bridge completely) I was so focused on how the map could be completed using only the Excursion Funnel that I forgot about the light bridge being used XD.

Also about the indicator lights, I didn't add them because of how far away most of the stuff is (Propulsion Gel Switch for example was really far away from the spawn). However I'll ad at least some for the cube droppers and stuff.

Again, thanks for the reviews. V2 may be released sometime next week.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

RubyCarbuncIe: I didn't have trouble finding out what did what, but if not the dotted lines maybe icons or sound effects.

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

I think the indicator lights are necessary in the first chamber at least, where it really isn't obvious what they do.

The second chamber is really great as it is, all you have to do is remove the possibility of cheating with light bridges and stuff. Since you can see the effect of every switch from where you press it the lights aren't as important, but I suppose it wouldn't hurt adding them anyways =)

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