[SP] Sendificate
Quote from KennKong on April 8, 2012, 8:41 pmI have a 39:44 blind playthrough recorded. I'm not posting it unless you really want to see it, because I'm so embarassed. After I got a portalgun (see below), it took me 5 minutes to figure out how the sendificator worked. From there, the stupidity in me took over. I can't believe it took me so damn long to figure out such simple puzzles!
I spawned without a portalgun. Did I miss one lying around? After about 8 minutes, I just gave myself one and finally got going.
The decayed theme is one of my least favorites, because all the holes in the walls and ceilings lead to wasting time looking for portal surfaces. Nonetheless, your map is beautifully done.
The sendificator is a great concept, but I suspect it will be prone to abuse because it has all the drawbacks of laser puzzles in general.
This map is shorter and simpler than what I reserve 5's for, but it is very well done and I give you a bonus point for the new mechanic, so 5/5 from me.
I have a 39:44 blind playthrough recorded. I'm not posting it unless you really want to see it, because I'm so embarassed. After I got a portalgun (see below), it took me 5 minutes to figure out how the sendificator worked. From there, the stupidity in me took over. I can't believe it took me so damn long to figure out such simple puzzles!
I spawned without a portalgun. Did I miss one lying around? After about 8 minutes, I just gave myself one and finally got going.
The decayed theme is one of my least favorites, because all the holes in the walls and ceilings lead to wasting time looking for portal surfaces. Nonetheless, your map is beautifully done.
The sendificator is a great concept, but I suspect it will be prone to abuse because it has all the drawbacks of laser puzzles in general.
This map is shorter and simpler than what I reserve 5's for, but it is very well done and I give you a bonus point for the new mechanic, so 5/5 from me.
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Arastrios on April 8, 2012, 9:17 pmThis is one of the most creative maps I've ever played in Portal 2
I'm hoping to see great maps from you.
Anyways here is a tutorial that I made if you don't mind:
http://www.youtube.com/watch?v=BtLOPGWuwIc
This is one of the most creative maps I've ever played in Portal 2 I'm hoping to see great maps from you.
Anyways here is a tutorial that I made if you don't mind:
http://www.youtube.com/watch?v=BtLOPGWuwIc
Quote from zivi7 on April 8, 2012, 9:32 pmHCN wrote:Sorry but i don't get the 2 chamber...
[spoiler]I can open the first door with 1 cube and then I don't know how to open the butten to the second door. maybe I'm to stupid or maybe its because of the 5 beer i had... please help me...[/spoiler]You will hate yourself for asking this when you find it out probably.
I'll give you this hint, even though it might sound stupid: [spoiler]The laser cube can redirect the laser. And the sendificator sends cubes at the target of the laser beam.[/spoiler]
You will hate yourself for asking this when you find it out probably. I'll give you this hint, even though it might sound stupid:
Quote from OnePortalizedGal on April 8, 2012, 11:15 pmLove the map - destroyed is my second favorite after underground. Map looked great - the new concept is excellent - sure beats lugging those things around...lol! I had 1 brain stall moment in last chamber - did a "oh duh" and finished it. I think you should replace the glass breaking sound with something more "cosmic". Other than that, it was tons of fun - perhaps you can find a way to let the player transport as well - now that would be interesting. 5 cakes for sure! - Thanks for making!
Love the map - destroyed is my second favorite after underground. Map looked great - the new concept is excellent - sure beats lugging those things around...lol! I had 1 brain stall moment in last chamber - did a "oh duh" and finished it. I think you should replace the glass breaking sound with something more "cosmic". Other than that, it was tons of fun - perhaps you can find a way to let the player transport as well - now that would be interesting. 5 cakes for sure! - Thanks for making!
Quote from HMW on April 9, 2012, 9:05 amI'm very glad to hear that most people manage to solve it (eventually) and that there are relatively few new bugs. And I love all of your positive comments about the visual design! That did take quite a bit of work
I'm going to get a quick bugfix release out and then I'll start working on better sound effects for the sendificator. (Along with the next map in the series, of course.)
The idea BEARD! and soad667 had, to [spoiler]send multiple cubes at once[/spoiler], sounds very intruiging. I need to think about that. However I probably won't allow the player to transport themselves, since that would seem an illogical thing to do. You'd get your butt fried off by the deadly laser
KennKong wrote:I spawned without a portalgun. Did I miss one lying around?No you didn't, you're supposed to have one from the start. The reason that didn't happen is probably because of my assumption that everyone will have the standard vscript files, in particular "sp_transition_list.nut". The map list in that file is patched (in RAM) when the game loads, in order to give the player the correct portal gun and also to make sure that it transitions to the next map, once that is released. It looks like I'll have to think of another way to do that, that doesn't rely on external files so much.
(By the way, I find your mod template structure very useful. I now have a separate folder for my development stuff, and another one for all downloaded maps. It's super organised!)
I'm very glad to hear that most people manage to solve it (eventually) and that there are relatively few new bugs. And I love all of your positive comments about the visual design! That did take quite a bit of work
I'm going to get a quick bugfix release out and then I'll start working on better sound effects for the sendificator. (Along with the next map in the series, of course.)
The idea BEARD! and soad667 had, to

No you didn't, you're supposed to have one from the start. The reason that didn't happen is probably because of my assumption that everyone will have the standard vscript files, in particular "sp_transition_list.nut". The map list in that file is patched (in RAM) when the game loads, in order to give the player the correct portal gun and also to make sure that it transitions to the next map, once that is released. It looks like I'll have to think of another way to do that, that doesn't rely on external files so much.
(By the way, I find your mod template structure very useful. I now have a separate folder for my development stuff, and another one for all downloaded maps. It's super organised!)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Lpfreaky90 on April 9, 2012, 10:17 am
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Wow HMW; I knew you had the mad skills but this map was lovely. I will recommend these tests as a new spotlight. Awesome job!
Test 1: Good tutorial; Straightforward but you have to understand what it does to solve it and solving it helps you understand it!Puzzle 2 was very clever. And a real portal 2; YES! I GOT IT! Brilliant! You took laser puzzles to a whole new level and I really can't wait to see more of the maps with this element. Basically it's all what a laser can do but 10x better. AWESOME
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Puzzle 3 was a nice puzzle too, the placement of the button for the first sendificator was a very clever, subtle hint to the player.
Really; hands down
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Amazing job!
Wow HMW; I knew you had the mad skills but this map was lovely. I will recommend these tests as a new spotlight. Awesome job!
Test 1: Good tutorial; Straightforward but you have to understand what it does to solve it and solving it helps you understand it!
Puzzle 2 was very clever. And a real portal 2; YES! I GOT IT! Brilliant! You took laser puzzles to a whole new level and I really can't wait to see more of the maps with this element. Basically it's all what a laser can do but 10x better. AWESOME
Puzzle 3 was a nice puzzle too, the placement of the button for the first sendificator was a very clever, subtle hint to the player.
Really; hands down
Amazing job!
Quote from FourthReaper on April 9, 2012, 11:29 amI loved these maps, everything about it. First you think: "where did that cube just go to?", then you see the laser and it all makes sense. I have NO idea how you made this happen, but this is the most creative custom element I have seen in a long, long time. (Pretty much since Portal 2 was released, that is
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I did get some severe lag all throughout the map, visleaves weren't optimized and it was all so open, but that's probably just my pc. Still love all of this. Great job!
I loved these maps, everything about it. First you think: "where did that cube just go to?", then you see the laser and it all makes sense. I have NO idea how you made this happen, but this is the most creative custom element I have seen in a long, long time. (Pretty much since Portal 2 was released, that is )
I did get some severe lag all throughout the map, visleaves weren't optimized and it was all so open, but that's probably just my pc. Still love all of this. Great job!
Quote from HMW on April 9, 2012, 12:40 pmI just posted a small bug-fix update:
* removed dependency on sp_transition_list.nut (having a non-standard version of this file caused players to spawn without a portal gun)
* fixed cube dropping through floor in room 0
* various small cosmetic fixes@FourthReaper: On my old laptop it lags too. The map is pretty optimised already (as far as it is possible to optimise a set of big, open rooms) so I probably can't do anything about this. (Except for cutting details of course...)
I just posted a small bug-fix update:
* removed dependency on sp_transition_list.nut (having a non-standard version of this file caused players to spawn without a portal gun)
* fixed cube dropping through floor in room 0
* various small cosmetic fixes
@FourthReaper: On my old laptop it lags too. The map is pretty optimised already (as far as it is possible to optimise a set of big, open rooms) so I probably can't do anything about this. (Except for cutting details of course...)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Tullio on April 9, 2012, 12:42 pmGreat map!
Not too challenging and entertaining puzzles to solve.
Game environment simply spectacular.Congratulations!
Great map!
Not too challenging and entertaining puzzles to solve.
Game environment simply spectacular.
Congratulations!
Quote from protoborg on April 9, 2012, 1:25 pmthe falling through the floor bug is still there. Fortunately, the "real" floor is only a few units below the room's floor.
the falling through the floor bug is still there. Fortunately, the "real" floor is only a few units below the room's floor.