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[SP] [SP, and coop] WibiData Project

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That is the link to where you can find the new DLC package.

Do you have what it takes to stop the AI from killing you before you can fix it? In this exciting DLC package for Portal 2 you will navigate detailed test chambers on your quest to stop the AI! If you make it, there is a special surprise at the end of the test!

There are 5 amazing new single player maps, and a new co-op map to play with your friends! If you test with a friend, and they hire that friend, they will give $1000 to you!

More information here: http://jobs.wibidata.com/puzzles/portal/

Screenshots and install instructions: http://www.tophattwaffle.com/projects/wibidata-project/

Click here to download [SP, and coop] WibiData Project

Happy Mapping

http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Awesome, Doug! :thumbup: Let's try this monster as soon as I arrive home!!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

I'll try this soon. It looked good before it was released, so, no point waiting.

Finished the single player campaign, though I wasn't really up for applying for a job or anything (not really qualified for anything they have available). I almost certainly used an unintended solution to get to the exit in part 4 -

Spoiler
flinging myself up onto the thin ledge of the small observation room, then jumping from there to the exit
. Generally a great series of puzzles, though, and looking forward to doing the co-op segment.

---------------------------
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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The first three maps were nice and rather simple, but enjoyable, but I had a ton of lag with all those moving things in map 2.

Map 4 was confusing; there was no visible goal where to work to, some parts seemed to have stuff that wasn't needed and made me feel like I was doing parts unintended, but in the end I had to re-use them. Some elements

Spoiler
the cube upstairs
was barely visible. And it was just fiddling around with a bunch of cubes.

I also got stuck

Spoiler
In the part that explodes. No way to portal out :(

Map 5 started okay but also required a lot of doing the same things over and over again but slightly different.

Finally in the final hub I had the answer quickly, but it refused to work. Maybe remove the button and use a logic_case with the correct value as a number for case01; and use the math counter onvalue; logic_case invalue.That's probably a simpler solution. Or is this added to prevent people from trying all 1024 options?

All in all it was quite okay, but it needs some final refinements in my opinion.

@Lpfreaky90: There is an easily visible white panel on the ground below you.

Also Doug i have to say the coop map kicks ass! :P

I just finished the singleplayer part. It was awesome. Great visuals as expected, average puzzles, nothing to get you stuck. Still haven't tried the coop, my buddy wasn't available. It's on top of my to-do list of course.

I had no issues, except that i got stuck at the same place lpfreaky mentioned. Didn't notice any panel, weird.

Congrats and tons of thanks for this to everyone involved. ;)

First of all: Thanks for all those awesome Hammer tutorials, ToppHat. I'm only mapping since a year and those videos definitely make climbing that steep learning curve so much easier. :thumbup:

Having watched a lot of those tutorials, I had pretty high expectations for this mappack - and unfortunately was pretty disappointed.

Not visually though, the chambers look great obviously. But gameplay-wise there were a lot of things that annoyed me:

Spoiler
It started with the hub (which is an exception from the otherwise great visuals, to me it seemed just bland): Forcing the player to walk back and forth to the boring switches to then search the next randomly appearing elevator became annoying quickly. I assume that area resembles the company's office and they wanted the player to spend some time in it? I would have found it better if there just had been some company related eastereggs scattered for example. They would have made me curious to explore the space. The way it is now I'm forced to just walk back and forth.

Unfortunately, none of the puzzles required much logic but rather reflexes (fortunately not too fast reflexes though, everything was easily doable). To me, it felt like the only reason the difficulty was rising throughout the maps was because the test elements got placed further away, out of sight around more corners. Map 4 was especially annoying in this regard. It took me forever to finally notice the laser receiver in the destroyed area for example.

Map 5 forced me to backtrack a lot to get a new sphere or cube which got annoying pretty soon. Killing the turrets was again no logic puzzle but a matter of spotting the correct surface. The death counter came out of nowhere for me. Could be that I misunderstood the AI up to that point, I thought it needed me to find that code, why would it kill me all of a sudden? Maybe I just didn't catch all of the voice lines though, I'm not a native speaker. Anyway - one second after I pass the death counter the AI is all friendly again and explains that binary puzzle to me - that felt just weird.

In short: awesome visuals but not so enjoyable puzzles in my opinion. Still, looking forward to play the Coop-Map now.

zivi7 wrote:
It took me forever to finally notice the laser receiver in the destroyed area for example.

Ha, I never saw that, but I finished the map regardless (see above).

---------------------------
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------

Visually stunning map :notworthy: Such attention to detail, you even changed the floor of the elevator to the wibi data symbol, although the test chamber signs still say Aperture xD
Enjoyed most of the chambers, the last one was a little annoying.

In Test 3 what was the point of the first cube button that rotated some panels over? I never used it.

Overall pretty cool series of maps :thumbup: though the last 2 were a little annoying.

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