[SP] sp_audiotrash_competition
Quote from audiotrash on June 5, 2011, 8:14 amThis is one of my maps i made for Identity, a rather mediumsized mappack comeing soon, when it's done. I couldn't decide wich map to use for the contest. I just cut this out of the "finished" product so the ending has no fadeout.
In the second chamber the funnel is broken, it's not a bug. Listen to what GLaDOS says!
Rate & Comments are always welcome
File Name: sp_audiotrash_competition.zip
File Size: 2.53 MiB
Click here to download sp_audiotrash_competition
This is one of my maps i made for Identity, a rather mediumsized mappack comeing soon, when it's done. I couldn't decide wich map to use for the contest. I just cut this out of the "finished" product so the ending has no fadeout.
In the second chamber the funnel is broken, it's not a bug. Listen to what GLaDOS says!
Rate & Comments are always welcome ![]()
File Name: sp_audiotrash_competition.zip
File Size: 2.53 MiB
Click here to download sp_audiotrash_competition

Quote from EL POLLO LOCO on June 5, 2011, 8:48 amVery good map. I thoroughly enjoyed it. (Also, destroyed Aperture is my favorite look for portal 2 maps)
I look forward to playing the whole map pack when you release it.
Very good map. I thoroughly enjoyed it. (Also, destroyed Aperture is my favorite look for portal 2 maps)
I look forward to playing the whole map pack when you release it.
Quote from xdiesp on June 5, 2011, 3:13 pmA map you wouldn't expect to hold the best "remote controlled cube" puzzle yet. High quality, but general squareness and unusual structures pop up as inconspicous.
Possibly unintended: in the first room, if you funnel all the way up to fall and fling, chance is you will miss the target. Doesn't happen if you fling a little earlier.
A map you wouldn't expect to hold the best "remote controlled cube" puzzle yet. High quality, but general squareness and unusual structures pop up as inconspicous.
Possibly unintended: in the first room, if you funnel all the way up to fall and fling, chance is you will miss the target. Doesn't happen if you fling a little earlier.
Quote from Djinndrache on June 8, 2011, 5:53 amI started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=snmYoGHFmEk
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=snmYoGHFmEk
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from msleeper on June 12, 2011, 6:02 pmI really dislike that you broke all of the unintended solutions in the second room. You are effectively punishing the player for being smarter than you. I tried the two ways you clearly knew people could use - excursion funneling themselves, and then using the funnel disable to make the cube fling back towards the player - and instead of letting players feel smart, you forced them to be pidgen holed into your solution.
And even then, I'm pretty sure I did it a way you didn't want or expect. I let the cube fall downward and at the last second right when it exited the portal, I put the other end back into the excursion funnel to catch it. Take that.
The map looks really good, but there are some other weird problems. You manually edited the ending elevator, and it stops when you can look down into the elevator room from the top. It looks really bad. You should have used an env_fade to make the player's screen go black, or just not have messed with the elevator instance.
I really dislike that you broke all of the unintended solutions in the second room. You are effectively punishing the player for being smarter than you. I tried the two ways you clearly knew people could use - excursion funneling themselves, and then using the funnel disable to make the cube fling back towards the player - and instead of letting players feel smart, you forced them to be pidgen holed into your solution.
And even then, I'm pretty sure I did it a way you didn't want or expect. I let the cube fall downward and at the last second right when it exited the portal, I put the other end back into the excursion funnel to catch it. Take that.
The map looks really good, but there are some other weird problems. You manually edited the ending elevator, and it stops when you can look down into the elevator room from the top. It looks really bad. You should have used an env_fade to make the player's screen go black, or just not have messed with the elevator instance.
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Quote from audiotrash on June 13, 2011, 6:27 amactually the second chamber has tons of solutions and possibilities. I didn't break any unintended solutions, i just made the funnel not strong enough to hold you because it fell down and crashed into the floor (thats why the floor is broken and tilted down?). Just a little fun something something and people loved it (:
And the end has no fadeout because this is one of alot of maps for an upcomeing mod of mine (identity). There is no fadeout because there is a little kind-of-cutscene there. And like i said in the description, i just took this from my mod and changed nearly nothing (only the "cutscene")
actually the second chamber has tons of solutions and possibilities. I didn't break any unintended solutions, i just made the funnel not strong enough to hold you because it fell down and crashed into the floor (thats why the floor is broken and tilted down?). Just a little fun something something and people loved it (:
And the end has no fadeout because this is one of alot of maps for an upcomeing mod of mine (identity). There is no fadeout because there is a little kind-of-cutscene there. And like i said in the description, i just took this from my mod and changed nearly nothing (only the "cutscene") ![]()

Quote from NuclearDuckie on June 16, 2011, 1:07 pm"Oops, did I accidentally fizzle that before you could complete the test?"
Ah, GLaDOS. The fallback for when you design a puzzle, but there are all these alternative solutions that you didn't intend.
I did enjoy this map, however. It looked good, and the cube manoeuvring puzzle was quite fun to work out, even with the deliberate breaking of simpler solutions.
But what you're lacking, m'boy, is autosaves! I know this isn't the most life-threatening map that has been devised, but it's still possible to slip and drown in the second room (shut up, it happened to me). It is quite a nuisance to have to go all the way through the first chamber in order to get back.I was a little disappointed by the short length, but hey, at least it didn't outstay its welcome. 😉
"Oops, did I accidentally fizzle that before you could complete the test?"
Ah, GLaDOS. The fallback for when you design a puzzle, but there are all these alternative solutions that you didn't intend.
I did enjoy this map, however. It looked good, and the cube manoeuvring puzzle was quite fun to work out, even with the deliberate breaking of simpler solutions.
But what you're lacking, m'boy, is autosaves! I know this isn't the most life-threatening map that has been devised, but it's still possible to slip and drown in the second room (shut up, it happened to me). It is quite a nuisance to have to go all the way through the first chamber in order to get back.
I was a little disappointed by the short length, but hey, at least it didn't outstay its welcome. 😉
Quote from KennKong on November 30, 2011, 8:50 pmSince flinging and moving cubes without touching them are some of my favorite things to do in Portal, I enjoyed this map fragment. The level of desctruction seemed overdone at first, but then it actually improved the experience in the second room. Too easy by itself, but I can see this near the beginning of a longer sequence of increasingly difficult chambers. Well done, 4/5 from me.
Since flinging and moving cubes without touching them are some of my favorite things to do in Portal, I enjoyed this map fragment. The level of desctruction seemed overdone at first, but then it actually improved the experience in the second room. Too easy by itself, but I can see this near the beginning of a longer sequence of increasingly difficult chambers. Well done, 4/5 from me.
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Quote from mouse on February 12, 2012, 11:43 pmBEAUTIFUL test. I especially love where the funnel has crashed into the floor. The test it's self was average and kind of short but all the lighting and visual detail brings the final score up(as much as I hate to think graphics can matter that much). 5/5
BEAUTIFUL test. I especially love where the funnel has crashed into the floor. The test it's self was average and kind of short but all the lighting and visual detail brings the final score up(as much as I hate to think graphics can matter that much). 5/5
[spoiler]It was barely funny in single player and even less funny when you do it. Knock it off.[/spoiler]
