[SP] sp_capone_01
Quote from CAP-ONE on June 6, 2011, 9:10 pmThis is my first Portal 2 map, and the first map I release to public. This took me 2 months to finish, because I'm new to mapping, and I still need to practice on Hammer. Feel free to report any bugs, to submit your critics and advise,this could help me for the sequel of the map.
Contains :
- Repulsion and Propulsion Gel
- Laser
- Excursion Funnel
- Hard Light BridgeHave fun.
Screenshots : http://cloud.steampowered.com/ugc/54064 ... 5793FC51E/
http://cloud.steampowered.com/ugc/54064 ... 28B6B32DD/
http://cloud.steampowered.com/ugc/54064 ... 161BFFCCB/File Name: sp_capone_01.rar
File Size: 1.82 MiB
Click here to download sp_capone_01
This is my first Portal 2 map, and the first map I release to public. This took me 2 months to finish, because I'm new to mapping, and I still need to practice on Hammer. Feel free to report any bugs, to submit your critics and advise,this could help me for the sequel of the map.
Contains :
- Repulsion and Propulsion Gel
- Laser
- Excursion Funnel
- Hard Light Bridge
Have fun.
Screenshots : http://cloud.steampowered.com/ugc/54064 ... 5793FC51E/
http://cloud.steampowered.com/ugc/54064 ... 28B6B32DD/
http://cloud.steampowered.com/ugc/54064 ... 161BFFCCB/
File Name: sp_capone_01.rar
File Size: 1.82 MiB
Click here to download sp_capone_01
Quote from CAP-ONE on June 7, 2011, 4:18 pmSome of my friends report that there is a bug with the windows in the second part, when we press the button and immediatly unpress it, before the animation can finish. Could you confirm this, because for me all is working fine.
Some of my friends report that there is a bug with the windows in the second part, when we press the button and immediatly unpress it, before the animation can finish. Could you confirm this, because for me all is working fine.
Quote from ZeepaAan on June 9, 2011, 6:58 pmThe hard light bridge thingy is turning off when you press the last button without any shown reason, which got me killed once. It shouldn't really be about trial and error.
The hard light bridge thingy is turning off when you press the last button without any shown reason, which got me killed once. It shouldn't really be about trial and error.
Quote from CAP-ONE on June 9, 2011, 7:17 pmThe deactivation of the hard light bridge is intentional, otherwise you can't pass the door. But you certainly pressed the button while you were on the bridge, above the toxic sludge, and the last button is far from the edge of the plateform. Anyway, I'll fix that.
The deactivation of the hard light bridge is intentional, otherwise you can't pass the door. But you certainly pressed the button while you were on the bridge, above the toxic sludge, and the last button is far from the edge of the plateform. Anyway, I'll fix that.
Quote from Enigmaphase on June 11, 2011, 4:49 amOverall I liked the map. Little problems though, which I think you should put an effort into cleaning up if you make a sequel. For example, all of the doors either physically blocked cubes or had invisible emancipation grills. Also, you could trap yourself at every door by walking halfway in and then walking back out.
Overall I liked the map. Little problems though, which I think you should put an effort into cleaning up if you make a sequel. For example, all of the doors either physically blocked cubes or had invisible emancipation grills. Also, you could trap yourself at every door by walking halfway in and then walking back out.
Quote from xdiesp on June 11, 2011, 10:53 pmYou spent 2 months working on Hammer and you want criticism, so let's talk business.
The last chamber you did here, is certainly the more evolved of the bunch: walls have aligned textures, normally sized tiles, detailed with checkered themes; is actually smaller than the second but contains much more puzzle items; slated panels are mostly slated panels and not horrible little pyramids on poles.
The previous ones that do the opposite, are bad. Take the very first room: you start the level without an elevator, in a room big enough for an apartment and there's literally nothing in it. That's wasting space. The rooms after get even worse: gigantic, with very few isolated items to use. You're not supposed to walk long ways or portal through distances in these chambers, these are not the campaign levels for the faith plates: unless you actually make me an impressive chasm to cross, I won't feel threatened by an expanse of sewer water.
See if you can't reduce the size of them. Same story for the final part: what is the goal of that puzzle? You keep turning corners and clicking buttons, reusing the same corridor 4 times: add in anything to differentiate what is otherwise a boring repetition. Possibly the worst offender is the room where you have to fling and bounce over the blue gel. Those gigantic black tyles... redo it in the last room's tecnique, possibly cross it over (literally: build it above) one of the previous small chambers and you've got a deal.
You spent 2 months working on Hammer and you want criticism, so let's talk business.
The last chamber you did here, is certainly the more evolved of the bunch: walls have aligned textures, normally sized tiles, detailed with checkered themes; is actually smaller than the second but contains much more puzzle items; slated panels are mostly slated panels and not horrible little pyramids on poles.
The previous ones that do the opposite, are bad. Take the very first room: you start the level without an elevator, in a room big enough for an apartment and there's literally nothing in it. That's wasting space. The rooms after get even worse: gigantic, with very few isolated items to use. You're not supposed to walk long ways or portal through distances in these chambers, these are not the campaign levels for the faith plates: unless you actually make me an impressive chasm to cross, I won't feel threatened by an expanse of sewer water.
See if you can't reduce the size of them. Same story for the final part: what is the goal of that puzzle? You keep turning corners and clicking buttons, reusing the same corridor 4 times: add in anything to differentiate what is otherwise a boring repetition. Possibly the worst offender is the room where you have to fling and bounce over the blue gel. Those gigantic black tyles... redo it in the last room's tecnique, possibly cross it over (literally: build it above) one of the previous small chambers and you've got a deal.
Quote from smwlover on June 11, 2011, 11:39 pmIt's a very standard map and not a hard one. It didn't take me very long to solve the puzzle but I did die a few times and had to start from the beginning. It is strongly suggested that you should add some checkpoints to the map. I once fell into the water just before the ending door...a little bit annoying actually. And the last part(pressing 5 buttons in a row to open the door) seems tedious(When I pressed these buttons I expected something more spectacular to happen, but I turned around and just saw the door, which is a little bit disappointing.) Generally, it is a great map. Come on and make some more challenging ones!! 5/5!
It's a very standard map and not a hard one. It didn't take me very long to solve the puzzle but I did die a few times and had to start from the beginning. It is strongly suggested that you should add some checkpoints to the map. I once fell into the water just before the ending door...a little bit annoying actually. And the last part(pressing 5 buttons in a row to open the door) seems tedious(When I pressed these buttons I expected something more spectacular to happen, but I turned around and just saw the door, which is a little bit disappointing.) Generally, it is a great map. Come on and make some more challenging ones!! 5/5!
Quote from CAP-ONE on June 19, 2011, 9:25 pmSorry for this tardive answer, and thanks for your honest advice, specially xdiesp. I've started the sequel and trying to not repeat the same errors as the previous. I'm trying to make these rooms more Portal2-ish than possible. Also, i'm not too good at level design,and I need some lessons. I tried to look on some maps out there, play them along, and extract some ideas (but not puzzles ideas).
Sorry for this tardive answer, and thanks for your honest advice, specially xdiesp. I've started the sequel and trying to not repeat the same errors as the previous. I'm trying to make these rooms more Portal2-ish than possible. Also, i'm not too good at level design,and I need some lessons. I tried to look on some maps out there, play them along, and extract some ideas (but not puzzles ideas).
Quote from Djinndrache on July 26, 2011, 11:57 pmI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:EhFHLNTr7w0
(Link: http://www.youtube.com/watch?v=EhFHLNTr7w0)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
EhFHLNTr7w0
(Link: http://www.youtube.com/watch?v=EhFHLNTr7w0)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
