[SP] [SP]Laser Encounters v.1
Quote from Wanderer2021 on January 11, 2012, 4:14 amThe name says it all, and when you walk through those doors, you'll understand. Sounds are Key, so listen carefully.
File Name: sp_Laser_Encounters_v3.1_pack.zip
File Size: 16.71 MiB
Click here to download Laser Encounters
The name says it all, and when you walk through those doors, you'll understand. Sounds are Key, so listen carefully.
File Name: sp_Laser_Encounters_v3.1_pack.zip
File Size: 16.71 MiB
Click here to download Laser Encounters
Quote from Djinndrache on January 11, 2012, 5:04 amIs this really a Portal 1 map?
Is this really a Portal 1 map?
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Wanderer2021 on January 11, 2012, 5:33 am2 actually. Didn't mark it properly. Sorry about that.
2 actually. Didn't mark it properly. Sorry about that.
Quote from PCdoc on January 15, 2012, 1:14 pmThis is probably the best map I have ever played with a caveat - it needs work.
Mostly the room the the rotating Laser needs work - I sprayed white gel everywhere but some of the white gel surfaces change from portable to non-portable. I can see now that was done to prevent certain non-intended solutions, but there should be a better way. When near the end of that room I needed to [spoiler]portal the laser into the sensor to open the small room and then portal the laser into the small room - but when the rotating laser hit my portal it acted as a fizzler and both portals vanished[/spoiler]. I spent hours in that room and finally found the [spoiler]ONE ALLOWABLE Portal placement and ANGLE to turn on the laser sensor in the small room. I found other ways but the map would not activate the sensor using those angles[/spoiler].
But still it was complex, long, and extremely FUN.
I really loved this map - thanks so much.
This is probably the best map I have ever played with a caveat - it needs work.
Mostly the room the the rotating Laser needs work - I sprayed white gel everywhere but some of the white gel surfaces change from portable to non-portable. I can see now that was done to prevent certain non-intended solutions, but there should be a better way. When near the end of that room I needed to
But still it was complex, long, and extremely FUN.
I really loved this map - thanks so much.
Quote from PCdoc on January 16, 2012, 5:31 amYou can [spoiler]skip the series of clustered buttons in the main area.
Go to any of the other 4 buttons, press, and a room magically appears just off the the side and through a fizzler[/spoiler]. There are 4 rooms, although some of them have other small rooms too or small rooms you must go through to get to the large room.To complete a room [spoiler]aim a Laser back through a small opening and into the main area to hit the sensor (there are 4 of them, 2 on each side). Once all 4 rooms are completed [spoiler]and all 4 sensors are lit (will take quite a while) then finally, go to the cluster of buttons in the center[/spoiler].
You can
Go to any of the other 4 buttons, press, and a room magically appears just off the the side and through a fizzler
To complete a room
Quote from lifeson99 on January 16, 2012, 3:00 pmwow. WOW !!! This made my day - what a blast. Never seen anything quite like this.
You really have a talent for mapping - great job, man.So far I have enjoyed 2 hours of this interesting wonderland.. I have 2 rooms done and a 3rd room I am still working on (the weird World Portal room with the bouncy water - LOL, what a wild idea). I got stuck - royally - in the rotating platforms area, so will need to go back and work on that later.
wow. WOW !!! This made my day - what a blast. Never seen anything quite like this.
You really have a talent for mapping - great job, man.
So far I have enjoyed 2 hours of this interesting wonderland.. I have 2 rooms done and a 3rd room I am still working on (the weird World Portal room with the bouncy water - LOL, what a wild idea). I got stuck - royally - in the rotating platforms area, so will need to go back and work on that later.
Quote from Wanderer2021 on January 17, 2012, 2:37 amLit white gel = portals. Missing texture gel = reflective. My error in not putting it in description, and I apologize. This should open up new solutions. I'm glad that folks are enjoying this. I may just drop something else in place of the reflective gel.
Lit white gel = portals. Missing texture gel = reflective. My error in not putting it in description, and I apologize. This should open up new solutions. I'm glad that folks are enjoying this. I may just drop something else in place of the reflective gel.
Quote from KennKong on January 17, 2012, 11:37 pmUgly, too dark or too bright, confusing and frustrating: I'm surprised I liked this map as much as I did. I should probably replay the map before I rate it, because I can't even remember half of it anymore.
Game killing glitch: sometimes reflectocubes bounce when lasers turn off. The second cube from the left of the final array bounced so that it was hitting the leftmost target. I had to noclip over and reset it. Nail them suckers down!
The surprise entrance to the room with the rotating panels left my in an autosave death loop. Once I got there, it was too dark, it made depth perception almost non-existent in a puzzle that requires it. Combine that with the rotation speed of the panels, and I got sick. And I don't suffer from vertigo in the least.
That tiny little faithplate waaay up there drove me batty, and a completely unnecessary element. Just make the ramp jump reach. Same thing with the hidden cubes, an unnecessary complicaton. Just line up the room properly in the first place.
The black and white maze rooms were non-sensical. Look, there's a drawer that does nothing. And a door to a tiny room that does nothing. And absolutely no indication of where the final laser placement was. Obfuscating a simple puzzle with useless details doesn't count as increasing difficulty, but absolutely decreases my rating.
Speaking of nonsense, what's with the white lasers? If you want to show that you can create new game elements, use them for something.
Well, now I'm just ranting, I'm so angry. Definitely not the right mood for rating this one. Let me cool down, and try it again tomorrow.
Ugly, too dark or too bright, confusing and frustrating: I'm surprised I liked this map as much as I did. I should probably replay the map before I rate it, because I can't even remember half of it anymore.
Game killing glitch: sometimes reflectocubes bounce when lasers turn off. The second cube from the left of the final array bounced so that it was hitting the leftmost target. I had to noclip over and reset it. Nail them suckers down!
The surprise entrance to the room with the rotating panels left my in an autosave death loop. Once I got there, it was too dark, it made depth perception almost non-existent in a puzzle that requires it. Combine that with the rotation speed of the panels, and I got sick. And I don't suffer from vertigo in the least.
That tiny little faithplate waaay up there drove me batty, and a completely unnecessary element. Just make the ramp jump reach. Same thing with the hidden cubes, an unnecessary complicaton. Just line up the room properly in the first place.
The black and white maze rooms were non-sensical. Look, there's a drawer that does nothing. And a door to a tiny room that does nothing. And absolutely no indication of where the final laser placement was. Obfuscating a simple puzzle with useless details doesn't count as increasing difficulty, but absolutely decreases my rating.
Speaking of nonsense, what's with the white lasers? If you want to show that you can create new game elements, use them for something.
Well, now I'm just ranting, I'm so angry. Definitely not the right mood for rating this one. Let me cool down, and try it again tomorrow.
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Wanderer2021 on January 18, 2012, 12:44 amKenn, can you give an example of the cube jump on the final array? Before I released I only ever experienced that in the white room, and that was after I hit the forced reset button in the main room several prereleased versions ago. As to some of the other things you mentioned, the white/blue lasers in general, I kind of agree on their needlessness in the blue room. I had intended them as a bit of a jump sequence, but that seems to be an incomplete idea. I'll have to think on what to do with those.
The "maze" rooms, I'll admit, were supposed to be in a different configuration before, but due to linked portals hating anything door related being close to them while open, I swapped it for what it is now.
Kenn, can you give an example of the cube jump on the final array? Before I released I only ever experienced that in the white room, and that was after I hit the forced reset button in the main room several prereleased versions ago. As to some of the other things you mentioned, the white/blue lasers in general, I kind of agree on their needlessness in the blue room. I had intended them as a bit of a jump sequence, but that seems to be an incomplete idea. I'll have to think on what to do with those.
The "maze" rooms, I'll admit, were supposed to be in a different configuration before, but due to linked portals hating anything door related being close to them while open, I swapped it for what it is now.
