[SP] sp_portal_raider
Quote from Haggis on August 27, 2011, 3:43 pmMy firts attempt at Portal 2 mapping, its a 1 level Portal 2 map. Hopefully i have made a challenging map which you are not going to find to easy. It has speed and bounce gel, faithplate , light bridge and other elements. Hope you enjoy, and will wait nervously for your review, thanks.
File Name: portal_raider.rar
File Size: 13.31 MiB
Click here to download sp_portal_raider
My firts attempt at Portal 2 mapping, its a 1 level Portal 2 map. Hopefully i have made a challenging map which you are not going to find to easy. It has speed and bounce gel, faithplate , light bridge and other elements. Hope you enjoy, and will wait nervously for your review, thanks.
File Name: portal_raider.rar
File Size: 13.31 MiB
Click here to download sp_portal_raider
Quote from xdiesp on August 27, 2011, 7:24 pmBold project for a first map, can't help but like the approach: we ain't here for preliminaries, so here's a big puzzlebox of horrors right off the bat and so much for acclimatizing. This does bring along some glaring flaws (all fixable), but the big effort has to be commended.
Think of a complex, multilayered map around the parts of Sp_reconstruct : as to say recursive single chamber in detailed, animated Broken style (liked the thing with the walkway). Only this one has bugged lightning (some areas look pitch black, i.e. floor button room; while others change depending on distance, i.e. funnel lever wall) and the intended solution snaps halfway through, just as you were enjoying the much varied cerebral experience.
The breaking point seemed to be noticing the water-level white panel in the back (bug: when you enter it, water hurts you): it will most likely happen in the second half, where it can be used to skip much if not everything else remaining. Same for walking over the closed panels on the far away wall: actually, that suited the need for going back after being stranded there - how about a legit alternative?
Bold project for a first map, can't help but like the approach: we ain't here for preliminaries, so here's a big puzzlebox of horrors right off the bat and so much for acclimatizing. This does bring along some glaring flaws (all fixable), but the big effort has to be commended.
Think of a complex, multilayered map around the parts of Sp_reconstruct : as to say recursive single chamber in detailed, animated Broken style (liked the thing with the walkway). Only this one has bugged lightning (some areas look pitch black, i.e. floor button room; while others change depending on distance, i.e. funnel lever wall) and the intended solution snaps halfway through, just as you were enjoying the much varied cerebral experience.
The breaking point seemed to be noticing the water-level white panel in the back (bug: when you enter it, water hurts you): it will most likely happen in the second half, where it can be used to skip much if not everything else remaining. Same for walking over the closed panels on the far away wall: actually, that suited the need for going back after being stranded there - how about a legit alternative?
Quote from PieGuy950 on August 27, 2011, 8:57 pmInteresting map. Very frustrating, but fun to play at the same time. As far as aesthetics, some of the textures seemed a little out of place, such as the [spoiler]concrete walls in the observation room with the lever.[/spoiler] I give this map a 3/5.
Interesting map. Very frustrating, but fun to play at the same time. As far as aesthetics, some of the textures seemed a little out of place, such as the
Not in wrath
The REAPER came today
An angle visited this grey path
And took the cube away
Quote from Szieve on August 27, 2011, 11:44 pmMap crashes Portal on a mac. Portal 2 crashes just aver valve screen. Same problem as with the "proposal" map.
Map crashes Portal on a mac. Portal 2 crashes just aver valve screen. Same problem as with the "proposal" map.
Quote from Haggis on August 28, 2011, 6:24 amThanks xdiesp for taking the trouble to record a demo then upload it
. I will have a look at the lighting and try to brighten the map up a little. Did you notice that when [spoiler]you put the cube on the floor button in the water, the water started to rise, i have the trigger hurt parented to the water[/spoiler] maybe thats why the water hurt you. I think i will need to block off that floor button untill when it is supposed to be pressed.
Thanks xdiesp for taking the trouble to record a demo then upload it . I will have a look at the lighting and try to brighten the map up a little. Did you notice that when
Quote from xdiesp on August 28, 2011, 10:01 amHaggis wrote:Thanks xdiesp for taking the trouble to record a demo then upload it. I will have a look at the lighting and try to brighten the map up a little. Did you notice that when [spoiler]you put the cube on the floor button in the water, the water started to rise, i have the trigger hurt parented to the water[/spoiler] maybe thats why the water hurt you. I think i will need to block off that floor button untill when it is supposed to be pressed.
I saw it, but didn't want to spoil that great scene!
The first time I noticed the water bug was at the water-level panel actually, but squint at the very last portaling in the video and you'll see it happening elsewhere. Must be a common occurrence, Psicodelia has it too. Same for the darkening wall, this map had it happening at the end of the first corridor.
If you want, you can add "xdiesp" to steam so I can help insulating the solution from exploits: only thing, I'm not 100% sure of the intended way.

I saw it, but didn't want to spoil that great scene! The first time I noticed the water bug was at the water-level panel actually, but squint at the very last portaling in the video and you'll see it happening elsewhere. Must be a common occurrence, Psicodelia has it too. Same for the darkening wall, this map had it happening at the end of the first corridor.
If you want, you can add "xdiesp" to steam so I can help insulating the solution from exploits: only thing, I'm not 100% sure of the intended way.
Quote from quatrus on August 28, 2011, 2:38 pmKind of frustrating map. I kept getting caught in the back part, got there two ways. Either way closed off the return and got stuck? I see xdiesp wthru but seems to bypass a lot of your map. I'll leave a rating in case you work on the map a bit more. Thanks for mapping.
Kind of frustrating map. I kept getting caught in the back part, got there two ways. Either way closed off the return and got stuck? I see xdiesp wthru but seems to bypass a lot of your map. I'll leave a rating in case you work on the map a bit more. Thanks for mapping.
Quote from andyb on August 29, 2011, 10:45 amI made it through all the steps after many hours of trying to figure out how.[spoiler]I had to send a bomb into the fizzler from the far side with the funnel.Had to be that way as a second fizzler wall comes up after contact is made with the first fizzler and I needed a portal over there.Once that is done the lazers are off and its a bunch of hard jumping through the portal to take the cube over.Make your way back the same way.[/spoiler]Gotta be an easier way
I made it through all the steps after many hours of trying to figure out how.
Quote from Haggis on August 29, 2011, 3:21 pmxdiesp wrote:If you want, you can add "xdiesp" to steam so I can help insulating the solution from exploits: only thing, I'm not 100% sure of the intended way.Thanks xdiesp, i will do. I have sorted all the problems with light. One of the textures i used does not like light, i changed this texture and it solved the problem. Will make a demo of the way it is suppoed to playout.
Thanks xdiesp, i will do. I have sorted all the problems with light. One of the textures i used does not like light, i changed this texture and it solved the problem. Will make a demo of the way it is suppoed to playout.
Quote from Portal2Two on August 31, 2011, 4:21 amLooks like the gels and the fan are strictly decorative. And please make the exit more friendly.
Looks like the gels and the fan are strictly decorative. And please make the exit more friendly.