Please or Register to create posts and topics.

[SP] Sp_reconstruct

PreviousPage 2 of 2

My God... if this doesn't win I will eat my hat.

Great Puzzles and really good setting.

xdiesp wrote:
At one point I was almost stuck, isolated high on a rock with no possible jumps or lightbridges available. I had to carefully land on a portal made on the walls of the rock itself, right on the water.

Yeah me 2. That was really tricky. I stand there 5 Minutes and don't know what to do ;D

dakx wrote:
Great Puzzles and really good setting.

xdiesp wrote:
At one point I was almost stuck, isolated high on a rock with no possible jumps or lightbridges available. I had to carefully land on a portal made on the walls of the rock itself, right on the water.

Yeah me 2. That was really tricky. I stand there 5 Minutes and don't know what to do ;D

We are in three.

Maybe this is the intended solution? I don't think so. I HOPE is not.

By the way, the

Spoiler
part where the gravity change was a little confusing. I was walking with no idea about what was about to happen.

In final, as stated above, really nice work. I bet on you for the top5 :)

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

This was a very nice map, but I had alot of problems with it.

1. It lagged quite alot, no matter what direction I looked in I only got ~8 FPS max (before you freak out my normal FPS is around 20) My sugggestion would be this:

Spoiler
After the big panel wall section closes, remove all the panels and arm models and enable a big func_brush there. This removes alot of lag and since they are closed anyway, noone will be the wiser. You can do the same with the side that opens/closes constantly, but instead of removing them just disable them, and re-enable once it reopens.

2. Like others have said, the puzzles give almost no direction. This is a fault on nonlinear puzzles (actually I think it's the point) but even so, I had no clue what to do half the time. Adding some dot signages could really help. If you don't want to be that blunt, use lighting effects to your advantage.

However, that's not to say this map is bad. It definetly is not. The asthetics, however laggy, were incredible.

Spoiler
I loved how the chamber slowly rebuilt itself while you were testing.
The use of GLaDOS quotes was nice and refreshing, if slightly repetitive. (but this is coming from a guy who's had to listen to 5-6 GLaDOS quotes in P1 maps so I am quite sick of people reusing them...)

One other thing I didn't like, is that it's too short. One chamber is not very long, and I've noticed alot of the maps entered are indeed one chamber. This is not really at you moreso the contest mappers as a whole. I think a map should have 3 chambers minimum, but that's my preference.

Image

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:

Dc4HIa5Gg0Q
(Link: http://www.youtube.com/watch?v=Dc4HIa5Gg0Q)

Also note the video description for more feedback and my signature for additional project information.

what is the vmf file for?

"Walls were made to hinder scientists. walls should be outlawed everywhere" consiel, 20,000 leagues under the sea

I like bionicle, and am on bzpower.com

"Optimists, I'm told, see a glass with 50% water, and %50 air and say it is half full. Pessimists, on the other hand, see it as half empty. Engineers realize the glass is 2 times larger than it needs to be"

i just played it, it was pretty cool, but I think it needs more test chambers, and turrets. i like the dialog that you put together. very resourceful...

"Walls were made to hinder scientists. walls should be outlawed everywhere" consiel, 20,000 leagues under the sea

I like bionicle, and am on bzpower.com

"Optimists, I'm told, see a glass with 50% water, and %50 air and say it is half full. Pessimists, on the other hand, see it as half empty. Engineers realize the glass is 2 times larger than it needs to be"

Great puzzles and very impressive detail. I didn't get stuck anywhere. I went to the platform with the round button with no cube, but found a portalable wall to get off. I tried to fling myself to the end prematurely and it kicked me right back.. That was cute. :)

Impressive, although firing portals on the fly to light the bridge was a little hard for me. Anyway great map and my rate is excellent. :thumbup:

Portal 2 Reconstruct Chell View

mvbYHgT9Q8M

Portal 2 Reconstruct

BZEP83biMp4

I expected a lot from a great mapper like you, Doug, and I certainly got it. The sheer number and scale of special effects was impressive. If there was a special award for most detailed map, I'd choose this. But the gameplay let me down.

I echo what others have said about getting stuck on the triangle platform. I tried the jump others have said saved them, but I went in the drink every time.

I played the map three times before I watched your solution video, and I solved parts of it differently every time, none of them the same as your solution. For one thing, I used the lightbridge only twice. This is actually a good thing, IMO; I like not being forced onto a single path.

I did find a fatal bug. I tried to carry the cube from the gel platform to the crescent platform as I jumped through the portals, and it got knocked out of my grip and just disappeared, with no respawn. You can't finish the puzzle without a cube. Then I tried to restart the map, but it wouldn't. I had to quit and restart the game. Finally, the map doesn't disconnect at the end.

Even with all that griping, I still give this 5/5, and a prominent spot on my favorites playlist.

Expand for my full signature
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
PreviousPage 2 of 2