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[SP] [Sp] The Second Exodus (v2.0)

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This is the map I submitted for the Super Mapping Contest at TWP... but this new version is much more polished, deeply TESTED (hehehe) and also easier! I've taken care of each single step making them firmer than in previous version upon my beta-testers' comments. I have added a new panel in the middle of room 3's ceiling in order to make the final step much easier. And yes, I've packed everything into the file so it should be seen now perfectly :D

It's a MEDIUM-HARD difficulty fling-based map along 3 main chambers. No glitches, ninja movements or crazy things are involved, seriously! Only logic is required and a certain ability to control flinging, that's all.

I've added an easter egg too for those who wants more challenge :wink: It's not so difficult but it's funny to reach! Try!

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OFFICIAL SOLUTION VIDEO RELEASED

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SOLUTION TO THE NORMAL RUN (NO EASTER EGG)


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COMPLETE SOLUTION (INCLUDES EASTER EGGS)

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Special thanks to:

- Greykarel: Grey, man, you're incredible, thanks for your help playing it again and again and with the skybox technical improvements... I owe you one!
- Markiu: Marc, thanks my friend for test this map in each version and for finding all those ninja movements for breaking the map that only you are capable of :thumbup: ... And also for suggesting/inspiring the easter egg!
- Zivi7: Chris, thank you so much for testing it all the times and let me know your detailed comments on issues and annoyances!

You're awesome guys!! There's an overlay for each of you hidden in the map... go find them and take a picture!

- Vanessa, my graphic designer and friend. Artwork, signage and skybox colour correction by her... you are the best! don't leave me ever!

- Neco: Necati, I have missed you all this time my friend!

And finally, thanks a ton to Thnkingwithportals.com, I wouldn't known what I know about mapping now without the community, thanks from the bottom of my heart!

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CREDITS:
- Portal's Light rail platforms by Skotty (thanks for that man, awesome stuff as all you make!)
- Original Skybox by Komaock
- Original design of the light supports by my dear friend Neco.

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ChangeLog
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- v2.0.1: changed the height of a portalable wall that allowed an important unintended movement (thanks Sickle). Added some more tweaks.

- v2.0.2: changed player model from "Bendy" to "Chell". Added many particles and effects. Fixed the bug on the water reflections when shader details settings are set to "low"/"medium".

- v2.0.3: minor changes. Removed unintended move for the easter egg part (thanks to comoros94). Added a reflector-cube respawning at room 2 (in order to prevent that the player has to get back to room 1 to solve it again and get the cube back). Fixed a possible player's lock at final steps in dot2 (thanks to Mr. Waterhandle)

Click here to download The Second Exodus 2.0

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Even though they're uploaded to the Workshop, and there were some in the contest version's thread here there are some screenshots:

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ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Wow! Awesome map =)
It took a while to get used to the color scheme and just what was portalable, but after that no real issues. Considering how few portalable surfaces there were overall, I think you did a marvelous job of reusing bits 'n pieces and making the user think at every single step without the various elements giving too much away! It deffinitely requires thinking, and a bit of finesse, but nothing too crazy so it's the sort of map I'm happy to play in any mood. Visually I love the way you kept it consistent too, even with the alien skybox looming over. I have too much praise for this map (except for the P1 rail platforms; I'm too impatient for that shit). Thanks!
I'll get cracking on the alt ending and easter eggs after breakfast.

Here's my solution, seems pretty legit:
Solution

Thank you so much for those kind words Sickle :D I'm so glad you liked it, man.

About the video, did you really watch it before posting it? I think you missed some editting... I didn't expect to watch you noclippin', dude! :wink:

Also, is that really the look of the water texture in your computer? My beta testers played this last version and I am pretty sure the water texture is embedded into the bsp and can be seen correctly... but in your video looks like if it would be missing (??) Please let me know.

And, at 4:19 I'm afraid I simply left in the last version that wall too low and your movement is completely unintended! :( Damn it! Fix on the run.............. :notwant:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Aaaah, just noticed the angled panels on my replay. That bit at 4:19 makes sense now!
(The noclip was deliberate, I just hate waiting for platforms and lifts :p)

That is how the water looked though, yeah. Could it be 'cause I was using LDR only?
I'll let you know how the update looks!

Edit:
Forgot to say thankyou for adding those triggers to hold the cubes in place and stop them falling off stuff! Thankyou!

sicklebrick wrote:
That is how the water looked though, yeah. Could it be 'cause I was using LDR only?

Hmmm... I compiled both, LDR and HDR, built cubemaps in both... and tested it... and it looked perfect... I'll look into my water's .vmt and see if there's something missing as soon as I arrive home :thumbup:

sicklebrick wrote:
(The noclip was deliberate, I just hate waiting for platforms and lifts :p)

OK, but I think what you did is not possible :D Try the normal way and revise your portal placements to finally do the fling and place the cube on the bridge...

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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The water works fine for me.

Got the companion cube, but I still have to find those hidden overlays. :thumbup:

Lol, it is possible - I didnt noclip through any fizzlers or anything.. just over the moving platforms.
Here it is with just that section:
video

sicklebrick wrote:
Lol, it is possible - I didnt noclip through any fizzlers or anything.. just over the moving platforms.

Lol you're right :thumbup:

About the water issue, I think it could be the directX... I'll try something when I arrive home that I think will fix it (hopefully).

(please wait up for the upcoming version :notworthy: )

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Heh.
I think I remember reading somewhere that renaming the .bsp can screw up your cubemap and reflections and stuff? Doesn't look like the workshop has screwed with your BSP name though? (And I assume it would correct for that).

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