[SP] sp_tod_Sprunrun
Quote from Todarac on June 14, 2011, 8:30 pmAdair, I have to admit, I took quite a risk putting that bouncy-shaft in at the beginning. It was a new and sort of weird concept, but my playtesting friends all seemed to enjoy it so it stayed. I was thinking of having panels that sprung up from the wall, but the animation actually took too long and the player would hit the panel before they could put a portal on it. I just stuck with the panels that slide out from the wall instead.
There is a reason that part 2 is easy. It's because part 2 used to be hard. Ridiculously hard. Playtesters said it was so difficult to the point where it wasn't fun, so I made it much easier. The box dropper used to drop 3 cubes at a time, and you had to get them onto 3 buttons, instead of one. You had to get all 3 into the excursion funnel and through both world portals and finally onto the buttons.. It was a mess.. And yeah, I agree the worldportals AND the reversal buttons are pointless in part 2, they were just remnants from the harder bit.
LeSwordfish, in the final chamber, there are 3 world portals. All 3 are needed to get to the exit. If I removed worldportals, this would just be a normal map!
EDIT: Oh by the way guys, i'm already working on part 2 of the map, here are some screenshots
http://i.imgur.com/rgWnH.jpg
http://i.imgur.com/hHKGr.jpg
Lighting sucks in 1st pic, but rocks in 2nd one. Still a WiP
Adair, I have to admit, I took quite a risk putting that bouncy-shaft in at the beginning. It was a new and sort of weird concept, but my playtesting friends all seemed to enjoy it so it stayed. I was thinking of having panels that sprung up from the wall, but the animation actually took too long and the player would hit the panel before they could put a portal on it. I just stuck with the panels that slide out from the wall instead.
There is a reason that part 2 is easy. It's because part 2 used to be hard. Ridiculously hard. Playtesters said it was so difficult to the point where it wasn't fun, so I made it much easier. The box dropper used to drop 3 cubes at a time, and you had to get them onto 3 buttons, instead of one. You had to get all 3 into the excursion funnel and through both world portals and finally onto the buttons.. It was a mess.. And yeah, I agree the worldportals AND the reversal buttons are pointless in part 2, they were just remnants from the harder bit.
LeSwordfish, in the final chamber, there are 3 world portals. All 3 are needed to get to the exit. If I removed worldportals, this would just be a normal map!
EDIT: Oh by the way guys, i'm already working on part 2 of the map, here are some screenshots
http://i.imgur.com/rgWnH.jpg
http://i.imgur.com/hHKGr.jpg
Lighting sucks in 1st pic, but rocks in 2nd one. Still a WiP ![]()
Quote from Ratboy on June 17, 2011, 3:00 amWow. You should have called this map sp_I'm_going_to_have_sex_with_your_brain_now, and you should call your sequel sp_but_I'll_buy_you_breakfast_in_the_morning_ok?
I had toyed with the idea of making a labyrinth style map, but now I don't need to because you did all my work for me! Thanks! I'll just be taking the credit from here if you don't mind. Ok, kidding of course, but wow, really nice work. I agree with previous posts that you should trim down the amount of world portals in the second chamber, or make use of them. It's not worth the glitchiness if it doesn't add to the puzzle. It also picks away at immersion. I would also consider changing the slide out panels in the shaft to STAY slid out after you press the button, because it was just tedious having to do that 8 times in order to get it right.
Wow. You should have called this map sp_I'm_going_to_have_sex_with_your_brain_now, and you should call your sequel sp_but_I'll_buy_you_breakfast_in_the_morning_ok?
I had toyed with the idea of making a labyrinth style map, but now I don't need to because you did all my work for me! Thanks! I'll just be taking the credit from here if you don't mind. Ok, kidding of course, but wow, really nice work. I agree with previous posts that you should trim down the amount of world portals in the second chamber, or make use of them. It's not worth the glitchiness if it doesn't add to the puzzle. It also picks away at immersion. I would also consider changing the slide out panels in the shaft to STAY slid out after you press the button, because it was just tedious having to do that 8 times in order to get it right.

Quote from The Irate Pirate on June 17, 2011, 9:44 amThat hurt my mind, I walked through the world portals thinking for like 2 minutes that it was just one huge giant room. And then I looked back and it hit me, reminded me of the infinite staircase in Mario 64.
That hurt my mind, I walked through the world portals thinking for like 2 minutes that it was just one huge giant room. And then I looked back and it hit me, reminded me of the infinite staircase in Mario 64.
Quote from Enigmaphase on June 17, 2011, 5:59 pmNow that's what I call a fucking Portal map dayammmmmmn!
Ratboy wrote:Wow. You should have called this map sp_I'm_going_to_have_sex_with_your_brain_now, and you should call your sequel sp_but_I'll_buy_you_breakfast_in_the_morning_ok?Also, the map is so intense, the victory screen was my desktop. Seriously, it crashed my game when I walked into the elevator. Not sure if that's supposed to happen...
Now that's what I call a fucking Portal map dayammmmmmn!
Also, the map is so intense, the victory screen was my desktop. Seriously, it crashed my game when I walked into the elevator. Not sure if that's supposed to happen...
Quote from Will T. on June 17, 2011, 6:36 pmQuite possibly the most inventive use of world portals as a testing element I've yet seen.
They make sense (in whatever way they CAN "make sense"...
) and add to the puzzle. The [spoiler]gravity-swap[/spoiler] in the last chamber was probably my favorite part - that's something I'd love to see in more maps; a [spoiler]gravity changing system[/spoiler] that looks good, functions properly, and is there for a reason other than just because it can be - this one is clearly meant to mess with your head, and it succeeds. Makes me think of Mario Galaxy looking back on it.
Other thoughts:
[spoiler]-Some of your world portals show up white for me ... I tried turning up my settings, among other things, but couldn't get the ones the funnel takes you through in the last room to show up correctly.
-The cube in the second area wouldn't stay on the button. It actually floated off a couple of times, without the funnel's help.I had to keep re-seating it with the funnel, but never quite got it right. It eventually stayed long enough for me to get through to the next room at least. I watched it at one point, it was actually squirming on the button, like it was trying to crawl off... bizarre.
-As I said, the gravity-changing room was one of the best things I've seen in any Portal 2 map - or any Source map, for that matter. Gravity shifting has been a dream for so long, and now we can see that it's possible thanks to world portals.[/spoiler]
One of my favorite maps now. This mind-screwing setup of world portals could almost qualify as its own testing element.
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I definitely want to see more of this sort of thing!
Quite possibly the most inventive use of world portals as a testing element I've yet seen.
They make sense (in whatever way they CAN "make sense"...
) and add to the puzzle. The
Other thoughts:
-The cube in the second area wouldn't stay on the button. It actually floated off a couple of times, without the funnel's help.
I had to keep re-seating it with the funnel, but never quite got it right. It eventually stayed long enough for me to get through to the next room at least. I watched it at one point, it was actually squirming on the button, like it was trying to crawl off... bizarre.-As I said, the gravity-changing room was one of the best things I've seen in any Portal 2 map - or any Source map, for that matter. Gravity shifting has been a dream for so long, and now we can see that it's possible thanks to world portals.
One of my favorite maps now. This mind-screwing setup of world portals could almost qualify as its own testing element.
I definitely want to see more of this sort of thing!
Quote from xdiesp on June 17, 2011, 7:14 pmTodarac, I would love to take a look at this alternate "hard mode" which maddened the betatesters. Possibly after the contest ends, if rules don't allow it.
Todarac, I would love to take a look at this alternate "hard mode" which maddened the betatesters. Possibly after the contest ends, if rules don't allow it.
Quote from Ern on June 17, 2011, 11:17 pmExcellent map, I've only played about 10 of the maps on here but this is by far the best and it's hard to imagine a better one.
Excellent map, I've only played about 10 of the maps on here but this is by far the best and it's hard to imagine a better one.
Quote from Todarac on June 20, 2011, 12:00 amHeres a preview of the first chamber of part 2, with the secret room hehe
http://www.youtube.com/watch?v=NnIzMrMXHKo
Yes. PONIES EVERYWHEREE!
Heres a preview of the first chamber of part 2, with the secret room hehe
http://www.youtube.com/watch?v=NnIzMrMXHKo
Yes. PONIES EVERYWHEREE!
Quote from NeemaE on June 20, 2011, 2:59 pmEnigmaphase wrote:...
Also, the map is so intense, the victory screen was my desktop. Seriously, it crashed my game when I walked into the elevator. Not sure if that's supposed to happen...Haha...yeah, Portal 2 crashed for me as well.
Regarding the gameplay, I can't imagine I could say anything more than a parrot, at this point.
I immensely enjoyed the [spoiler]gravity-swap (especially rewarding once I understood what all was going on in the Escher-staircase-of-a-room).[/spoiler]Unfortunately for me, my computer is on the lower end of the spectrum, so I saw a lot of white, but it isn't anything that the "figuring it out" didn't make up for...(obviously would have been more "immersive" without the white, but it seems difficult to fix).
Well done.
I hope this map ends up winning or being spotlighted at least.
Also, the map is so intense, the victory screen was my desktop. Seriously, it crashed my game when I walked into the elevator. Not sure if that's supposed to happen...
Haha...yeah, Portal 2 crashed for me as well.
Regarding the gameplay, I can't imagine I could say anything more than a parrot, at this point.
I immensely enjoyed the
Unfortunately for me, my computer is on the lower end of the spectrum, so I saw a lot of white, but it isn't anything that the "figuring it out" didn't make up for...(obviously would have been more "immersive" without the white, but it seems difficult to fix).
Well done.
I hope this map ends up winning or being spotlighted at least.
Quote from lifeson99 on June 23, 2011, 2:13 pmI was wowed by 3 things:
1) the "Shaft from Hell" - very diabolical. I kept wondering and still am wondering why the floor covers the bottom button repeatedly. I did not realize at first that I was[spoiler]bouncing higher with the first button press - then I saw the 2nd button below and realized that was the first button[/spoiler] - sheesh.2) the World Portals (where did that name come from ? [spoiler]They seem more like "doorway portals" ). At first I thought you had 20 duplicate rooms interconnected - HAHAHA. Then I began NoClipping and flying around and when I went up high and looked down . . there were no extra rooms[/spoiler]. How sneaky !!
3) the last chamber was a hoot. [spoiler]I didn't know if I was up or down. In retrospect I wonder what would happen if you went up via the faith plate and then tried to stay with the entire thing flipped and NoClip back to the other rooms. Would they be upside down[/spoiler] ??
Your new concepts could be used extensively to create an entire "Portal 3". They aren't just tricks - they add an entire realms of possibilities, making it a completely different game.
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A few wild ideas I have had - some may be impossible :make a map with long, complex tunnels that you have to crouch to get through - complete with multiple turns (like a maze), small flings, dead guys, etc. Just like those shows on "Secret Passageways" on the History channel that have been so popular
add long interconnected downward shaft drops where you end up bouncing off of slightly angled surfaces to steep to stand on - so you have to continually re-orientate as you fall to just barely reach the mouth of the next shaft, The angled surfaces could be slicked with propulsion gel to make the ride down faster
a slide - any slide - with no walking necessary. Possible ? I do not know. I would think that a steep slide would work. But I have never seen one
make a seesaw with a cube on one end and you jump down on the other end of the board to propel the cube somewhere. Or even better, you stand on one end, hit a button, and a falling Safe slams down on the other end to send you sailing
make a map with complex upper attic areas to get to secret places - I am sick of thoise tempting open metal frames in the ceiling with tubes, plants, stairs, etyc that are nothing but a fake little area
Lastly - actual Game enhancements:
change the Physics to allow the player to be upside down - so you could make Loop-the-Loops with Propulsion Gelallow Maps that are entirely Outdoors - I played one that started and ended outdoors (forgot the name) but you had to go inside very quickly so that only 10% was outside
That's just a few . . .
I was wowed by 3 things:
1) the "Shaft from Hell" - very diabolical. I kept wondering and still am wondering why the floor covers the bottom button repeatedly. I did not realize at first that I was
2) the World Portals (where did that name come from ?
3) the last chamber was a hoot.
Your new concepts could be used extensively to create an entire "Portal 3". They aren't just tricks - they add an entire realms of possibilities, making it a completely different game.
------------------------------------------------------------------------------
A few wild ideas I have had - some may be impossible :
make a map with long, complex tunnels that you have to crouch to get through - complete with multiple turns (like a maze), small flings, dead guys, etc. Just like those shows on "Secret Passageways" on the History channel that have been so popular
add long interconnected downward shaft drops where you end up bouncing off of slightly angled surfaces to steep to stand on - so you have to continually re-orientate as you fall to just barely reach the mouth of the next shaft, The angled surfaces could be slicked with propulsion gel to make the ride down faster
a slide - any slide - with no walking necessary. Possible ? I do not know. I would think that a steep slide would work. But I have never seen one
make a seesaw with a cube on one end and you jump down on the other end of the board to propel the cube somewhere. Or even better, you stand on one end, hit a button, and a falling Safe slams down on the other end to send you sailing
make a map with complex upper attic areas to get to secret places - I am sick of thoise tempting open metal frames in the ceiling with tubes, plants, stairs, etyc that are nothing but a fake little area
Lastly - actual Game enhancements:
change the Physics to allow the player to be upside down - so you could make Loop-the-Loops with Propulsion Gel
allow Maps that are entirely Outdoors - I played one that started and ended outdoors (forgot the name) but you had to go inside very quickly so that only 10% was outside
That's just a few . . .
