[SP] Stasis Map Pack
Quote from Logic on June 5, 2012, 6:38 pmI'll just post a new thread explaining some of the bugs/errors I've found:
PART 1
[spoiler]- The shadow looks a bit pixelated and weird (especially on the emitter) in the first playable room
- The light in the same room goes out when the player goes through the door, but if you don't go through all the way and step back the light will still be out (intended issue i guess)- Cables that you can go through in the room where you can see the orange gel
- Unnecessarily large and empty area where you walk in to the first "real" test chamber
- Entrance door with dark spots and exit door looks off as well
- Miss aligned vertical fizzler-emitter
- Testchamber sign should really be somewhere close to the entrance
- The wall textures are kind of sterile and boring to look at in this chamber[/spoiler]PART 2
[spoiler]- Second "real" testchamber also looks a bit sterile and boring as well
- The "button makes wall disappear" part would have been better looking with panels instead of brushes- Can jump over computers in second "Die Hard room" using turret from previous chamber[/spoiler]
PART 3
[spoiler]- If you just stand around and wait for the "test-on-wheels" to break the bridge the game will just fade to black. Understandable but it could have been better executed
- Door of left side after the "test-on-wheels" sequence looks really weird
- You can place portals on doors in this area[/spoiler]
Well, the list was a bit longer than I expected. But I had fun playing it. I probably couldn't have done it better myself
I'll just post a new thread explaining some of the bugs/errors I've found:
PART 1
- The light in the same room goes out when the player goes through the door, but if you don't go through all the way and step back the light will still be out (intended issue i guess)
- Cables that you can go through in the room where you can see the orange gel
- Unnecessarily large and empty area where you walk in to the first "real" test chamber
- Entrance door with dark spots and exit door looks off as well
- Miss aligned vertical fizzler-emitter
- Testchamber sign should really be somewhere close to the entrance
- The wall textures are kind of sterile and boring to look at in this chamber
PART 2
- The "button makes wall disappear" part would have been better looking with panels instead of brushes
- Can jump over computers in second "Die Hard room" using turret from previous chamber
PART 3
- Door of left side after the "test-on-wheels" sequence looks really weird
- You can place portals on doors in this area
Well, the list was a bit longer than I expected. But I had fun playing it. I probably couldn't have done it better myself


Quote from Dreey on June 5, 2012, 7:36 pmShakky wrote:Great job! No complains. Great look and nice atmosphrere.My blindrun as you asked:
[spoiler]1_iWjzMl4zY[/spoiler]Looks like you found and unintended solution to the first puzzle!
Anyway, nice blindrun, thanks for sharing it.Logic wrote:I'll just post a new thread explaining some of the bugs/errors I've found:Thank you! I'm sure this will be very helpful.
My blindrun as you asked:
Looks like you found and unintended solution to the first puzzle!
Anyway, nice blindrun, thanks for sharing it.
Thank you! I'm sure this will be very helpful.
Quote from zivi7 on June 13, 2012, 10:15 amEverything is pretty nice like everyone else already said. I really enjoyed the Find-the-blueprints-part. But one thing was really annoying: the ending.
I took the time to avoid those laserfields three or four times since touching them makes me die and start over - only to find out that in the end I can't survive anyway. Or am I blind and just didn't find the way to escape for a "good" ending instead?
Everything is pretty nice like everyone else already said. I really enjoyed the Find-the-blueprints-part. But one thing was really annoying: the ending.
I took the time to avoid those laserfields three or four times since touching them makes me die and start over - only to find out that in the end I can't survive anyway. Or am I blind and just didn't find the way to escape for a "good" ending instead?
Quote from Dinosawer on July 19, 2012, 6:13 amI recently played this pack and really enjoyed it. More exploring than puzzels but the puzzles were very nice nevertheless, and the aesthetics of the exploring parts were very nice too.
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves) on staying alive, and then despite all that died at the ending. But it's your artistic freedom to do so.
Summary:![]()
However, I ran into a strange bug in the first puzzle ([spoiler]with the turrets and cube and funnel[/spoiler]):
[spoiler]If you let the cube go up in a funnel until he hits the ceiling, then press the button and put the portal that's not under the cube on the portalable surface behind the grating, the cube often flies straight through the grating. If I drop it just holding it in that portal it sometimes 'wobbles' half through it and then 'floats' back up. Very strange.
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).If this is a known portal 2 glitch, then feel free to ignore this remark.[/spoiler]
Edit: I can upload attachments now, so the demo is attached.
I recently played this pack and really enjoyed it. More exploring than puzzels but the puzzles were very nice nevertheless, and the aesthetics of the exploring parts were very nice too.
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves ) on staying alive, and then despite all that died at the ending. But it's your artistic freedom to do so.
Summary:
However, I ran into a strange bug in the first puzzle (
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).
If this is a known portal 2 glitch, then feel free to ignore this remark.
Edit: I can upload attachments now, so the demo is attached.

Quote from Dreey on July 22, 2012, 5:35 pmDinosawer wrote:I recently played this pack and really enjoyed it. More exploring than puzzels but the puzzles were very nice nevertheless, and the aesthetics of the exploring parts were very nice too.
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves) on staying alive, and then despite all that died at the ending. But it's your artistic freedom to do so.
Summary:![]()
However, I ran into a strange bug in the first puzzle ([spoiler]with the turrets and cube and funnel[/spoiler]):
[spoiler]If you let the cube go up in a funnel until he hits the ceiling, then press the button and put the portal that's not under the cube on the portalable surface behind the grating, the cube often flies straight through the grating. If I drop it just holding it in that portal it sometimes 'wobbles' half through it and then 'floats' back up. Very strange.
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).If this is a known portal 2 glitch, then feel free to ignore this remark.[/spoiler]
Edit: I can upload attachments now, so the demo is attached.
That's a very strange bug that i couldnt fix. I saw other maps with this same bug, it looks like high speed objects can pass through thin brushes, this also happens with the player. Anyway, thanks for reporting that!
Just the ending was a bit annoying, since I spent a lot of trouble (and quicksaves

Summary:

However, I ran into a strange bug in the first puzzle (
I recorded a demo of all this but apparently I can't upload attachments yet (or I missed something).
If this is a known portal 2 glitch, then feel free to ignore this remark.
Edit: I can upload attachments now, so the demo is attached.
That's a very strange bug that i couldnt fix. I saw other maps with this same bug, it looks like high speed objects can pass through thin brushes, this also happens with the player. Anyway, thanks for reporting that!