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[SP] Switch Case

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Fling your way 'round this detailed chamber, unlocking the next set of panels to fling yourself from.

Can you use this map's varied puzzle elements to effectively utilize limited resources and find your way out?

Featuring unique design elements such as custom entry and exit chambers, personalized chamber signs, and very own mini art gallery, you may just find yourself returning to sightsee, even after solving the puzzle.

Feedback welcome.

Versions:
1.2 (final, barring any bug reports)
Bug fixes:
- first cube dropper with void inside
- could walk on front of shut panel
- catwalk cable attachments were transparent from below

Improvements:
- Fired the decorator who positioned the tube in front of the art gallery :-) Tube raised
- Changed ceiling texture to gray color to avoid portalling/no portalling confusion
- New gates in pit to make it clearer what side room's purpose is
- Minor lighting improvements

1.1:
Gameplay:
- Prevented several shortcuts
- Added indicators for confusing buttons
- Assigned trigger events more intuitively

Bugs:
- glitchy textures aroundinside panel no.1
- Button inappropriately disabling fizzler
- The camera at the exit can intersect the wall.
- There is a gap between the door and the wall in the exit hall

File Name: sp_switch_case_v1-2.rar
File Size: 3.39 MiB
Click here to download Switch Case

Vertical map with high production values but sometimes arguable choices: custom graphics prove a double edged sword sometimes, some being novelty and others quite hit and miss. But in the end it's the uncostumized level design proving sound, so consider it sold on my part. Fling based puzzles keep adding up (literally), are very playable and unpunishing while not being extremely cerebral. Consider this shortcut:

E36Zv-gQPQw

What I found aggravating at first, were the many unportable white surfaces: those could use an intervention imo. Bugs: glitchy textures aroundinside panel no.1; first cube dropper with void inside; same dropper is easy to knock your head onto, during the last jump; see that you can't walk on the front of shut panels (weird but possible); the arrow marked button could use some indication of what it does; glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room.

the hills are alive... with the sound of music

It took me a while to understand what the buttons with the down arrow were doing. And I still don't understand why they are needed.
Maybe I didn't need it because of the following bug:

Spoiler
Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating

The cable are immaterial. It's better for the gameplay but the player might take extra unnecessary care to avoid bumping into them. Using pillar from below or near horizontal cables (i.e. not in the flight path) would be better.

First incline platform is not necessary,

Spoiler
from the catwalk, one can shoot a portal at the white wall in front of the laser
.

The walls in/around the office with the map are white but one can't put a portal on them.
Same for the ceiling and the exit wall in the main room.

The things attaching the cables to the platform are transparent from below.
The camera at the exit can intersect the wall.
You can put a portal over the spot lights in the entrance hall but they don't fall. They should behave like the security cameras.
Lighting in the entrance and exit halls is off (lack shadows).
There is a gap between the door and the wall in the exit hall.

The entry and exit halls could use some extra stuff to explain why they exist. As is, they feel random. You should make it a bit more like the entrances/exits of the old Aperture in the main game (waiting area, processing window/desks, ...).
And the transport tube in front of the art gallery!? Who was the decorator? He ought to have his degree revoked! ;)

I had a hard time trying to figure out what the button indicated with the down arrow did. At first I thought its function is to let the cube not evaporate when thrown through the fizzler.(It turns out to be a bug actually.) Only when I got to the third platform and accidentally looked up did I realize its function.
In addition, as others say, the first cube dropper can block players' way when flinging.
Beside those small flaws, everything looks pretty good.
The name of the map reminds me of the programming language C++.
5/5 overall.

Easier and faster shortcut:
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(recorded without seeing xdiesp's one, lol)

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.)

I played the map cold and enjoyed it, everything worked as intended. Although, I heard things happening and then had to look around for a while before seeing what made the noise - eg glass breaking... A great map, thanks for creating.

Thanks for all the feedback so far! This is my first map, so your comments are really helpful to me.

I'll be releasing an updated version in the next day or two that addresses the more serious gameplay bugs, and as many of the other cosmetic bugs as possible. Then I'll loop back around to pick up the remainder after that.

Hello mironos!

I am just posting here to say I have really enjoyed your map and loved playing through it, and I have decided to do play throughs of portal 2 single player maps, starting with this one, you can view it on my channel (http://www.youtube.com/user/Pricee123?feature=mhee) and yes, I am british and 15 years old, doesn't stop me from voice commentating.

Thanks for the map!

video will be up shortly
E: here's the video http://www.youtube.com/watch?v=PmcZAy9IqyU

Portal 2 single player custom maps play through and commentary, all blindly done.

Message me if you want me to try out your map and put a play through on youtube (unless specified otherwise)

Thanks Pricee -- the video walkthrough is really helpful. Really drives home the point about nobody knowing what the button w/ the down arrow does at first. :-) That will be fixed w/ the next version. Thanks for the kind comments as well.

I know I -- and I'm sure other level designers -- will benefit from the recordings you do, so please continue! :)

An updated version (1.1) is now available.

Thanks for all the feedback and playtesting.

The following should now be fixed:

From xdiesp:
- glitchy textures aroundinside panel no.1
- the arrow marked button could use some indication of what it does
-

Spoiler
glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room

- Shortcut shown in video

From Nahor:
-

Spoiler
Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating

- The camera at the exit can intersect the wall.
-
Spoiler
First incline platform is not necessary, from the catwalk, one can shoot a portal at the white wall in front of the laser.

From infernet89:
- Shortcut shown in video
- There is a gap between the door and the wall in the exit hall

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