[SP] Test for fun (DaMaGepy #2)
Quote from Phitt on June 3, 2011, 7:36 amI think the chambers had about the right difficulty (~5), a bit of thinking and examining the surroundings required, but nothing that would drive me insane. Could be a tiny bit harder maybe.
[spoiler]Chamber 1: Not very hard, but took a bit of time to figure out where to place the light bridges.
Chamber 2: Again took a bit of time to figure this one out, but since there aren't that many options it was not that hard.
Chamber 3: I found this one a bit annoying, but maybe I didn't use the intended solution. I aimed the laser with one of the cubes so it went through the cage, then put a portal on the floor of the cage. Put another portal on a wall and aimed with the other cube at the turrets to destroy them. This took many tries since I couldn't see where I was aiming. I couldn't destroy the last turret on the far right, but I was able to run past it without getting shot. A bit annoying, but other than that it was not that hard.
Chamber 4: The funnel part to reach the button was a bit more tricky than in chamber 1. The timed surface was a close call, I had to jump while the surface was turning and then shoot the portal to get the funnel in place on my way up. But by doing so there was enough time to reach the exit before the time was over. But it took a second try because of the limited time.
Chamber 5: At first I was unsure what to do, but since the chamber is small and doesn't have many options it was pretty clear what to do after I noticed the cube generator above the button behind the cage. Like I wrote in the other thread it was not necessary to jump over the portal on the floor.
In conclusion if you want your chambers to be harder you probably need to add more red herrings. Larger chambers, maybe re-use of features/objects, portal surfaces that look like they could help, but don't. In the chambers were you have to use the funnels to get to your destination (1 & 4)you could add portal surfaces that lead to a dead end if you put a funnel on them(but make sure you can re-try without dying if you reach such a dead end). That way you would have to figure out yourself how reach the destination instead of basically being guided by the available portal surfaces.
In chamber 2 and 5 there was not really much else you could do so after examining all possibilities it was a no-brainer. Maybe make the chambers slightly larger and put in a few red herrings.[/spoiler]
I think the chambers had about the right difficulty (~5), a bit of thinking and examining the surroundings required, but nothing that would drive me insane. Could be a tiny bit harder maybe.
Chamber 2: Again took a bit of time to figure this one out, but since there aren't that many options it was not that hard.
Chamber 3: I found this one a bit annoying, but maybe I didn't use the intended solution. I aimed the laser with one of the cubes so it went through the cage, then put a portal on the floor of the cage. Put another portal on a wall and aimed with the other cube at the turrets to destroy them. This took many tries since I couldn't see where I was aiming. I couldn't destroy the last turret on the far right, but I was able to run past it without getting shot. A bit annoying, but other than that it was not that hard.
Chamber 4: The funnel part to reach the button was a bit more tricky than in chamber 1. The timed surface was a close call, I had to jump while the surface was turning and then shoot the portal to get the funnel in place on my way up. But by doing so there was enough time to reach the exit before the time was over. But it took a second try because of the limited time.
Chamber 5: At first I was unsure what to do, but since the chamber is small and doesn't have many options it was pretty clear what to do after I noticed the cube generator above the button behind the cage. Like I wrote in the other thread it was not necessary to jump over the portal on the floor.
In conclusion if you want your chambers to be harder you probably need to add more red herrings. Larger chambers, maybe re-use of features/objects, portal surfaces that look like they could help, but don't. In the chambers were you have to use the funnels to get to your destination (1 & 4)you could add portal surfaces that lead to a dead end if you put a funnel on them(but make sure you can re-try without dying if you reach such a dead end). That way you would have to figure out yourself how reach the destination instead of basically being guided by the available portal surfaces.
In chamber 2 and 5 there was not really much else you could do so after examining all possibilities it was a no-brainer. Maybe make the chambers slightly larger and put in a few red herrings.
Quote from lifeson99 on June 3, 2011, 7:39 amWell I am not in agreement because I am an average player and made the ending of Room 4 on the 2nd try. The first try [spoiler]I didn't shoot it in mid-air[/spoiler]. So I am not sure you should add time.
As to Room 5 - when I played it [spoiler]there was no haze in front of the top vent (which is why I said it was just white plastic). So I had no way to kill the cube. I just ran validation and it found 2 bad files and restored them. Went back in . . . saw the haze . . and killed the cube[/spoiler]. Viola !! You could [spoiler]add a bricked square in the corner with slimy water in it as an alternative to kill the cube.[/spoiler] But now that I know - I like it as-is . . .
If any map-maker wants ideas on structure, fascination, and fun . . . they should play Boxy Trixy on Portal 1. Best damn map I ever played. Amazing, incredible effort with every trick in the book packed into 3 MB. So many head-scratching puzzles in those 4 rooms - all one chamber. The angled ride . . . the one pesky turret . . . and the extremely hard to figure out "[spoiler]kill the cube, have the new one drop through a portal and shoot up on the other side and then you had to run over and catch it[/spoiler]" . . . sheer genius.
Well I am not in agreement because I am an average player and made the ending of Room 4 on the 2nd try. The first try
As to Room 5 - when I played it
If any map-maker wants ideas on structure, fascination, and fun . . . they should play Boxy Trixy on Portal 1. Best damn map I ever played. Amazing, incredible effort with every trick in the book packed into 3 MB. So many head-scratching puzzles in those 4 rooms - all one chamber. The angled ride . . . the one pesky turret . . . and the extremely hard to figure out "
Quote from infernet89 on June 3, 2011, 8:50 amYou totally should win the contest.
This is the best official entry i've played so far. Can't wait to see more puzzles for that.
You totally should win the contest.
This is the best official entry i've played so far. Can't wait to see more puzzles for that.
(I'll stop recording if i die.)
Quote from jimmyb on June 3, 2011, 11:08 amNeed an adjustment in chamber 6:
[spoiler]I just walked up to the hole in the fence, jumped and grabbed the ball and pulled it through. Didn't need to complete any of the other puzzles except for redirecting the laser to get the 2nd ball. Could finish the room in about 45 seconds.[/spoiler]
Need an adjustment in chamber 6:
Quote from DaMaGepy on June 3, 2011, 1:52 pmofc I'm not even started that room yet, just threw in the puzzles, the turet part for example will be totally different. I just wanted to see if its possible to only block the bullets if the double bridge is up.
First I tried the bombs, but they do area-of-effect damage (and need at least 5 to kill) and they blasted through the "shield". Modifying room 6 nowAlso a bug: if a cube is active before the moving platform (at lasers), it wont push it.
Seems Portal 2 ignores the lasercube physics if it is active (same goes for the floating cube bug)
ofc I'm not even started that room yet, just threw in the puzzles, the turet part for example will be totally different. I just wanted to see if its possible to only block the bullets if the double bridge is up.
First I tried the bombs, but they do area-of-effect damage (and need at least 5 to kill) and they blasted through the "shield". Modifying room 6 now ![]()
Also a bug: if a cube is active before the moving platform (at lasers), it wont push it.
Seems Portal 2 ignores the lasercube physics if it is active (same goes for the floating cube bug)
Quote from bjs0 on June 7, 2011, 2:40 pmWow, that was brilliant. The map is beautiful, the puzzles are solid and challenging enough to keep me interested, and there are many concepts I haven't seen before.
I can only think of one complaint, and that is that beams are supposed to be able to pass through glass. It only bothers me because it's inconsistent with the established physics of the game.
Wow, that was brilliant. The map is beautiful, the puzzles are solid and challenging enough to keep me interested, and there are many concepts I haven't seen before.
I can only think of one complaint, and that is that beams are supposed to be able to pass through glass. It only bothers me because it's inconsistent with the established physics of the game.
Quote from Motanum on June 7, 2011, 8:47 pmgood, but it was quite laggy. Please learn some optimization technics, it could have helped.
Interesting design
good, but it was quite laggy. Please learn some optimization technics, it could have helped.
Interesting design
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Quote from DaMaGepy on June 9, 2011, 3:17 amweird, its optimized. I have a 3 years old (medium at that time) computer and if I noclip outside so I can see the whole level I still got around 100 fps.
I saw some contest entry with only 2 room with 40 MB bsp, without any func_detail at all and hundreds of visleaves. well in those my ingame fps dropped from 200 to around 40.
I also only turn on thing when the player enters a room and after leaving I turn them off (physics too)
weird, its optimized. I have a 3 years old (medium at that time) computer and if I noclip outside so I can see the whole level I still got around 100 fps.
I saw some contest entry with only 2 room with 40 MB bsp, without any func_detail at all and hundreds of visleaves. well in those my ingame fps dropped from 200 to around 40.
I also only turn on thing when the player enters a room and after leaving I turn them off (physics too)
Quote from xdiesp on June 12, 2011, 2:39 pmMinicampaign of short chambers, striking one of the best deals around in the quantity-quality equation. All chambers mantain a clean, ordered look except for the occasional oddity such as these strange details in part 4:
http://i212.photobucket.com/albums/cc12 ... -24-85.jpg
Can't decide whether short maps are only compressed ones (opposite to the noobish gigamaps around) or their own subgenre (they kind of have their own rules), but this one could be their queen and the example to follow.
Puzzles vary with many highs and a few lows, pushing gameplay mechanics not used in the campaign - which could get someone stuck. They require their time to be completed: despite their ease of execution, don't expect to rush.
Minicampaign of short chambers, striking one of the best deals around in the quantity-quality equation. All chambers mantain a clean, ordered look except for the occasional oddity such as these strange details in part 4:
http://i212.photobucket.com/albums/cc12 ... -24-85.jpg
Can't decide whether short maps are only compressed ones (opposite to the noobish gigamaps around) or their own subgenre (they kind of have their own rules), but this one could be their queen and the example to follow.
Puzzles vary with many highs and a few lows, pushing gameplay mechanics not used in the campaign - which could get someone stuck. They require their time to be completed: despite their ease of execution, don't expect to rush.
Quote from LeSwordfish on June 13, 2011, 4:36 pmI played it and generally enjoyed it, athough some things got on my nerves. Laserproof glass is annoying. And chamber 5 was full of stuff that bugged me. i had to watch the walkthrough to get through.
[spoiler]Firstly, i thought i had to throw the cube through the gap in the panels. that just seemed to be arbitrarily clipped. Secondly, i never noticed that the dropper over the button was the one that dropped that box, or that there was a panel that moved back. And since the symbol was for "deathfield" not "fizzler", i didnt get any of it. To solve this, make the player do something to force the box to spawn, then do something to move the panel back (with the box) Both of these can be simple, all they really do is draw the players attention to the stuff you want. Then they easily have all the information to solve the puzzle the way you want.[/spoiler]
Also, in the chamber with the two close light bridges, [spoiler]the fling is nasty, particularly because its actually designed to fail, so you grab the box, not land in the beam, which i think it should do.[/spoiler]
I played it and generally enjoyed it, athough some things got on my nerves. Laserproof glass is annoying. And chamber 5 was full of stuff that bugged me. i had to watch the walkthrough to get through.
Also, in the chamber with the two close light bridges,
