[SP] Testchamber 117
Quote from Dawnreaver on July 15, 2011, 2:14 amHey ^_^ Here is a little map I Made for my port folio. I do hope you enjoy it ! It would be great if you could give me some feedback!!!
File Name: portal2_testchamber_117_Dawnreaver.zip
File Size: 1.61?MiB
Testchamper 117
Hey ^_^ Here is a little map I Made for my port folio. I do hope you enjoy it ! It would be great if you could give me some feedback!!!
File Name: portal2_testchamber_117_Dawnreaver.zip
File Size: 1.61?MiB
Testchamper 117
Quote from Lostprophetpunk on July 15, 2011, 3:09 amA nice little map. Thought it was well designed. Does the open pipe have any use at all?
You could maybe make the player do something to gain access to all of the cubes, rather than them lying about ready for the player. It's nice that they are there, it's just a bit easy to figure out what to do.
Also, on a side note. Only the .bsp file is needed (unless using custom sounds or custom textures etc). You are advising people to place the contents of the zip file into the sdk folder. It should be placed in 'steam/steam apps/common/portal 2/portal2/maps/' for the player to run the map. Otherwise they would have to compile the file themselves from the .vmf file.
A nice little map. Thought it was well designed. Does the open pipe have any use at all?
You could maybe make the player do something to gain access to all of the cubes, rather than them lying about ready for the player. It's nice that they are there, it's just a bit easy to figure out what to do.
Also, on a side note. Only the .bsp file is needed (unless using custom sounds or custom textures etc). You are advising people to place the contents of the zip file into the sdk folder. It should be placed in 'steam/steam apps/common/portal 2/portal2/maps/' for the player to run the map. Otherwise they would have to compile the file themselves from the .vmf file.
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from xdiesp on July 15, 2011, 7:56 amShiny example of good taste and detail in a short map, but simplistic to a flaw: all test elements just lay on the ground, no puzzle required, waiting to be (quickly) assembled. If I may suggest, have the cube dispensers release cubes by hitting pole buttons which increasingly need more tools to reach.
[spoiler]
[/spoiler]
Bugs: cubes destroyed in the fizzler do not respawn; you can get stuck by leavingthrowing one to the exit door; possibly related to my machine, sometimes certain panels appeared darker.
Shiny example of good taste and detail in a short map, but simplistic to a flaw: all test elements just lay on the ground, no puzzle required, waiting to be (quickly) assembled. If I may suggest, have the cube dispensers release cubes by hitting pole buttons which increasingly need more tools to reach.

Bugs: cubes destroyed in the fizzler do not respawn; you can get stuck by leavingthrowing one to the exit door; possibly related to my machine, sometimes certain panels appeared darker.
Quote from jamesf141 on July 15, 2011, 11:36 amA nice, clean, short chamber. I particularly liked the touch of the excursion funnel under the flooring, although the simplicity of the reflector cubes seemed less like a puzzle than simply dropping parts into place. I can only repeat the advice of Lostprophetpunk: Make getting the reflector cubes a puzzle in itself.
Despite this simplicity, it was good fun. More, please?
On another note, I had the same 'bug' as xdiesp with the darker panels, so it's not just your machine.
A nice, clean, short chamber. I particularly liked the touch of the excursion funnel under the flooring, although the simplicity of the reflector cubes seemed less like a puzzle than simply dropping parts into place. I can only repeat the advice of Lostprophetpunk: Make getting the reflector cubes a puzzle in itself.
Despite this simplicity, it was good fun. More, please?
On another note, I had the same 'bug' as xdiesp with the darker panels, so it's not just your machine.
Quote from Tyronis3 on July 15, 2011, 3:33 pmI speedran the map in about 46 seconds. I'll link a video here once it's uploaded.
EDIT: http://www.youtube.com/watch?v=GTRyPlauynE
Skip to 1:20 for the speedrun.
I speedran the map in about 46 seconds. I'll link a video here once it's uploaded.
EDIT: http://www.youtube.com/watch?v=GTRyPlauynE
Skip to 1:20 for the speedrun.
Quote from Dawnreaver on July 16, 2011, 5:07 am@xdiesp
Awesome! Never thought about that... but than again you never do. And forcing the player into some kind of this-is-the-only-way-situation would have been rather mean.
Nice Solution though ^_^
Awesome! Never thought about that... but than again you never do. And forcing the player into some kind of this-is-the-only-way-situation would have been rather mean.
Nice Solution though ^_^
Quote from Dawnreaver on July 16, 2011, 5:09 am@ xdiesp
Thanks for the feedback ^_^ Any idea how I could get rid of that "beeing darker" flaw? I tried to sort of loosen up the walls by using more textures ... would have looked boring otherwise.
@ xdiesp
Thanks for the feedback ^_^ Any idea how I could get rid of that "beeing darker" flaw? I tried to sort of loosen up the walls by using more textures ... would have looked boring otherwise.
Quote from xdiesp on July 16, 2011, 5:31 amDawnreaver wrote:Any idea how I could get rid of that "beeing darker" flaw? I tried to sort of loosen up the walls by using more textures ... would have looked boring otherwise.By all means, keep the decor you have now - what I meant is this bug, check how the panels at the end keep changing brightness:
edit
It may have something to do with using "vertex" textures.
By all means, keep the decor you have now - what I meant is this bug, check how the panels at the end keep changing brightness:
edit
It may have something to do with using "vertex" textures.
