[SP] Testchamber Sodium
Quote from lionheart1066 on May 30, 2011, 6:11 pmThis is basically the first Portal 2 map I have made.
I started making this when Portal 2's SDK was released and hearing about this contest motivated me to add the finishing touch's and bug fixes.This map is built up of some simple chambers and then harder ones towards the end.
I will gladly listen to any feedback.
Preview pictures are in the provided file.Changes in 1.1
- Cubes now disolve
- Added autosaves
- Added a white wall across the bottom of the last chamber
- Improved the laser chamberFile Name: sp_testchamber_sodium.rar
File Size: 3.37 MiB
Click here to download Testchamber Sodium
This is basically the first Portal 2 map I have made.
I started making this when Portal 2's SDK was released and hearing about this contest motivated me to add the finishing touch's and bug fixes.
This map is built up of some simple chambers and then harder ones towards the end.
I will gladly listen to any feedback.
Preview pictures are in the provided file.
Changes in 1.1
- Cubes now disolve
- Added autosaves
- Added a white wall across the bottom of the last chamber
- Improved the laser chamber
File Name: sp_testchamber_sodium.rar
File Size: 3.37 MiB
Click here to download Testchamber Sodium
Quote from timefiller on May 30, 2011, 7:38 pmouch.
Its pretty fun.
[spoiler]I got really annoyed when I opened the door to two turrets & died and had to restart at the beginning of the chamber.. would be nice of you to add some save points. After that happened I just gave up cos I was pissed off. :d[/spoiler]
ouch.
Its pretty fun.
Quote from xdiesp on May 30, 2011, 7:43 pmLaudable first attempt, B&W style is elaborate enough (still some corner to smooth, and about embossing some tiles?) plus the lenght shows effort was put into it. Maybe you should pair up the smaller puzzles as to increase complexity instead of sheer lenght. And definitely check that dispensers destroy the previous cube, because see what happens?
[spoiler]
[/spoiler]
Laudable first attempt, B&W style is elaborate enough (still some corner to smooth, and about embossing some tiles?) plus the lenght shows effort was put into it. Maybe you should pair up the smaller puzzles as to increase complexity instead of sheer lenght. And definitely check that dispensers destroy the previous cube, because see what happens?

Quote from Kibate on May 30, 2011, 7:46 pmI noticed that with the cubes too, however xdiesp your picture is awesome
most everything has been said already
my two problems were, some chambers were too big for a small puzzle
and in the last big room(the one with the orange and blue gel) if you screw up(due no blue gel on the floor, or not landing on the blue gel correctly) you need to walk back the entire thing(i actually saved before jumping and reloaded just becuase the walking was annoying) so a little white wall there to portal yourself back would be nice
I noticed that with the cubes too, however xdiesp your picture is awesome
most everything has been said already
my two problems were, some chambers were too big for a small puzzle
and in the last big room(the one with the orange and blue gel) if you screw up(due no blue gel on the floor, or not landing on the blue gel correctly) you need to walk back the entire thing(i actually saved before jumping and reloaded just becuase the walking was annoying) so a little white wall there to portal yourself back would be nice
Quote from lionheart1066 on May 31, 2011, 12:56 amChanges in 1.1
- Cubes now disolve
- Added autosaves
- Added a white wall across the bottom of the last chamber
- Improved the laser chamberIf you find any other problems let me know. I added some animated plates as well in the laser chamber but I wasn't able to get them functioning, I will sort that out when I am not tired.
Changes in 1.1
- Cubes now disolve
- Added autosaves
- Added a white wall across the bottom of the last chamber
- Improved the laser chamber
If you find any other problems let me know. I added some animated plates as well in the laser chamber but I wasn't able to get them functioning, I will sort that out when I am not tired.
Quote from kwp21 pitts on May 31, 2011, 2:06 pmCan't download this map for some reason. What is going on?
Can't download this map for some reason. What is going on?

VDC User PageQuote from lionheart1066 on May 31, 2011, 5:42 pmI think the site might of had slipped up earlier, I can download it fine.
Ah right, I can see whats happening. The mirror on this site is including the external link that I added.
I think the site might of had slipped up earlier, I can download it fine.
Ah right, I can see whats happening. The mirror on this site is including the external link that I added.
Quote from cg5 on June 3, 2011, 8:12 amIt's very easy to get stuck in the room with the lasers. I think I might have solved the room wrong, since my solution involved carefully aiming a portal, and each time I missed, I got stuck.
In the last room with the gels, the button which gives you repulsion gel was hard to find, annoyingly.
Also, I'm not really sure why you insist on putting pointless turrets everywhere. Although, the last two turrets at the end were really evil. I stood on the button, then nothing happened, so I turned around to see what the button did, *then* the door opened and the turrets killed me. I'm not sure if you were going for that...
Indicator lights are definitely needed, especially in the laser room. At first I thought you had to press the button and have the laser relay and catcher on at once to open the door.
Detail was nice for a first map, although some textures were slightly misaligned.
The puzzles themselves were nice. Overall this is good compared to most people's first maps.
It's very easy to get stuck in the room with the lasers. I think I might have solved the room wrong, since my solution involved carefully aiming a portal, and each time I missed, I got stuck.
In the last room with the gels, the button which gives you repulsion gel was hard to find, annoyingly.
Also, I'm not really sure why you insist on putting pointless turrets everywhere. Although, the last two turrets at the end were really evil. I stood on the button, then nothing happened, so I turned around to see what the button did, *then* the door opened and the turrets killed me. I'm not sure if you were going for that...
Indicator lights are definitely needed, especially in the laser room. At first I thought you had to press the button and have the laser relay and catcher on at once to open the door.
Detail was nice for a first map, although some textures were slightly misaligned.
The puzzles themselves were nice. Overall this is good compared to most people's first maps.
Quote from Djinndrache on July 26, 2011, 11:44 pmI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:23ZQcHMXJ5Y
(Link: http://www.youtube.com/watch?v=23ZQcHMXJ5Y)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
23ZQcHMXJ5Y
(Link: http://www.youtube.com/watch?v=23ZQcHMXJ5Y)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
