[SP] The Abyss
Quote from dakx on June 17, 2011, 10:26 pmGreat Puzzle, i really like it. I've got only one problem,[spoiler]that i've don't seen the second cube dropper at mapbeginn, so i've tried a long time at mapend with only one cube. You can place the "final bridge" to exit, but you can't go on it. I thought i have to place the portal after the panels and then i have to activate the other bridge so i can go on it.[/spoiler] But this was my fail. This map is very good.
Great Puzzle, i really like it. I've got only one problem,
Quote from Will T. on June 17, 2011, 10:51 pmNot bad, but it has a couple of small problems.
[spoiler]-I have to agree with msleeper regarding the turrets. I died ~8 times before finally getting frustrated and turning on godmode just to be able to begin the level...
-Falling into the pit doesn't kill you...? I fell in towards the end and experienced a screen fade, but no death.
-Additionally, one of the later platforms has a spot where you can fall down and end up unable to get out except to fall off (which, again, didn't kill me).
-I completely ignored the dropper for the non-laser cubes at first because I thought it was the laser-cube dropper. It's not obvious that it's important. Made finishing the level way easier once I found it and used it though.[/spoiler]
Enjoyed it once I managed to get rid of the unnecessary-instant-death turrets.
Not bad, but it has a couple of small problems.
-Falling into the pit doesn't kill you...? I fell in towards the end and experienced a screen fade, but no death.
-Additionally, one of the later platforms has a spot where you can fall down and end up unable to get out except to fall off (which, again, didn't kill me).
-I completely ignored the dropper for the non-laser cubes at first because I thought it was the laser-cube dropper. It's not obvious that it's important. Made finishing the level way easier once I found it and used it though.
Enjoyed it once I managed to get rid of the unnecessary-instant-death turrets. ![]()
Quote from Shroudeye on June 18, 2011, 1:24 amWell, the turrets... Now that is my mistake, Looks like I've left them at super damage on. I agree, they weren't needed to be that deadly.
Looks like after the contest judgement complete, I've got some things to fix.
@Will T.
Falling into the pit didn't killed you? That is odd. I don't remember now if I left the trigger short or not, but I do remember setting it to at least 1000 units of damage to be double-sure... And I've jumped numerous times to test it, and it worked, I got killed & restarted.Also, can you be more specific about that platform that you stuck?
Well, the turrets... Now that is my mistake, Looks like I've left them at super damage on. I agree, they weren't needed to be that deadly.
Looks like after the contest judgement complete, I've got some things to fix.
@Will T.
Falling into the pit didn't killed you? That is odd. I don't remember now if I left the trigger short or not, but I do remember setting it to at least 1000 units of damage to be double-sure... And I've jumped numerous times to test it, and it worked, I got killed & restarted.
Also, can you be more specific about that platform that you stuck?
Quote from Will T. on June 18, 2011, 2:03 amThere's a large square area on the platform [spoiler]where the light bridge used to reach the exit hits the portal-able wall[/spoiler], low on the side in the direction the bridge comes from. It's enclosed by walls on 3 sides. It's easy to simply jump down there and find yourself with no way out.
I can get a screenshot if needed, but it'll have to be a bit later.
Also, I realized now why I didn't die in the pit: Remember I mentioned I turned on godmode to get past the turrets? Well... I never turned it off.
So that was my bad.
There's a large square area on the platform
I can get a screenshot if needed, but it'll have to be a bit later.
Also, I realized now why I didn't die in the pit: Remember I mentioned I turned on godmode to get past the turrets? Well... I never turned it off.
So that was my bad.
Quote from Shroudeye on June 18, 2011, 6:05 pmThanks! I'll be sure to fix that one in the version 1.1 of the Abyss. That is, after the contest's judgement is done.
So according to all the critics:
-Turrets and Lasers needs to be toned down.
-Turrets may require a little more forewarning.
-The box puzzle needs to be more clarified.
-A platform where the player got stuck needs work.
-And some other minor improvements, whereever necessary.Thank you all for the critics!
Thanks! I'll be sure to fix that one in the version 1.1 of the Abyss. That is, after the contest's judgement is done.
So according to all the critics:
-Turrets and Lasers needs to be toned down.
-Turrets may require a little more forewarning.
-The box puzzle needs to be more clarified.
-A platform where the player got stuck needs work.
-And some other minor improvements, whereever necessary.
Thank you all for the critics!
Quote from msleeper on June 19, 2011, 3:27 amThe only fix you should need for the turrets is just to disable "Super Damage Mode".
The only fix you should need for the turrets is just to disable "Super Damage Mode".
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from CrazyGuy on June 19, 2011, 5:22 amLooks like it's all been said already and yeah those turrets were super annoying (just the first ones up on the ledge) I kept dying way faster than expected because I thought it was just normal damage. Died a lot from the lasers, mostly when I pick up a cube that is interrupting or redirecting it.
It was visually fairly unintereting, could use more stuff hanging around. I also noticed one of the textures's cubemap is off. I had the same problem in one of my maps and I noticed that next to the metal texture I used there was an exact same texture with the word "vertex" after the pathname. I did see one on the wall around the second bridge. You want to use the NON-vertex version so that the effects line up with the textures surrounding it. Im not sure what these "vertex" textures are for, all I know is they look weird when against other, normal textures
Looks like it's all been said already and yeah those turrets were super annoying (just the first ones up on the ledge) I kept dying way faster than expected because I thought it was just normal damage. Died a lot from the lasers, mostly when I pick up a cube that is interrupting or redirecting it.
It was visually fairly unintereting, could use more stuff hanging around. I also noticed one of the textures's cubemap is off. I had the same problem in one of my maps and I noticed that next to the metal texture I used there was an exact same texture with the word "vertex" after the pathname. I did see one on the wall around the second bridge. You want to use the NON-vertex version so that the effects line up with the textures surrounding it. Im not sure what these "vertex" textures are for, all I know is they look weird when against other, normal textures
Additional Chapter 8 Tests:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1118
Oversized Test Chamber Storage Area
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=923
Quote from Djinndrache on October 3, 2011, 7:03 amI'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:bNuAjib8DOQ
(Link: http://www.youtube.com/watch?v=bNuAjib8DOQ)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:
bNuAjib8DOQ
(Link: http://www.youtube.com/watch?v=bNuAjib8DOQ)
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
Quote from KennKong on December 24, 2011, 2:01 amOnce I figured out the turrets were super deadly, they weren't a problem. I was surprised at how many times I thought I was doing the right thing, only have to go back and reverse a step I had taken. Thank you, mapper, for not making me jump onto lightbridges. I get so sick of overshooting those suckers.
For such an actually cavernous map, this didn't feel unnecessarily large to me. I can't wait to have my brother try this one (he gets vertigo!)
This map wasn't exactly fun to play, but it was challenging enough to keep me interested until almost the end. 4/5 from me.
Once I figured out the turrets were super deadly, they weren't a problem. I was surprised at how many times I thought I was doing the right thing, only have to go back and reverse a step I had taken. Thank you, mapper, for not making me jump onto lightbridges. I get so sick of overshooting those suckers.
For such an actually cavernous map, this didn't feel unnecessarily large to me. I can't wait to have my brother try this one (he gets vertigo!)
This map wasn't exactly fun to play, but it was challenging enough to keep me interested until almost the end. 4/5 from me.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
