[SP] The Boxed Arm
Quote from wildgoosespeeder on April 22, 2012, 2:48 pmGood map but somehow I feel like I cheated:
[spoiler]I knew saving the spheres would benefit me later. Is the intended solution to somehow throw the balls over the walls to place them into the receptacles just behind them because the fizzlers would otherwise vaporize them?[/spoiler]
Good map but somehow I feel like I cheated:

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Quote from Lpfreaky90 on April 22, 2012, 3:03 pmFracture wrote:after a runthrough i noticed all the bugs you people have mentioned. They will be dealt with tonightI don't get this... I haven't been able to play this map yet but you noticed bugs after playing through?
I play through every change I make in my maps: moved a model? => playthrough, see if that causes problems. If it does -> fix. If it doesn't -> move along.Once the map does what it is supposed I start to try to break it in every possible way. I try to fix that etc. Just until all is working properly...
I don't get this... I haven't been able to play this map yet but you noticed bugs after playing through?
I play through every change I make in my maps: moved a model? => playthrough, see if that causes problems. If it does -> fix. If it doesn't -> move along.
Once the map does what it is supposed I start to try to break it in every possible way. I try to fix that etc. Just until all is working properly...
Quote from coldReactive on April 22, 2012, 4:25 pmWhen I use the normal map mapname for your map, it says the map cannot be found. So what command do I use to run sdk_content maps?
When I use the normal map mapname for your map, it says the map cannot be found. So what command do I use to run sdk_content maps?
Quote from alexbfree on April 22, 2012, 4:34 pmHi.
Just played this level blind for the first time.
Firstly, there was a weird glitch where when I first appeared in the room, Chell moved right of her own accord. And then began circling the button, looking inwards. This is very strange, I am not sure if it was intended but it felt glitchy. I had to force run anticlockwise in order to reach the center. I am on a mac. I recorded a demo if you want it.[spoiler]When the pit appeared I got the laser angled out of the hole ok but could not find any combination of wall angles for portals that could get the laser into the droid room with the laser receiver. The droids were easy to kill.
A bit later a random cube of level popped out on the right but seemed to serve no purpose. I never found a way to get the laser to hit its target so never got out of the first room.[/spoiler]
The level could benefit from some sound effects, GlaDOS taunts or ambiance, it felt a bit flat.
I will try again when you next update. Thanks for making the level.
Hi.
Just played this level blind for the first time.
Firstly, there was a weird glitch where when I first appeared in the room, Chell moved right of her own accord. And then began circling the button, looking inwards. This is very strange, I am not sure if it was intended but it felt glitchy. I had to force run anticlockwise in order to reach the center. I am on a mac. I recorded a demo if you want it.
A bit later a random cube of level popped out on the right but seemed to serve no purpose. I never found a way to get the laser to hit its target so never got out of the first room.
The level could benefit from some sound effects, GlaDOS taunts or ambiance, it felt a bit flat.
I will try again when you next update. Thanks for making the level.
Quote from Lpfreaky90 on April 22, 2012, 4:47 pmcoldReactive wrote:When I use the normal map mapname for your map, it says the map cannot be found. So what command do I use to run sdk_content maps?you should put the vmf in your steam/steamapps/common/portal 2/portal2/maps folder. If there's a vmf file that's in steam/steamapps/common/portal 2/sdk_content/maps you can just ignore it
you should put the vmf in your steam/steamapps/common/portal 2/portal2/maps folder. If there's a vmf file that's in steam/steamapps/common/portal 2/sdk_content/maps you can just ignore it
Quote from Kaleido on April 22, 2012, 5:21 pmlpfreaky90 wrote:Fracture wrote:after a runthrough i noticed all the bugs you people have mentioned. They will be dealt with tonightI don't get this... I haven't been able to play this map yet but you noticed bugs after playing through?
I play through every change I make in my maps: moved a model? => playthrough, see if that causes problems. If it does -> fix. If it doesn't -> move along.Can't stress this enough. It is SO important to playtest your own work a LOT, and actively try to break it.
I don't get this... I haven't been able to play this map yet but you noticed bugs after playing through?
I play through every change I make in my maps: moved a model? => playthrough, see if that causes problems. If it does -> fix. If it doesn't -> move along.
Can't stress this enough. It is SO important to playtest your own work a LOT, and actively try to break it.
Quote from Fracture on April 22, 2012, 8:03 pmyeaaaaah, gonna try looking at it now. But first i will diffuse some annoyed issues that was placed.
1)
The buggy nature that chell has displayed where she moved on her own was NOT something i did. I don't even know where that is coming from. However i have actually noticed that a lot of people suffer from the controls trying to become independent in many maps by many people.2)
The laser test was meant to be harder due to the emancipation grid preventing you from seeing through a portal, If several people can solve this, then that means anyone should. It's a puzzle game for reason.3)
The floor indent where the cube button is placed is supposed to be where you can keep the balls where they wont wander into the toxic slime. It thought that was obvious, but i will look for a sign to use.4)
I have been able to portal any panel easily, but i guess results vary, I will use logics to align them perfectly5)
the area where you funnel the balls up to is supposed to be a box to hold the balls from falling off the edge into the toxic goo. it is not a wall to test with6)
The second laser and reflector cube has no recepticle to go with it, its merely for taking out the turrets. However, i guess in hindsight it is misleading. It also occurs to me that the turrets should be moveable if they do not set off the exit door when they blow up off of the trigger
yeaaaaah, gonna try looking at it now. But first i will diffuse some annoyed issues that was placed.
1)
The buggy nature that chell has displayed where she moved on her own was NOT something i did. I don't even know where that is coming from. However i have actually noticed that a lot of people suffer from the controls trying to become independent in many maps by many people.
2)
The laser test was meant to be harder due to the emancipation grid preventing you from seeing through a portal, If several people can solve this, then that means anyone should. It's a puzzle game for reason.
3)
The floor indent where the cube button is placed is supposed to be where you can keep the balls where they wont wander into the toxic slime. It thought that was obvious, but i will look for a sign to use.
4)
I have been able to portal any panel easily, but i guess results vary, I will use logics to align them perfectly
5)
the area where you funnel the balls up to is supposed to be a box to hold the balls from falling off the edge into the toxic goo. it is not a wall to test with
6)
The second laser and reflector cube has no recepticle to go with it, its merely for taking out the turrets. However, i guess in hindsight it is misleading. It also occurs to me that the turrets should be moveable if they do not set off the exit door when they blow up off of the trigger
Quote from KennKong on April 22, 2012, 11:15 pmI recorded my blind playthrough of this. It's an hour and ten minutes, although when I edited out the incredible amount of time I wasted at the end trying to get the laser into the catcher, it 's only 35 minutes.
The Boxed Arm blind playthroughembedded
[spoiler]gr6nC-7OMjA[/spoiler]
I somehow missed a trigger, because the room with the laser catcher was open even after I got the last laser cube, but when I walked by it (much) later, it closed. That's when I finally realized that the laser cube wasn't for aiming the laser at that catcher. It still wasn't obvious that I needed to [spoiler]kill all the turrets[/spoiler].I lost a sphere in the goo just because it got knocked out of my hands going up the glass ramps. I didn't bother to see if you could go in the goo to get it, because that is so very backwards. I just cheated and created a new one. I think they should respawn in their original locations if they fall in the drink.
I had every other problem that has been reported so far, so I won't repeat them. I'll hold off rating this map until you have had a chance to fix some of the bigger issues. Figuring out a way to let the player know what to do to open the exit (or changing that entirely) should be at the top of your list.
Aside from the bugs, I enjoyed the evolving puzzle. I would have preferred a much less plain environment. When you spend a lot of time in a map, you really get tired of looking at nothing. While it is well lit, it would look better if there were apparent light sources and shadows. So there's much to do to make this a great map, but I think it's worth the effort to fix it up.
I recorded my blind playthrough of this. It's an hour and ten minutes, although when I edited out the incredible amount of time I wasted at the end trying to get the laser into the catcher, it 's only 35 minutes.
The Boxed Arm blind playthroughembedded
I somehow missed a trigger, because the room with the laser catcher was open even after I got the last laser cube, but when I walked by it (much) later, it closed. That's when I finally realized that the laser cube wasn't for aiming the laser at that catcher. It still wasn't obvious that I needed to
I lost a sphere in the goo just because it got knocked out of my hands going up the glass ramps. I didn't bother to see if you could go in the goo to get it, because that is so very backwards. I just cheated and created a new one. I think they should respawn in their original locations if they fall in the drink.
I had every other problem that has been reported so far, so I won't repeat them. I'll hold off rating this map until you have had a chance to fix some of the bigger issues. Figuring out a way to let the player know what to do to open the exit (or changing that entirely) should be at the top of your list.
Aside from the bugs, I enjoyed the evolving puzzle. I would have preferred a much less plain environment. When you spend a lot of time in a map, you really get tired of looking at nothing. While it is well lit, it would look better if there were apparent light sources and shadows. So there's much to do to make this a great map, but I think it's worth the effort to fix it up.
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Quote from Fracture on April 22, 2012, 11:24 pmKennKong wrote:I recorded my blind playthrough of this. It's an hour and four minutes, although if I edited out the incredible amount of time I wasted at the end trying to get the laser into the catcher, it would be much shorter. I will post it if you really want me to.I somehow missed a trigger, because the room with the laser catcher was open even after I got the last laser cube, but when I walked by it (much) later, it closed. That's when I finally realized that the laser cube wasn't for aiming the laser at that catcher. It still wasn't obvious that I needed to [spoiler]kill all the turrets[/spoiler].
I lost a sphere in the goo just because it got knocked out of my hands going up the glass ramps. I didn't bother to see if you could go in the goo to get it, because that is so very backwards. I just cheated and created a new one. I think they should respawn in their original locations if they fall in the drink.
I had every other problem that has been reported so far, so I won't repeat them. I'll hold off rating this map until you have had a chance to fix some of the bigger issues. Figuring out a way to let the player know what to do to open the exit (or changing that entirely) should be at the top of your list.
Aside from the bugs, I enjoyed the evolving puzzle. I would have preferred a much less plain environment. When you spend a lot of time in a map, you really get tired of looking at nothing. While it is well lit, it would look better if there were apparent light sources and shadows. So there's much to do to make this a great map, but I think it's worth the effort to fix it up.
They DO respawn.
The other laser room opens when you spawn the second reflector cube, it's there so you don't have to jump down to portal the other laser into the roof.
Several textures will be changed, did anyone even notice the NPCs at all. Not a single comment filed
I somehow missed a trigger, because the room with the laser catcher was open even after I got the last laser cube, but when I walked by it (much) later, it closed. That's when I finally realized that the laser cube wasn't for aiming the laser at that catcher. It still wasn't obvious that I needed to
I lost a sphere in the goo just because it got knocked out of my hands going up the glass ramps. I didn't bother to see if you could go in the goo to get it, because that is so very backwards. I just cheated and created a new one. I think they should respawn in their original locations if they fall in the drink.
I had every other problem that has been reported so far, so I won't repeat them. I'll hold off rating this map until you have had a chance to fix some of the bigger issues. Figuring out a way to let the player know what to do to open the exit (or changing that entirely) should be at the top of your list.
Aside from the bugs, I enjoyed the evolving puzzle. I would have preferred a much less plain environment. When you spend a lot of time in a map, you really get tired of looking at nothing. While it is well lit, it would look better if there were apparent light sources and shadows. So there's much to do to make this a great map, but I think it's worth the effort to fix it up.
They DO respawn.
The other laser room opens when you spawn the second reflector cube, it's there so you don't have to jump down to portal the other laser into the roof.
Several textures will be changed, did anyone even notice the NPCs at all. Not a single comment filed
Quote from El Farmerino on April 22, 2012, 11:45 pmBalls respawned fine for me, though maybe it could have been clearer that that would happen (not sure if you have space for dropper models in there).
I personally really like the style as it is - somewhat unique and the plainness of the visuals makes a nice juxtaposition to the complexity of the structure. And I did notice the NPCs - as I said in the very first response, nice cameos!
Balls respawned fine for me, though maybe it could have been clearer that that would happen (not sure if you have space for dropper models in there).
I personally really like the style as it is - somewhat unique and the plainness of the visuals makes a nice juxtaposition to the complexity of the structure. And I did notice the NPCs - as I said in the very first response, nice cameos!
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