[SP] The Unknown V 1.3
Quote from Thursaz on May 13, 2011, 6:50 pmI agree with a few of Risu's points as well- they're points that I would concede- but I don't agree with the way it was phrased.
KLJF, regarding the companion cube- [spoiler]I tried, but I got it covered in goo and left it there. xD On a funnier note, while I was toying around with the light bridge, it managed to bounce all the way across the gap back to me anyway. I guess it didn't want to leave?[/spoiler]
I agree with a few of Risu's points as well- they're points that I would concede- but I don't agree with the way it was phrased.
KLJF, regarding the companion cube-

Quote from msleeper on May 14, 2011, 1:50 amThe map is missing cubemaps. This makes certain hallways look really flat, the broken window in the first room and all of the the Reflection Cubes very ugly, and all of the glass look very one-dimensional.
During the second half of the map after you get the Portalgun, I really like the completely stark black background the areas are in. However, doing this requires some kinda careful construction, and if you aren't then it can look very sloppy - which unfortunately, it does. Case in point, where the Repulsion Gel is, if you jump out of that ledge and down into the pit, you can see a bunch of the rest of the map. The trigger_hurt down there that kills you doesn't do it fast enough, and the env_fade should probably be faster.
Also, I really disliked all of the hidden portal cleansers and (in the spot I was just talking about) invisible portal-blocking brushes. I realize that in certain areas you can't have the player backtracking via portals, and using straight up fizzlers would ruin the [spoiler]Companion Cube mini-achievement[/spoiler], but I can't help but notice when it happened in a bad way.
All of that said, I really liked the puzzles. The light bridge section was really well done in terms of using that specific puzzle element. Same with the area right after that, with the faith plate flings; simple but really well done. However, the final laser puzzle really takes the cake. [spoiler]I love the idea of one puzzle setting up the next one, the way that you have to make the lasers point upwards so you can complete the upstairs puzzle.[/spoiler] Love that, I hope we some more of things like that in the future.
I really enjoyed the map, it needs some work and the cubemap thing is kind of a major fuck up in terms of visuals and finalizing the map. But I'm looking forward to more Portal 2 maps from you!
The map is missing cubemaps. This makes certain hallways look really flat, the broken window in the first room and all of the the Reflection Cubes very ugly, and all of the glass look very one-dimensional.
During the second half of the map after you get the Portalgun, I really like the completely stark black background the areas are in. However, doing this requires some kinda careful construction, and if you aren't then it can look very sloppy - which unfortunately, it does. Case in point, where the Repulsion Gel is, if you jump out of that ledge and down into the pit, you can see a bunch of the rest of the map. The trigger_hurt down there that kills you doesn't do it fast enough, and the env_fade should probably be faster.
Also, I really disliked all of the hidden portal cleansers and (in the spot I was just talking about) invisible portal-blocking brushes. I realize that in certain areas you can't have the player backtracking via portals, and using straight up fizzlers would ruin the
All of that said, I really liked the puzzles. The light bridge section was really well done in terms of using that specific puzzle element. Same with the area right after that, with the faith plate flings; simple but really well done. However, the final laser puzzle really takes the cake.
I really enjoyed the map, it needs some work and the cubemap thing is kind of a major fuck up in terms of visuals and finalizing the map. But I'm looking forward to more Portal 2 maps from you!
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Quote from Adair on May 14, 2011, 3:14 amHi, I did like this map at times and not so much at other times, but others have already said most of what annoys me, so I'll just say a few things that hopefully help.
[spoiler]First thing is I did manage to solve this map with no help and got the achievement for bringing the companion cube with me on my first time through, but I had to do a couple reloads to do it. Once was when the cube got covered in blue gel, and again at the very end when I realized the E-grid shuts down after you walk through it, but also the door closes so I had to reload to set the cube between the door and the grid before walking through the grid. Had to redo part of the laser puzzle because of that
[/spoiler]
[spoiler]As for the invisible portal barriers... I bet that with some creative thinking you could figure out how to make them into E-grids and still bring the cube along. For example there's the last one that destroys portals between the upper and lower laser rooms. You could make there be a grid between the rooms and off to the side of the grid make a hole only big enough for a cube to be handed through(just like getting the first lens cube out of the turret room). I think portals players would understand that and enjoy the puzzle more that way.
There's also the invisible barrier between the blue goo puzzle and the light bridge puzzle. This one's a little trickier to fix. I see 3 options though. You could have a glass wall with a hole in it to place the cube through. Behind the glass wall is a conveyor belt that moves the cube from one side of the gap to the other so that once across you just get the cube from another hole in the glass. I guess that's a pretty time consuming fix. A better one is to make it so the player doesn't have a shot at the portal-able surfaces in the light bridge room, just move the whole room so it's around a corner or through a hallway. Another more difficult way to do it is make the light bridge room start as a room with no portal-able surfaces and once the player is across the gap into the room have it transform into the puzzle room the way rooms in Portal 2 sort of transform.[/spoiler]Quote:- In the laser room, the button is for if the player took all the boxes to the second floor, then went back down and the door shut behind them... (If anyone has a way to keep the button but fix this problem let me know and I will fix it, I still have know idea how)
I have no experience with making portal maps, but I know that in both Portal 1 and 2 there is a map that allows you to trap yourself and when you do the announcer tells you you've trapped yourself and opens the exit door for you. Maybe you can use that trigger in some way to keep players from getting trapped...but also not solve the puzzle for them when they do get trapped.
Hi, I did like this map at times and not so much at other times, but others have already said most of what annoys me, so I'll just say a few things that hopefully help.

There's also the invisible barrier between the blue goo puzzle and the light bridge puzzle. This one's a little trickier to fix. I see 3 options though. You could have a glass wall with a hole in it to place the cube through. Behind the glass wall is a conveyor belt that moves the cube from one side of the gap to the other so that once across you just get the cube from another hole in the glass. I guess that's a pretty time consuming fix. A better one is to make it so the player doesn't have a shot at the portal-able surfaces in the light bridge room, just move the whole room so it's around a corner or through a hallway. Another more difficult way to do it is make the light bridge room start as a room with no portal-able surfaces and once the player is across the gap into the room have it transform into the puzzle room the way rooms in Portal 2 sort of transform.

I have no experience with making portal maps, but I know that in both Portal 1 and 2 there is a map that allows you to trap yourself and when you do the announcer tells you you've trapped yourself and opens the exit door for you. Maybe you can use that trigger in some way to keep players from getting trapped...but also not solve the puzzle for them when they do get trapped.
Quote from Thursaz on May 14, 2011, 3:21 amAh, I have an alternative suggestion regarding the fizzlers that everyone dislikes. First, perhaps, have a training puzzle wherein a cube or object must be brought across a custom particle field that has the same effects as the current- invisible- portal-blocking walls. Alternatively, any sort of indicator that it's there will do. I'm not sure, given I've yet to try Portal 2 mapping.
This would allow for the use of this same field in later puzzles so people know they can bring a cube across, but that it will also stop all portals.
Granted, this is a bit much for an achievement, but I'm sure the concept could be used for other puzzles as well.
Ah, I have an alternative suggestion regarding the fizzlers that everyone dislikes. First, perhaps, have a training puzzle wherein a cube or object must be brought across a custom particle field that has the same effects as the current- invisible- portal-blocking walls. Alternatively, any sort of indicator that it's there will do. I'm not sure, given I've yet to try Portal 2 mapping.
This would allow for the use of this same field in later puzzles so people know they can bring a cube across, but that it will also stop all portals.
Granted, this is a bit much for an achievement, but I'm sure the concept could be used for other puzzles as well.
Quote from xdiesp on May 14, 2011, 9:52 amI didn't like this one... puzzles felt forced, more like exploits than solutions. Also some bugs.
I didn't like this one... puzzles felt forced, more like exploits than solutions. Also some bugs.
Quote from GLaDiator on May 14, 2011, 7:52 pmLet me start by saying, some of these comments were totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).
With that said, this map was a tad ambitious for a first map and I found myself getting frustrated with all of the backtracking required. Also, as was stated earlier a companion cube has specific meaning in this game and I too was irked that I ended up carrying that thing around for no apparent reason.
Anyway, thanks for making this. You did have some interesting ideas.
I'd be willing to give it another go after you polish it up a bit.
Let me start by saying, some of these comments were totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).
With that said, this map was a tad ambitious for a first map and I found myself getting frustrated with all of the backtracking required. Also, as was stated earlier a companion cube has specific meaning in this game and I too was irked that I ended up carrying that thing around for no apparent reason.
Anyway, thanks for making this. You did have some interesting ideas.
I'd be willing to give it another go after you polish it up a bit.

Quote from msleeper on May 14, 2011, 7:56 pmGLaDiator wrote:Let me start by saying, some of these comments are totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).I'm not sure specifically what you are referring to, but on this site we give the hard criticism. We don't sugar coat when a map has problems, and we don't congratulate anyone who can bang rocks together and call it a puzzle. This map is good but it has some flaws, and that's all anyone is really saying.
I'm not sure specifically what you are referring to, but on this site we give the hard criticism. We don't sugar coat when a map has problems, and we don't congratulate anyone who can bang rocks together and call it a puzzle. This map is good but it has some flaws, and that's all anyone is really saying.
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Quote from KLJF22 on May 14, 2011, 8:03 pmGLaDiator wrote:Let me start by saying, some of these comments were totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).Yeah, I have no problems with the comments, I know there is a lot wrong with the map, and I would prefer people telling me what they don't like then just saying everything is fine, even though it's not... But Thank you
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Yeah, I have no problems with the comments, I know there is a lot wrong with the map, and I would prefer people telling me what they don't like then just saying everything is fine, even though it's not... But Thank you .
Quote from GLaDiator on May 14, 2011, 8:06 pmFair enough, I just thought people using terms like "awful" and "retarded" were a tad harsh.
Fair enough, I just thought people using terms like "awful" and "retarded" were a tad harsh.