[SP] TunaFish
Quote from Lamb&TunaFish on June 5, 2011, 6:59 pmMy entry for the Summer Mapping Initiative, and also my first released map. It's fairly short, and not very difficult. I tried to be creative with a little "animating"... hopefully its not buggy. Leave me some helpful feedback if you can. Thanks!
Update#1: Added a Readme file
Update#2: Changed the following:
-made the final portalable wall more obvious (I hope, but please let me know if it isn't, and give me some suggestions)
-added fizzlers between the "rooms"
-removed the "evil trapdoor of death"
-added info_placement_helpers to a couple places
-added a underground soundscape
-added an explosion effect to the gantry crash animation part
Update #3 Changed the following:
-added music throughout the level
-fixed a few ways to skip over the first room
-made the turrets deadly...hate me if you want
-added an autosave right before the turrets, see above
-added more signs to the turret room to make it EVEN EASIER to figure out
Update #4
-fixed some overlays I jacked up with update #3...This will be the final update unless someone finds some substantial bugs or glitches. If you do just let me know and I can fix it.
File Name: sp_tunafish.zip
File Size: 13.36 MiB
Click here to download TunaFish
My entry for the Summer Mapping Initiative, and also my first released map. It's fairly short, and not very difficult. I tried to be creative with a little "animating"... hopefully its not buggy. Leave me some helpful feedback if you can. Thanks!
Update#1: Added a Readme file
Update#2: Changed the following:
-made the final portalable wall more obvious (I hope, but please let me know if it isn't, and give me some suggestions)
-added fizzlers between the "rooms"
-removed the "evil trapdoor of death"
-added info_placement_helpers to a couple places
-added a underground soundscape
-added an explosion effect to the gantry crash animation part
Update #3 Changed the following:
-added music throughout the level
-fixed a few ways to skip over the first room
-made the turrets deadly...hate me if you want
-added an autosave right before the turrets, see above
-added more signs to the turret room to make it EVEN EASIER to figure out
Update #4
-fixed some overlays I jacked up with update #3...
This will be the final update unless someone finds some substantial bugs or glitches. If you do just let me know and I can fix it.
File Name: sp_tunafish.zip
File Size: 13.36 MiB
Click here to download TunaFish
Quote from Skunkrocker on June 6, 2011, 12:10 pmSolution, please. So far I'm stuck in a room with absolutely no way out and even noclipping I can't find out what the hell you were thinking when you built this "puzzle".
Solution, please. So far I'm stuck in a room with absolutely no way out and even noclipping I can't find out what the hell you were thinking when you built this "puzzle".
Quote from Skunkrocker on June 6, 2011, 12:18 pmOkay, I found out through noclipping. First off that turret puzzle is a bitch and I'm not sure how you complete it normally, but I bulldozed my way through with the cube. Second, after giving up and noclipping to discover how to get out, I must tell you the final portal surface is impossible to see. Even if you look up, which normally you wouldn't do in that cramped airduct space, you still can't see it. You have to be at a percise angle. I'd fix those two problems if I were you.
Okay, I found out through noclipping. First off that turret puzzle is a bitch and I'm not sure how you complete it normally, but I bulldozed my way through with the cube. Second, after giving up and noclipping to discover how to get out, I must tell you the final portal surface is impossible to see. Even if you look up, which normally you wouldn't do in that cramped airduct space, you still can't see it. You have to be at a percise angle. I'd fix those two problems if I were you.
Quote from Lamb&TunaFish on June 6, 2011, 12:48 pmThanks for the feedback. People seeing the final wall there was a concern of mine and I'll make it more obvious and post an update here today.
As far as the turret room...
Hint: It is kind of similar to the red racer coop level if you have played that one.
Solution:[spoiler]You need to put the cube on the right pedestal, line it up with one of the red X's on the wall, hit the button, then while it is in flight place a portal to send a laser to it, killing one of the turrets. You'll have to be quick with the portal, and may not get it right away, but its very doable. Repeat for turret two with the other x.[/spoiler]
Let me know if this doesn't work, or if there are other issues. I'm also adding the underground soundscape, info_placement_helpers on a couple spots and making the gantry crash part have a little more effects to it.
Thanks for the feedback. People seeing the final wall there was a concern of mine and I'll make it more obvious and post an update here today.
As far as the turret room...
Hint: It is kind of similar to the red racer coop level if you have played that one.
Solution:
Let me know if this doesn't work, or if there are other issues. I'm also adding the underground soundscape, info_placement_helpers on a couple spots and making the gantry crash part have a little more effects to it.
Quote from xdiesp on June 6, 2011, 2:52 pmSketchy structures and limited variety brake harshly on the general charme, but what you will miss most is any assistance to point you in the right direction. First the map kills you for stepping on hidden trap floor, then leaves you in the wild blue yonder to literally spot the only white wall left in the entire chamber.
But that one animated sequences is cool.
Sketchy structures and limited variety brake harshly on the general charme, but what you will miss most is any assistance to point you in the right direction. First the map kills you for stepping on hidden trap floor, then leaves you in the wild blue yonder to literally spot the only white wall left in the entire chamber.
But that one animated sequences is cool.
Quote from Lamb&TunaFish on June 6, 2011, 5:10 pmThanks for the comment, I've uploaded a newer version. Tried to make that last wall more obvious...and got rid of the trap floor in favor of a fizzler. More humane, or so I'm told. GLaDOS would NOT approve...
Thanks for the comment, I've uploaded a newer version. Tried to make that last wall more obvious...and got rid of the trap floor in favor of a fizzler. More humane, or so I'm told. GLaDOS would NOT approve...
Quote from Djinndrache on June 14, 2011, 9:39 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:IopJX_AwXRU
(Link: http://www.youtube.com/watch?v=IopJX_AwXRU)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:
IopJX_AwXRU
(Link: http://www.youtube.com/watch?v=IopJX_AwXRU)
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 Lamb&TunaFish on June 16, 2011, 11:30 amThanks for playing Djinndrache! Didn't notice that you could jump on top of the button in the first room, makes the first part a little easier. I guess you downloaded the map before I updated it; I made it much easier to see the last wall by the turrets.
I also just noticed that in my haste to get the updated version on here at 11:45 the night of the contest I had forgotten to run buildcubemaps on the final bsp. As far as I can tell the only surface that REALLY suffers is the refracto-cube so if that bothers you just type "buildcubemaps" in console after the map loads, sorry about that.
Thanks for playing Djinndrache! Didn't notice that you could jump on top of the button in the first room, makes the first part a little easier. I guess you downloaded the map before I updated it; I made it much easier to see the last wall by the turrets.
I also just noticed that in my haste to get the updated version on here at 11:45 the night of the contest I had forgotten to run buildcubemaps on the final bsp. As far as I can tell the only surface that REALLY suffers is the refracto-cube so if that bothers you just type "buildcubemaps" in console after the map loads, sorry about that.
Quote from fermat8 on June 20, 2011, 3:15 pmFantastic map. I thought it actually did a nice job of "pointing you in the right direction", and I really enjoyed the look and the animation. The [spoiler]red x's[/spoiler] were brilliant.
Fantastic map. I thought it actually did a nice job of "pointing you in the right direction", and I really enjoyed the look and the animation. The
Quote from lifeson99 on July 8, 2011, 3:36 pmWhy were the Red X's brilliant ?
I no-clipped for 20 minutes and finally gave up.
There was no Exit.Of course - now I see there is from the Video.
Why were the Red X's brilliant ?
I no-clipped for 20 minutes and finally gave up.
There was no Exit.
Of course - now I see there is from the Video.
