[SP] Vengeance
Quote from Enigmaphase on July 19, 2011, 1:01 amWell somehow I didn't play this map at all before yesterday, though I did play through earlier versions of labyrinth and suspended. I finally downloaded it last night after noticing that you had updated it; I really enjoyed this amalgamation of three very differently styled chambers.
And then, of course, I decided I had to speedrun it...
(Note: this was performed on v1.55, but this route is entirely applicable to v1.56)
Well somehow I didn't play this map at all before yesterday, though I did play through earlier versions of labyrinth and suspended. I finally downloaded it last night after noticing that you had updated it; I really enjoyed this amalgamation of three very differently styled chambers.
And then, of course, I decided I had to speedrun it...
(Note: this was performed on v1.55, but this route is entirely applicable to v1.56)
Quote from satchmo on July 19, 2011, 11:23 amWoah! (imagine me having a Keanu Reeves expression in The Matrix)
That was some speed you've got there, Enigmaphase!
I love the part where you use the two portals to [spoiler]oscillate up and down to gain momentum[/spoiler] and reach the upper level. That was brilliant.
I am not sure how much time it will save you in the last chamber, but here is an alternate way to [spoiler]put the turret in the funnel[/spoiler]: https://www.sugarsync.com/pf/D6565745_7544190_704610
It may not be faster than bunny hopping, but it's just a thought.
P.S. And yes, that was version 1.55 in the speedrun, but no matter. The only thing that's different is the funnel indicator light in the last chamber. For version 1.56, I reset it to blue at the beginning of the chamber so it looks better to match the color of the funnel when it's reversed.
Woah! (imagine me having a Keanu Reeves expression in The Matrix)
That was some speed you've got there, Enigmaphase!
I love the part where you use the two portals to
I am not sure how much time it will save you in the last chamber, but here is an alternate way to
It may not be faster than bunny hopping, but it's just a thought.
P.S. And yes, that was version 1.55 in the speedrun, but no matter. The only thing that's different is the funnel indicator light in the last chamber. For version 1.56, I reset it to blue at the beginning of the chamber so it looks better to match the color of the funnel when it's reversed.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from BlumCoLe on July 19, 2011, 3:37 pmsatchmo wrote:I love the part where you use the two portals to [spoiler]oscillate up and down to gain momentum[/spoiler] and reach the upper level. That was brilliant.
...it's not difficult to solve a map with glitches
...it's not difficult to solve a map with glitches
Quote from Enigmaphase on July 19, 2011, 5:17 pmThanks for the kind words satchmo, I'm glad you enjoyed it. I can guess what the alternate method is to get the turret into the funnel, and I think it's pretty much the same, since I throw the turret relatively high. Also I wasted maybe a half second or so in the funnel at the very end, but for some reason my computer kept lagging hardcore at that part, so I settled for that run.
BlumCoLe wrote:satchmo wrote:I love the part where you use the two portals to [spoiler]oscillate up and down to gain momentum[/spoiler] and reach the upper level. That was brilliant.
...it's not difficult to solve a map with glitches
Speedrunning is all about speed; I say it's boring (not to mention silly) to restrict yourself to the proper solution because you feel that glitching is "cheating".
Also, where are you going to draw the line? I see you wallstrafing in your videos to gain speed - what makes that acceptable in your mind but not reportaling? Also, bunnyhopping may be a widely accepted and used part of numerous fps games, but it is also an unintended product of the game engine, prevailing because it has been so heavily integrated into the gaming culture (and also perhaps because it would be difficult to fix without completely altering the player movement physics in such a way as to render prior maps obsolete) rather than because it was the original intent of the game developers.
My point is that it's a really fuzzy line, even trying to define a "no-glitch" speedrun is difficult and somewhat arbitrary. The physics of Portal 2 has many flaws - are you going to define a glitch as any exploitationg of any of these flaws. If that's your definition, I know several maps that would be entirely impossible sans "glitching"; and if not, I ask once again: where do you draw the line?
Thanks for the kind words satchmo, I'm glad you enjoyed it. I can guess what the alternate method is to get the turret into the funnel, and I think it's pretty much the same, since I throw the turret relatively high. Also I wasted maybe a half second or so in the funnel at the very end, but for some reason my computer kept lagging hardcore at that part, so I settled for that run.
...it's not difficult to solve a map with glitches
Speedrunning is all about speed; I say it's boring (not to mention silly) to restrict yourself to the proper solution because you feel that glitching is "cheating".
Also, where are you going to draw the line? I see you wallstrafing in your videos to gain speed - what makes that acceptable in your mind but not reportaling? Also, bunnyhopping may be a widely accepted and used part of numerous fps games, but it is also an unintended product of the game engine, prevailing because it has been so heavily integrated into the gaming culture (and also perhaps because it would be difficult to fix without completely altering the player movement physics in such a way as to render prior maps obsolete) rather than because it was the original intent of the game developers.
My point is that it's a really fuzzy line, even trying to define a "no-glitch" speedrun is difficult and somewhat arbitrary. The physics of Portal 2 has many flaws - are you going to define a glitch as any exploitationg of any of these flaws. If that's your definition, I know several maps that would be entirely impossible sans "glitching"; and if not, I ask once again: where do you draw the line?
Quote from satchmo on July 21, 2011, 8:59 pmVersion 1.57 released with several modifications that impact gameplay.
One element was changed to reduce the probability of the player getting lost in the labyrinth section. The other change was made to prevent the player from using portal glitches to solve the puzzle.
Enjoy!
Version 1.57 released with several modifications that impact gameplay.
One element was changed to reduce the probability of the player getting lost in the labyrinth section. The other change was made to prevent the player from using portal glitches to solve the puzzle.
Enjoy!
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from Alf666 on July 24, 2011, 7:37 pmVery nice map.
Got stuck on the last room though. Had to watch the walkthrough link you provided (it honestly never happened before. I got tempted on one or two occasions, but persisted and found the solution).
I got rid of the first two turrets (the ones on the lower level) pretty easily. My simple problem is that [spoiler]I never saw that there was a "portalable" wall behind the one closest to the entry door (maybe because of the laser field or just because I'm blind). Surprisingly, I went back to it a few seconds ago, and, once you know it's there, it's absolutely visible. Better lighting ? Food for thought ?[/spoiler]
Thanks anyways. Lots of fun.
Very nice map.
Got stuck on the last room though. Had to watch the walkthrough link you provided (it honestly never happened before. I got tempted on one or two occasions, but persisted and found the solution).
I got rid of the first two turrets (the ones on the lower level) pretty easily. My simple problem is that
Thanks anyways. Lots of fun.
Quote from satchmo on July 25, 2011, 1:59 amYou are welcome.
I think I will leave the wall as is, since the majority of playtesters noticed the wall immediately.
You are welcome.
I think I will leave the wall as is, since the majority of playtesters noticed the wall immediately.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from satchmo on August 12, 2011, 1:05 amVersion 1.58 released with enhanced lighting effect and additional eye candy.
Version 1.58 released with enhanced lighting effect and additional eye candy.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from rellikpd on August 13, 2011, 8:37 amWas a well made, and mostly fun map. A bit frustrating at times, and I found several "bugs/problems" that I will link to in a minute. I'm pretty sure I solved every puzzle in the intended solution... Except possibly the last one. [spoiler]I could not find a way to turn off the final fizzler except by using a Turret to block the laser? Is this the intended solution? If so, what do you do if you run out of lasers? :-/ Some people like fizzling/blowing up turrets just for fun?[/spoiler]
Bugs, errors, etc
[spoiler]if you do this
http://steamcommunity.com/id/rellikpd/screenshot/595819536973482922/?
Then what? Are you screwed? I looked all over for a respawned cube... Did not find one?if you do this
http://steamcommunity.com/id/rellikpd/screenshot/595819536973470056/?
fuck, am i trapped?Fizzler doesn't fizzle?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973471221/?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973472603/?This isn't really a glitch, just thought it was pretty! (but could be considered a bug/unintentional hoopla?)
http://steamcommunity.com/id/rellikpd/screenshot/595819536973473870/?[/spoiler]
Was a well made, and mostly fun map. A bit frustrating at times, and I found several "bugs/problems" that I will link to in a minute. I'm pretty sure I solved every puzzle in the intended solution... Except possibly the last one.
Bugs, errors, etc
http://steamcommunity.com/id/rellikpd/screenshot/595819536973482922/?
Then what? Are you screwed? I looked all over for a respawned cube... Did not find one?
if you do this
http://steamcommunity.com/id/rellikpd/screenshot/595819536973470056/?
fuck, am i trapped?
Fizzler doesn't fizzle?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973471221/?
http://steamcommunity.com/id/rellikpd/screenshot/595819536973472603/?
This isn't really a glitch, just thought it was pretty! (but could be considered a bug/unintentional hoopla?)
http://steamcommunity.com/id/rellikpd/screenshot/595819536973473870/?
Quote from satchmo on August 14, 2011, 9:37 amThank you very much for the feedback.
You did solve the puzzles with the intended solution. In order to prevent the situation where the player can [spoiler]run out of deactivated turrets[/spoiler], I provided four of them. If the player [spoiler]destroys all four, well then, that's where the autosave points are for[/spoiler]. I know it's not ideal to rely on these saves, but I cannot find a way to preserve the [spoiler]turrets so that they do not explode after going through a laser[/spoiler]. Trust me, I tried for weeks to find a solution around this problem, and I simply cannot.
I am aware of all the issues that you pointed out. I tried my best to address those problems, but this is the best that I can do.
I hope I made it very clear to the players that the reflective cube is very important, and one should not fizzle it for fun.
Several of the traps are intentional. If a player jumps into a toxic pool of water and dies, there really isn't much I can do about it.
The fizzler in the labyrinth section does not fizzle for a reason. It's rather easy to accidentally fizzle the cube in that tight space, and I turned off fizzling so the player would not be punished for an accidental mistake. The fizzler there is only to prevent the player from retaining portals through that area anyway. Fizzling phys objects is not important.
Yeah, I know about the pretty light bridge effect. It looks like a hall of mirrors--pretty cool.
Thank you very much for the feedback.
You did solve the puzzles with the intended solution. In order to prevent the situation where the player can
I am aware of all the issues that you pointed out. I tried my best to address those problems, but this is the best that I can do.
I hope I made it very clear to the players that the reflective cube is very important, and one should not fizzle it for fun.
Several of the traps are intentional. If a player jumps into a toxic pool of water and dies, there really isn't much I can do about it.
The fizzler in the labyrinth section does not fizzle for a reason. It's rather easy to accidentally fizzle the cube in that tight space, and I turned off fizzling so the player would not be punished for an accidental mistake. The fizzler there is only to prevent the player from retaining portals through that area anyway. Fizzling phys objects is not important.
Yeah, I know about the pretty light bridge effect. It looks like a hall of mirrors--pretty cool.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
