[SP] Vertical Reach
Quote from Lostprophetpunk on July 29, 2011, 8:48 am### Reached over 1,000 downloads. Thank you! ###
This is a medium difficulty map, with a few little surprises.
If you would like to know how to install the map, visit the link
below...
mapping-help/playing-portal-2-
custom-maps-t4076.html
This is [v1.4] of the map.
Thanks to msleeper for the elevator transition instance
### Previous Bugs ###
v1.0
- Could get stuck in third roomv1.1
- Weird reflections in toxic water
- Cube would sometimes not fall on the button when thrown
- Cube would sometimes not fall on ariel faith plate
- Laser could be shot from wall straight into the laser catcherv1.2
- Fizzler was at eye level, making it hard to see
- Lighting in elevators was to a poor standard
- Not enough indicators to show what things do
- The third chamber solution was a little too easy
- Exit door didn't closev1.3
- Intended solution to the third chamber could be bypassedI hope you enjoy it. =]
My username for Thinking With Portals is Lostprophetpunk if you want
to get in touch.
File Name: sp_Vertical_Reach[1.4].rar
File Size: 2.88 MiB
Click here to download Vertical Reach
### Reached over 1,000 downloads. Thank you! ###
This is a medium difficulty map, with a few little surprises.
If you would like to know how to install the map, visit the link
below...
mapping-help/playing-portal-2-
custom-maps-t4076.html
This is [v1.4] of the map.
Thanks to msleeper for the elevator transition instance
### Previous Bugs ###
v1.0
- Could get stuck in third room
v1.1
- Weird reflections in toxic water
- Cube would sometimes not fall on the button when thrown
- Cube would sometimes not fall on ariel faith plate
- Laser could be shot from wall straight into the laser catcher
v1.2
- Fizzler was at eye level, making it hard to see
- Lighting in elevators was to a poor standard
- Not enough indicators to show what things do
- The third chamber solution was a little too easy
- Exit door didn't close
v1.3
- Intended solution to the third chamber could be bypassed
I hope you enjoy it. =]
My username for Thinking With Portals is Lostprophetpunk if you want
to get in touch.
File Name: sp_Vertical_Reach[1.4].rar
File Size: 2.88 MiB
Click here to download Vertical Reach
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from xdiesp on July 29, 2011, 10:21 amThree honest microchambers, unspecial but working: wall detail is there (some lights?), floor could have used a bit more love to break with all that flat gray. You might try and have them all in the same place, or at least parallel with 3 cube-keys for a hub.
A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Three honest microchambers, unspecial but working: wall detail is there (some lights?), floor could have used a bit more love to break with all that flat gray. You might try and have them all in the same place, or at least parallel with 3 cube-keys for a hub.
A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Quote from Lostprophetpunk on July 29, 2011, 10:33 amxdiesp wrote:Three honest microchambers, unspecial but working: wall detail is there (some lights?), floor could have used a bit more love to break with all that flat gray. You might try and have them all in the same place, or at least parallel with 3 cube-keys for a hub.A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Thanks for you feedback. I will work on the details later.
For the glitch in CH2, I have no idea on how to fix that. In CH3, whilst testing, the cube for me only missed once every 20 goes, but I will look to fix it.
A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Thanks for you feedback. I will work on the details later.
For the glitch in CH2, I have no idea on how to fix that. In CH3, whilst testing, the cube for me only missed once every 20 goes, but I will look to fix it.
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from NuclearDuckie on July 29, 2011, 10:35 amYou can still get stuck in chamber 3. The portal surface next to the button wouldn't accept a portal for me. Also, yes, the cube simply dropped next to the faith plate, and in chamber 2 - was I supposed to have the laser hit the receptor at a 90 degree angle? Seems like an exploit of the fact lasers in the game bend to line up with receptors when they go through portals.
There were some glitches with the sound design; namely, when I stood outside a portal (in chamber 2), the game seemed to think I was in two places at once, and started playing the noise made by an excursion funnel really loudly when I was in fact nowhere near it.
You can still get stuck in chamber 3. The portal surface next to the button wouldn't accept a portal for me. Also, yes, the cube simply dropped next to the faith plate, and in chamber 2 - was I supposed to have the laser hit the receptor at a 90 degree angle? Seems like an exploit of the fact lasers in the game bend to line up with receptors when they go through portals.
There were some glitches with the sound design; namely, when I stood outside a portal (in chamber 2), the game seemed to think I was in two places at once, and started playing the noise made by an excursion funnel really loudly when I was in fact nowhere near it.
Quote from ForbiddenDonut on July 29, 2011, 10:49 amThree simplistic chambers that revolve around single puzzle solutions.
Chamber one was a little bland, but nicely refined and clean. The puzzle is extremely easy and shouldn't require anyone that has played through at least the campaign to think twice. As a side note, it might be nice to increase the length of time the gel is activated for - it took me a few presses to get the optimal amount of floorspace covered.
Chamber two is a little lackluster and, if you were to bring any of these puzzles back to the drawing board, I would say this would probably be the best contender. Also, I found a exploit when I first solved it - it should be easily fixable by moving the white space away from the corner a bit.
http://steamcommunity.com/profiles/7656 ... 9452721726 [spoiler](sorry it's hard to see there, I thought I took a better picture. As you can see from the corner of the catcher, it's lit up without using the reflection box).[/spoiler]Chamber three needs a bit more touching up, but is otherwise fine. For some reason, you cannot portal the wall next to the button, in which, if you were like me, and went to go investigate the button area yourself, had to noclip out. [spoiler]Catching the box and setting up the reflective box angles were an interesting touch, however.[/spoiler]
All in all, you could spice up your puzzle elements and complicate a bit more of your game architecture, but overall, you're improving as a mapper Lostprophetpunk. Good work.
Three simplistic chambers that revolve around single puzzle solutions.
Chamber one was a little bland, but nicely refined and clean. The puzzle is extremely easy and shouldn't require anyone that has played through at least the campaign to think twice. As a side note, it might be nice to increase the length of time the gel is activated for - it took me a few presses to get the optimal amount of floorspace covered.
Chamber two is a little lackluster and, if you were to bring any of these puzzles back to the drawing board, I would say this would probably be the best contender. Also, I found a exploit when I first solved it - it should be easily fixable by moving the white space away from the corner a bit.
http://steamcommunity.com/profiles/7656 ... 9452721726
Chamber three needs a bit more touching up, but is otherwise fine. For some reason, you cannot portal the wall next to the button, in which, if you were like me, and went to go investigate the button area yourself, had to noclip out.
All in all, you could spice up your puzzle elements and complicate a bit more of your game architecture, but overall, you're improving as a mapper Lostprophetpunk. Good work.
Quote from Lostprophetpunk on July 30, 2011, 1:33 pmxdiesp wrote:Three honest microchambers, unspecial but working: wall detail is there (some lights?), floor could have used a bit more love to break with all that flat gray. You might try and have them all in the same place, or at least parallel with 3 cube-keys for a hub.A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Everything via the 3 cube-key idea, and also the black portal with items floating, is fixed.
ForbiddenDonut wrote:Chamber two is a little lackluster and, if you were to bring any of these puzzles back to the drawing board, I would say this would probably be the best contender. Also, I found a exploit when I first solved it - it should be easily fixable by moving the white space away from the corner a bit.
http://steamcommunity.com/profiles/7656 ... 9452721726 [spoiler](sorry it's hard to see there, I thought I took a better picture. As you can see from the corner of the catcher, it's lit up without using the reflection box).[/spoiler]Chamber three needs a bit more touching up, but is otherwise fine. For some reason, you cannot portal the wall next to the button, in which, if you were like me, and went to go investigate the button area yourself, had to noclip out.
Both of those bugs/exploits are fixed.
NuclearDuckie wrote:There were some glitches with the sound design; namely, when I stood outside a portal (in chamber 2), the game seemed to think I was in two places at once, and started playing the noise made by an excursion funnel really loudly when I was in fact nowhere near it.That I still have no idea on how to fix. As I use an entity for the excursion funnel which emits the sound automatically.
Hope you all enjoy the update. =]
A couple of glitches: in CH2, I placed portals far away to shoot the laser through but the inside was all black with items floating; in CH3, the cube dropper wasn't dropping on the catapult - which made the puzzle a matter of seconds.
Everything via the 3 cube-key idea, and also the black portal with items floating, is fixed.
http://steamcommunity.com/profiles/7656 ... 9452721726
Chamber three needs a bit more touching up, but is otherwise fine. For some reason, you cannot portal the wall next to the button, in which, if you were like me, and went to go investigate the button area yourself, had to noclip out.
Both of those bugs/exploits are fixed.
That I still have no idea on how to fix. As I use an entity for the excursion funnel which emits the sound automatically.
Hope you all enjoy the update. =]
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from xdiesp on July 30, 2011, 1:49 pmLostprophetpunk, I checked the version which is up now: the pit in the first room has a nodraw surface, there are no cubemaps and the ring floor around the exit elevator is pitch black.
Lostprophetpunk, I checked the version which is up now: the pit in the first room has a nodraw surface, there are no cubemaps and the ring floor around the exit elevator is pitch black.
Quote from Lostprophetpunk on July 30, 2011, 2:00 pmxdiesp wrote:Lostprophetpunk, I checked the version which is up now: the pit in the first room has a nodraw surface, there are no cubemaps and the ring floor around the exit elevator is pitch black.Fixed the nodraw surface. I have no idea about the pitch black floor in the exit elevator, as the lighting is the same for the entrance. I played around with the lighting but couldn't get it any different.
There are cubemaps in the level, but I thought they were built automatically when the level is compiled?
Fixed the nodraw surface. I have no idea about the pitch black floor in the exit elevator, as the lighting is the same for the entrance. I played around with the lighting but couldn't get it any different.
There are cubemaps in the level, but I thought they were built automatically when the level is compiled?
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from Rubrica on July 30, 2011, 2:08 pmNope; you have to type buildcubemaps in the console. You just domit in both HDR and LDR if you've compiled in both modes.
Nope; you have to type buildcubemaps in the console. You just domit in both HDR and LDR if you've compiled in both modes.
Quote from Lostprophetpunk on July 30, 2011, 2:10 pmRubrica wrote:Nope; you have to type buildcubemaps in the console. You just domit in both HDR and LDR if you've compiled in both modes.So how would I would build the cubemaps? As if you say in the console...what would I use to do the command in the console?
I'm so confused...
So how would I would build the cubemaps? As if you say in the console...what would I use to do the command in the console?
I'm so confused...
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
