Please or Register to create posts and topics.

[SP] Water Temple

Page 1 of 2Next

This is a full scale recreation of the Legend of Zelda: Ocarina of Time Water Temple dungeon. You can find my first installment of the series here: Forest Temple

I sought to make the map accessible all Portal2 players, whether they've played the original OoT dungeon or not, so as long as you can think your way through some portal puzzles then you can enjoy this map -- or maybe despise it as memories of losing your way through the watery depths come rushing back.

Here's my full run through of the map. But don't watch it. At all. For any reason. Especially that reason. You know the one.
http://youtu.be/DuXDBZlWNzE

Pro tips:
- The compass's tracking abilities can be deterred by forces of great evil. Specifically, the compass will point to the first 4 keys, then stop working until the evils of the world are vanquished. Then the compass will function once again.
- The item dropper in the center room will return any destroyed cubes, reflector cubes, companion cubes, or compasses

File Name: sp_WaterTemple.zip
File Size: 43.32 MiB
Click here to download Water Temple

Known Issues:
-

Spoiler
The Dark Chell spawning mechanism is not perfect; there may be circumstances in which she spawns in an unattackable position, or doesn't spawn at all. These situations are rare, and only during combat; the initial spawn before combat starts is working as intended. If something goes wrong once the fight has started, load the last saved point

- Some vacuum tubes' particles stop working after dying or reloading the map. The actual cube suction still works as intended

Wow. Just wow. As a an old time Zelda fan, I am absolutely stunned to see a recreation of the magnificent Water Temple for portal. Not only that, but the puzzles are amazing too. They're not incredibly hard, but they're not too easy either, which is perfect. My favorite just so happens to be

Spoiler
the 4 funnels creating a water current
. You really thought this all out well. My hat off to you. I still haven't finished the map; I'm stuck in the room with the
Spoiler
rising and falling serpent heads with the laser
, but I just had to log in and post this comment.

My only issue would have to be the scattered misalignment of textures here and there. That, and the fizzlers look kind of funky. But other than that, you have succeeded in inundating me with copious amounts of nostalgia. I can't wait to try your Forest Temple too. Keep it up!

Interesting map so far. I've come till the point where I had ** button pressed. I'll continue later :)
So far it's an interesting puzzle. My only complaint at the moment are the misaligned textures indeed.

Wow, I'm pretty stuck.. I missed one cube.. somehow... missed cube 2.. Pretty sure where it is, just not how to get to it.

Spoiler
Get the push pull idea but fizzlers are in way to make it work.
Was able to get into room with hill and faithplates without a noclip. doesn't really help because dropper and door are disabled. Im sure being familiar with zelda would help, but I'm not. Hmmmmmm

Quote:
misaligned textures

I'm not gonna lie, I get bored with aesthetics pretty quickly, I'm a function > form kind of guy. But I'll try to look the textures over again and align what needs alignment

If you don't really like to spend much time and do not care about getting the textures perfect, at least follow this advise in order to align your textures quickly :thumbup:

Other than the misaligning textures, this map is really interesting. I'm not done yet though.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Just got past Dark Chell... Actually I was curious as to how you'd pull off representing that part, but now all my doubts have been dispelled. Everything before that was fine, the fizzler room with the lasers was good, but the dark Chell miniboss was absolutely superb, both technically and gameplay-wise.

I personally found it more entertaining than any boss-fights I had encountered in Portal 2. Very, very well thought out sir...

Like your first map, this one was very imaginative with great puzzles, most of them involving mechanics I've never seen before. I thought the puzzles in this map were better than in the previous map -- there wasn't a weak one in the bunch. I came across only a couple of small problems. The flip panel door in the room with the conveyor belt never opened when I portaled the laser into the catcher (or, if it did, it opened for only a very short time), so I noclipped past that. The boss fight I felt went on too long and it was a complete mystery to me what I did to end it. I think part of the problem was that it spawned on an unportable surface and only moved once the entire time, unlike in your video. I reloaded from a previous pre-spawn save as you explained, but it happened that way three times -- maybe it was the save. I never found a use for the compass. Since I don't know the game this is based on, maybe you can explain its purpose. I noticed you never used it in your walkthrough. Like I said, these are all pretty minor things, I had a lot of fun playing this.

RogerL wrote:
(or, if it did, it opened for only a very short time)

Well in a way, it's only open as long as the laser catcher is powered

Quote:
part of the problem was that it spawned on an unportable surface

Yeah, that's a problem. I sort of mashed together a spawn location checker that doesn't always seem to work the way i want to; problems are most likely to occur when you've damaged her and then turn your back towards the little middle island or either of the two doors. Basically it tries to spawn dark chell there, but then sees that its an invalid area, at which point it should stop and spawn her in the middle, like the initial spawn. But sometimes it doesnt register as a bad location, so you either get her in an unportalable spot, or, on occasion, you'll get 2 spawns, and 2 dark chells, both shooting bombs at your face. I don't have a fix for this in mind yet, but basically be careful about it. Or, if you find her spawned in a bad spot you could enter this into the console:
ent_fire darklink_damage trigger

[quote]I never found a use for the compass.[quote]
Well then you're a skilled adventurer for not needing it! What it does is point in the direction of the the first key that you haven't found yet. So if you can find all the keys by yourself, you don't need the compass. I don't want to show everything in my runthroughs because I like to leave some discovery open to the players

Page 1 of 2Next