[SP] White Room (reMiX by josepezdj)

Quote from josepezdj on August 5, 2013, 8:17 pmDescription
A HARD difficulty map in the destroyed/overgrown theme based in a couple of interesting (and hopefully new) mechanics involving only one funnel and one cube, and the twisted sequence behind a series of buttons that will lead you to open the exit door...
This is a remix of [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2673]Toncica's "White Room"[/url] awesome map. I like to use the concept of 'remix' specifically and not 'remake' when the whole idea behind the map is to make possible new mechanics that came to my mind while solving the puzzles in the original map... the same that happened to me with Da-Mask: Chander's Test 12 remix... So even though the structure of the map reminds to the original one, the puzzles in this one goes a bit further, making use of the same elements but in a different way, plus some extra stuff
Taking the chance I decided to make this remix, I tried a more Portal2-ish aesthetics approach this time instead of my personal style, so I opted for the destructed/overgrown theme, because apart from being one the themes I like most, for some places it allowed me to cut possible exploits easily by destroying some bits to avoid portal placement
Overall because my personal challenge for the remix was to keep Toncica's initial idea and spirit of his map by making a "white-only" room avoiding the usage of black tiles... Just like Toncica described his map:
"This is a test in a white room, hence the name of the test, derived from the color - which is white."
To be completely honest, even though I'm satisfied with the final product and both versions are veeery different, but I still prefer Toncica's original map's twisted simplicity and elegance, thanks for creating mate!
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Screenshots
[url=http://postimg.org/image/5usl9tjkz/][img]http://s21.postimg.org/5usl9tjkz/2013_08_03_00010.jpg[/img][/url][url=http://postimg.org/image/yk18hv2hv/][img]http://s21.postimg.org/yk18hv2hv/2013_08_04_00007.jpg[/img][/url][url=http://postimg.org/image/s5buw1rhf/][img]http://s21.postimg.org/s5buw1rhf/2013_08_06_00001.jpg[/img][/url][url=http://postimg.org/image/8abklbr6r/][img]http://s21.postimg.org/8abklbr6r/2013_08_04_00014.jpg[/img][/url][url=http://postimg.org/image/ixeki8e3n/][img]http://s21.postimg.org/ixeki8e3n/2013_08_06_00002.jpg[/img][/url][url=http://postimg.org/image/7kxdmpg0z/][img]http://s21.postimg.org/7kxdmpg0z/2013_08_04_00029.jpg[/img][/url][url=http://postimg.org/image/4rzkoxqar/][img]http://s21.postimg.org/4rzkoxqar/2013_08_04_00010.jpg[/img][/url]
Solution Video
solution to main map / no easter egg
[spoiler]nqFOM0VhS6k[/spoiler]
easter egg solution
[spoiler]EPoygk9X3jg[/spoiler]Thanks
- First of all, big thanks to my projects mate [url=http://forums.thinking.withportals.com/member/vanessa/]Vanessa[/url] as usual, for being there everytime I need to ask her for a favour and for helping me with custom textures for this map, but specially for beta-testing it even being a portal beginner!
- Thanks to my dear friend Greykarel for beta-testing and helping me improve it!![]()
- Thanks as well to Fluppy for his continuous support (and awesome sense of humor) and for beta-testing as well
![]()
- Thanks to LoneWolf2056 and Jack Dawson for beta-testing and for helping me on nitpicking
- Many thanks to TWP as usual for being my main mapping teacher :pCredits
- Omnicoder for his great [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=514]Chamber Signmaker[/url] that allowed me to create the basic background of the entry testchamber lightboard and then customize it.
- Komaock again for his awesome skybox textures.
- Daveastation for letting me use the amazing [url=http://daveastation.deviantart.com/art/Chell-from-Portal-348485800]drawing of Chell[/url] upon one of Nekostars' photographs for the 2011 Fan Expo called [url=http://nekostars.deviantart.com/art/Exile-Vilify-255471012]Exile Vilify[/url].
- Intro song by josepezdj (created on Reason 5.0)Save
There are a few checkpoints already present in the map that I set up automatically to save the game. A on-screen message will pop up to let you know the game was saved. And for your information, I made it so the map is always saved in a file called white01.
For those who still doesn't know, you can save your progress while playing any map by entering in the developer console the command save followed by the name you want to give the file; in this map that's: save white01 ... This way, even though the map needs to be played via the workshop, you can have your progress stored for a later resume without the fear to lose it by hitting F6 (quick save) while playing any other workshop map
Whenever you need to load any saved game, just use the console command load followed by the name you gave the file, that's all. Therefore, any time after seeing the message "Game Saved" on screen while playing this map, you can use the following command to load your progress from that point on: load white01
Changelog (section dedicated to my good friend Shakky)
![]()
- 2013/08/05 - First release v1.0
- 2013/08/06 - v1.1 - Fixes for minor bugs
- 2013/08/07 - v1.2 - Prevented Shakky's unintended solution and cut some ways in order to force/polish the intended solution (thanks to Toncica's video)
- 2013/08/11 - v1.3 - Prevented the maneuver near the panel where the funnel ends that allowed to stay up there waiting...
Description
A HARD difficulty map in the destroyed/overgrown theme based in a couple of interesting (and hopefully new) mechanics involving only one funnel and one cube, and the twisted sequence behind a series of buttons that will lead you to open the exit door...
This is a remix of [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2673]Toncica's "White Room"[/url] awesome map. I like to use the concept of 'remix' specifically and not 'remake' when the whole idea behind the map is to make possible new mechanics that came to my mind while solving the puzzles in the original map... the same that happened to me with Da-Mask: Chander's Test 12 remix... So even though the structure of the map reminds to the original one, the puzzles in this one goes a bit further, making use of the same elements but in a different way, plus some extra stuff
Taking the chance I decided to make this remix, I tried a more Portal2-ish aesthetics approach this time instead of my personal style, so I opted for the destructed/overgrown theme, because apart from being one the themes I like most, for some places it allowed me to cut possible exploits easily by destroying some bits to avoid portal placement Overall because my personal challenge for the remix was to keep Toncica's initial idea and spirit of his map by making a "white-only" room avoiding the usage of black tiles... Just like Toncica described his map:
"This is a test in a white room, hence the name of the test, derived from the color - which is white."
To be completely honest, even though I'm satisfied with the final product and both versions are veeery different, but I still prefer Toncica's original map's twisted simplicity and elegance, thanks for creating mate!
Screenshots
[url=http://postimg.org/image/5usl9tjkz/][img]http://s21.postimg.org/5usl9tjkz/2013_08_03_00010.jpg[/img][/url][url=http://postimg.org/image/yk18hv2hv/][img]http://s21.postimg.org/yk18hv2hv/2013_08_04_00007.jpg[/img][/url][url=http://postimg.org/image/s5buw1rhf/][img]http://s21.postimg.org/s5buw1rhf/2013_08_06_00001.jpg[/img][/url][url=http://postimg.org/image/8abklbr6r/][img]http://s21.postimg.org/8abklbr6r/2013_08_04_00014.jpg[/img][/url][url=http://postimg.org/image/ixeki8e3n/][img]http://s21.postimg.org/ixeki8e3n/2013_08_06_00002.jpg[/img][/url][url=http://postimg.org/image/7kxdmpg0z/][img]http://s21.postimg.org/7kxdmpg0z/2013_08_04_00029.jpg[/img][/url][url=http://postimg.org/image/4rzkoxqar/][img]http://s21.postimg.org/4rzkoxqar/2013_08_04_00010.jpg[/img][/url]
Solution Video
solution to main map / no easter egg
easter egg solution
Thanks
- First of all, big thanks to my projects mate [url=http://forums.thinking.withportals.com/member/vanessa/]Vanessa[/url] as usual, for being there everytime I need to ask her for a favour and for helping me with custom textures for this map, but specially for beta-testing it even being a portal beginner!
- Thanks to my dear friend Greykarel for beta-testing and helping me improve it!
- Thanks as well to Fluppy for his continuous support (and awesome sense of humor ) and for beta-testing as well
- Thanks to LoneWolf2056 and Jack Dawson for beta-testing and for helping me on nitpicking
- Many thanks to TWP as usual for being my main mapping teacher :p
Credits
- Omnicoder for his great [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=514]Chamber Signmaker[/url] that allowed me to create the basic background of the entry testchamber lightboard and then customize it.
- Komaock again for his awesome skybox textures.
- Daveastation for letting me use the amazing [url=http://daveastation.deviantart.com/art/Chell-from-Portal-348485800]drawing of Chell[/url] upon one of Nekostars' photographs for the 2011 Fan Expo called [url=http://nekostars.deviantart.com/art/Exile-Vilify-255471012]Exile Vilify[/url].
- Intro song by josepezdj (created on Reason 5.0)
Save
There are a few checkpoints already present in the map that I set up automatically to save the game. A on-screen message will pop up to let you know the game was saved. And for your information, I made it so the map is always saved in a file called white01.
For those who still doesn't know, you can save your progress while playing any map by entering in the developer console the command save followed by the name you want to give the file; in this map that's: save white01 ... This way, even though the map needs to be played via the workshop, you can have your progress stored for a later resume without the fear to lose it by hitting F6 (quick save) while playing any other workshop map
Whenever you need to load any saved game, just use the console command load followed by the name you gave the file, that's all. Therefore, any time after seeing the message "Game Saved" on screen while playing this map, you can use the following command to load your progress from that point on: load white01
Changelog (section dedicated to my good friend Shakky)
- 2013/08/05 - First release v1.0
- 2013/08/06 - v1.1 - Fixes for minor bugs
- 2013/08/07 - v1.2 - Prevented Shakky's unintended solution and cut some ways in order to force/polish the intended solution (thanks to Toncica's video)
- 2013/08/11 - v1.3 - Prevented the maneuver near the panel where the funnel ends that allowed to stay up there waiting...
Quote from vanessa on August 6, 2013, 12:20 amhahaha, finally! I wanted to be the first to congratulate you!
![]()
Enjoy it! and .... continue? >. <
hahaha, finally! I wanted to be the first to congratulate you!
Enjoy it! and .... continue? >. <
Quote from RubbishyUsername on August 6, 2013, 8:56 amCan we expect to see a workshop version shortly? I can't wait to play this yet for me extracting a 7zip is a lot of work on this computer. Looks awesome!
Can we expect to see a workshop version shortly? I can't wait to play this yet for me extracting a 7zip is a lot of work on this computer. Looks awesome!


Quote from josepezdj on August 6, 2013, 9:35 amWell, the workshop is buggy lately and it's not possible to upload any map to it because it keeps failing to publish
I'm trying to hack that atm but I'm not sure if I wil get too far >.<. Do not hesitate to let me know what other zipped format you can open and I'll just post a new file here
Well, the workshop is buggy lately and it's not possible to upload any map to it because it keeps failing to publish I'm trying to hack that atm but I'm not sure if I wil get too far >.<. Do not hesitate to let me know what other zipped format you can open and I'll just post a new file here
Quote from srs bsnss on August 6, 2013, 10:32 amWow, what a fantastic map - I'll be disappointed if this doesn't get a spotlight.
Visually unbelievable, so pretty to look at. Unfortunately I'm out of my depth when it comes to puzzles of such difficulty, so I barely got to the laser field part before it became too difficult for me - but that's not a bad thing! I'm just not very good at solving tests
![]()
5/5, Excellent
Wow, what a fantastic map - I'll be disappointed if this doesn't get a spotlight. Visually unbelievable, so pretty to look at. Unfortunately I'm out of my depth when it comes to puzzles of such difficulty, so I barely got to the laser field part before it became too difficult for me - but that's not a bad thing! I'm just not very good at solving tests
5/5, Excellent
Quote from El Farmerino on August 6, 2013, 11:09 amAbsolutely gorgeous map, dude - sterling work. Like srs bsnss, it's kind of kicking my arse at the moment - managed to get me and the cube in the laser area, or me and the funnel, or the funnel and the cube, but still can't get us all in there together... Still, gonna make a concerted effort to crack the bugger before I go on holiday this Friday. Thanks for the challenge!
Absolutely gorgeous map, dude - sterling work. Like srs bsnss, it's kind of kicking my arse at the moment - managed to get me and the cube in the laser area, or me and the funnel, or the funnel and the cube, but still can't get us all in there together... Still, gonna make a concerted effort to crack the bugger before I go on holiday this Friday. Thanks for the challenge!
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from RogerL on August 6, 2013, 11:34 amI came across a fatal problem with this map and managed to skip most of it. I was playing around with holding the cube against the wall button that turns off the fizzler to the exit room, and after awhile, I dropped the cube and the fizzler stayed off. A couple of quick portals and I was done.
I came across a fatal problem with this map and managed to skip most of it. I was playing around with holding the cube against the wall button that turns off the fizzler to the exit room, and after awhile, I dropped the cube and the fizzler stayed off. A couple of quick portals and I was done.

Quote from josepezdj on August 6, 2013, 12:47 pm@El and Srs bsnss: Wow thanks a lot for such those kind words!
That really cheered me up!
I'm so glad you liked and found it challenging! I'll be glad to watch what solutions you can come up with
@Roger: man, so sorry about that. What the heck? Shakky mentioned something similar regarding the other button, the front one at the wall for the exit door
I can't reproduce it myself after a damn lot of tries! I've looked into the logic_relays settings as well but I can't find anything wrong
Maybe some kind of weird overwhelming logic is messing up the I/O... dunno. I'll try erasing the relays and re-creating them hoping this could fix it somehow >.<
@El and Srs bsnss: Wow thanks a lot for such those kind words! That really cheered me up!
I'm so glad you liked and found it challenging! I'll be glad to watch what solutions you can come up with
@Roger: man, so sorry about that. What the heck? Shakky mentioned something similar regarding the other button, the front one at the wall for the exit door I can't reproduce it myself after a damn lot of tries! I've looked into the logic_relays settings as well but I can't find anything wrong
Maybe some kind of weird overwhelming logic is messing up the I/O... dunno. I'll try erasing the relays and re-creating them hoping this could fix it somehow >.<
Quote from taco on August 6, 2013, 1:18 pmRogerL wrote:I came across a fatal problem with this map and managed to skip most of it. I was playing around with holding the cube against the wall button that turns off the fizzler to the exit room, and after awhile, I dropped the cube and the fizzler stayed off. A couple of quick portals and I was done.I just had the floor button AND the button under the exit door get stuck in the activated position.
I just had the floor button AND the button under the exit door get stuck in the activated position.

Quote from josepezdj on August 6, 2013, 3:10 pmThanks Taco for pointing it out too
Ok guys, I've changed from perspective after a quick chat with Shakky and Sickle (thanks a lot guys!). I'll explain the debugging I made in order to let ppl know in the case some else faces the same issue:
logic_relays alternate settings
[spoiler]As many other mappers, I use to have a pair of logic_relays per floor_button; one is the state "ON", button pressed (opens doors, deactivates fizzlers and their props animation is set to 'close', or deactivates laserfields and such...) while the other is "OFF", button unpressed (close doors, reactivate fizzlers and their props set animation to open again, etc.). Well, I use to set up the system for example like so:Floor Button:
OnPressed > rl_on > Trigger
OnUnPressed > rl_off > TriggerRl_ON
OnTrigger > rl_off > CancelPending |delay 0.00
OnTrigger > door > Open |delay 0.05Rl_OFF
OnTrigger > rl_on > CancelPending |delay 0.00
OnTrigger > door > Close |delay 0.05Well, I'm afraid this system only works with slower players and/or computers
If you do some really quick move and whatnot you can override any ouput and the systems fails...
So this is th new approach (I hope it'll work better >.<):
Floor Button:
OnPressed > rl_on > Trigger
OnPressed > rl_off > CancelPending
OnUnPressed > rl_off > Trigger
OnUnPressed > rl_on > CancelPendingRl_ON
OnTrigger > door > Open |delay 0.05Rl_OFF
OnTrigger > door > Close |delay 0.05I do think it works better... I've tested it out and to me it seems it is working like a charm, but I wasn't able to reproduce the issues here mentioned so....[/spoiler]
Map has been updated to v1.1Please report any other bugs you find and/or other kind of feedback. Thanks!
Thanks Taco for pointing it out too
Ok guys, I've changed from perspective after a quick chat with Shakky and Sickle (thanks a lot guys!). I'll explain the debugging I made in order to let ppl know in the case some else faces the same issue:
logic_relays alternate settings
Floor Button:
OnPressed > rl_on > Trigger
OnUnPressed > rl_off > Trigger
Rl_ON
OnTrigger > rl_off > CancelPending |delay 0.00
OnTrigger > door > Open |delay 0.05
Rl_OFF
OnTrigger > rl_on > CancelPending |delay 0.00
OnTrigger > door > Close |delay 0.05
Well, I'm afraid this system only works with slower players and/or computers If you do some really quick move and whatnot you can override any ouput and the systems fails...
So this is th new approach (I hope it'll work better >.<):
Floor Button:
OnPressed > rl_on > Trigger
OnPressed > rl_off > CancelPending
OnUnPressed > rl_off > Trigger
OnUnPressed > rl_on > CancelPending
Rl_ON
OnTrigger > door > Open |delay 0.05
Rl_OFF
OnTrigger > door > Close |delay 0.05
I do think it works better... I've tested it out and to me it seems it is working like a charm, but I wasn't able to reproduce the issues here mentioned so....
Map has been updated to v1.1
Please report any other bugs you find and/or other kind of feedback. Thanks!