[SP] Workaround
Quote from josepezdj on September 1, 2011, 4:16 pmHey Jane!
Great the latest version of your map. It was already good as WIP when I tested it in the first place and posted my comments. I must point out the same "buts" as then though: you could just remove the final cube button in chamber 1 because of 2 reasons. The first one is [spoiler]that there are a couple of easy ways to finally reach the exit without the use of that button; I don't think anyone will waste one of the 2 necessary cubes in there... once you understand it's impossible to get out without one of the 2 cubes, you think of the blue gel for reaching the exit ledge; because it's impossible to place the portals letting the laser beam through diagonally so it can turn on the 2 targets, so you need both cubes for the exit door[/spoiler]. The second reason is that, after crossing the exit door, you leave with a feeling of "I think I didn't do it the intended way"... Anyway, there is an asset to you: I think that the no removal of that cube button makes the final room more challenging because it [spoiler]distracts you thinking of how to take 1 cube for that button, and use the remaining cube for bringing the laser (which is not enough)[/spoiler]. I repeat my best solution for this cube button: [spoiler]make it breakable when the player firstly use it and see the stair; you just need some sparks, a noise and a failure in the lights... This way, the player thinks of it as a tricky maneuver (like Glados' ones), and starts to think of a different and deep solution[/spoiler]
I never tested the second chamber before and I like it. Very well done in destroyed theme[spoiler](I like the way you connect both chambers with the destroyed doors and the metal stairs)[/spoiler]. Easy puzzle though... but fun [spoiler](I like the final fling... I'm a fan of fling)[/spoiler]
I've recorded a playthrough:
Thanks for mapping!
Hey Jane!
Great the latest version of your map. It was already good as WIP when I tested it in the first place and posted my comments. I must point out the same "buts" as then though: you could just remove the final cube button in chamber 1 because of 2 reasons. The first one is
I never tested the second chamber before and I like it. Very well done in destroyed theme
I've recorded a playthrough:
Thanks for mapping!
Quote from Jane_Doe on September 1, 2011, 10:19 pmThanks for the new Walkthrough josepezdj, and your supportive feedback all through my versions of this map, it's been really helpful.
I think, though, that I did actually take your advice ^.^ . [spoiler]In your walkthrough, I didn't see you try a box on that stairway button, but if you do try it, you'll see those stairs are definetely going to need working around, sparks and all![/spoiler]
Mostly though, you flew through it, and even dealt with those last 2 turrets like I'd intended - even though there's a weak spot in that bit, [spoiler](Portal2Two shows that in his last video by going in and grabbing them, when I intended them to get lasered, the way you did it - I'd need another grille in their little alcove to enforce that, I guess)[/spoiler] but then I kind of like both possible answers, so I may just leave that.
Anyhow, thanks again for such positive feedback throughout. I know some bits just don't work as part of the solution now the chamber is decayed, but I hope taking yours and others' advice has meant they're more clearly 'broken' and it's still fun.
Thanks for the new Walkthrough josepezdj, and your supportive feedback all through my versions of this map, it's been really helpful.
I think, though, that I did actually take your advice ^.^ .
Mostly though, you flew through it, and even dealt with those last 2 turrets like I'd intended - even though there's a weak spot in that bit,
Anyhow, thanks again for such positive feedback throughout. I know some bits just don't work as part of the solution now the chamber is decayed, but I hope taking yours and others' advice has meant they're more clearly 'broken' and it's still fun.
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from josepezdj on September 3, 2011, 1:45 pmDear Jane,
I feel very stupid. I didn't even try the button at all! It is great what you've done! I'm so sorry to have posted again about that without even try.
Regarding the turrets, yes I think the best would be to put some of those metal grilled boxes so they cannot be taken.
My best regards.
Dear Jane,
I feel very stupid. I didn't even try the button at all! It is great what you've done! I'm so sorry to have posted again about that without even try.

Regarding the turrets, yes I think the best would be to put some of those metal grilled boxes so they cannot be taken.
My best regards.
Quote from pfalstad on September 4, 2011, 3:51 pmGreat level! I got very confused near the end of the first part, though, and decided to watch the walkthrough. It seemed like there were too many loose ends and I didn't think I dealt with the turrets the way you're supposed to, so I thought I'd skipped some important step. The broken exit stairs had me confused as well. If I'd kept the name of the level in mind, that might have helped.
Great level! I got very confused near the end of the first part, though, and decided to watch the walkthrough. It seemed like there were too many loose ends and I didn't think I dealt with the turrets the way you're supposed to, so I thought I'd skipped some important step. The broken exit stairs had me confused as well. If I'd kept the name of the level in mind, that might have helped. ![]()
Quote from IridescentShadow on September 4, 2011, 5:14 pmOverall a very cool map; I liked the complexity of the puzzles but did encounter one issue:
If you place the portal on the target up on the wall [spoiler]when trying to put blue gel on the ledge, it paints the wall above it, and when you launch yourself through, it is impossible to go across. You bounce back every time. I've tried placing a portal just below the target, but because of the automatic positioning, anything less is too far down and will not clear the gap. Needless to say I got pissed and noclipped across there - consider replacing the wall above with a grate so the gel cannot stick.[/spoiler]
Overall a very cool map; I liked the complexity of the puzzles but did encounter one issue:
If you place the portal on the target up on the wall
Quote from Portal2Two on September 4, 2011, 6:35 pmIridescentShadow wrote:it is impossible to go across. You bounce back every time. I've tried placing a portal just below the target, but because of the automatic positioning, anything less is too far down and will not clear the gap. Needless to say I got pissed and noclipped across there - consider replacing the wall above with a grate so the gel cannot stick.With due respect to your feedback, did you try placing a portal right on the target?
With due respect to your feedback, did you try placing a portal right on the target?
Quote from Jane_Doe on September 4, 2011, 6:36 pmThanks for testing IridescentShadow, however I'm afraid I just don't see your problem.
That jump has been mentioned before, and I've looked it over literally hundreds of times - the only issue I ever had with it was occasionally clipping the portal sides and falling short into the goo (which I made the shallow part around the part-submerged slope a bit more forgiving to help with)
Other than that, I've just been back to test it yet again, as shown in this video clip:
http://www.youtube.com/watch?v=SjTX2-ip8fY
As you can see I coated the wall from top to bottom to see if that affected it - it did not.I can only guess that you're trying to steer yourself as you fall, so try not doing that - otherwise I hope that snippet is handy, and you enjoyed the majority of the map
Thanks for testing IridescentShadow, however I'm afraid I just don't see your problem.
That jump has been mentioned before, and I've looked it over literally hundreds of times - the only issue I ever had with it was occasionally clipping the portal sides and falling short into the goo (which I made the shallow part around the part-submerged slope a bit more forgiving to help with)
Other than that, I've just been back to test it yet again, as shown in this video clip:
http://www.youtube.com/watch?v=SjTX2-ip8fY
As you can see I coated the wall from top to bottom to see if that affected it - it did not.
I can only guess that you're trying to steer yourself as you fall, so try not doing that - otherwise I hope that snippet is handy, and you enjoyed the majority of the map
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from ColSarge on September 6, 2011, 10:51 pmFantastic map! 5/5, and it is every bit as good looking as the puzzles are well-thought.
Fantastic map! 5/5, and it is every bit as good looking as the puzzles are well-thought.
Quote from Portal2Two on September 7, 2011, 10:57 amChell likes it too. ; )
Chell likes it too. ; )
Quote from Djinndrache on September 22, 2011, 6:21 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:9stuJEtWMNE
(Link: http://www.youtube.com/watch?v=9stuJEtWMNE)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:
9stuJEtWMNE
(Link: http://www.youtube.com/watch?v=9stuJEtWMNE)
Also note the video description for more feedback and my signature for additional project information.
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