The Corrupted
Quote from Pitkakorvaa on August 5, 2012, 3:58 pm!! Winner of the ThinkingWithPortals.com contest - 2012 !!
- It seems like you have lost your way to the closed testing area. Overtaken by destruction and beautiful foliage, but no need to worry! Luckily we can run the tests in a emergency and/or even in apocalyptic statements. So, collect your courage and step in and experience yourself with a fun of testing !"
The Corrupted is a single player map which includes four different testchambers, with changing difficulty in a overgrown layout.
Credits:
Brainstone > TWP Poster overlay.
Zivi7 > TWP Ratman Scrawl overlay.
Stimich > Playtesting, bugs, unintended solutions.
Fluppy > Playtesting, improvements, ideas, radio music(Reflection).
Omnicoder > SignMake tool for custom testchamber signs.
And all others who had helped with this.*Change log > v2*
- Chamber 3 misplaced labels
- Chamber 3 unintended solution !!
- Some props casts now shadows
- Indicators from laser catcher to fizzler added on chamber 4.
- Exit elevator animation changed/added.
- Endlevel trigger delayed < Caused the "crosshair 0" after endlevel.*Change log > v3*
- Chamber 3 deathfield fix#supercontest2012 Pitkakorvaa
!! Winner of the ThinkingWithPortals.com contest - 2012 !!
- It seems like you have lost your way to the closed testing area. Overtaken by destruction and beautiful foliage, but no need to worry! Luckily we can run the tests in a emergency and/or even in apocalyptic statements. So, collect your courage and step in and experience yourself with a fun of testing !"
The Corrupted is a single player map which includes four different testchambers, with changing difficulty in a overgrown layout.
Credits:
Brainstone > TWP Poster overlay.
Zivi7 > TWP Ratman Scrawl overlay.
Stimich > Playtesting, bugs, unintended solutions.
Fluppy > Playtesting, improvements, ideas, radio music(Reflection).
Omnicoder > SignMake tool for custom testchamber signs.
And all others who had helped with this.
*Change log > v2*
- Chamber 3 misplaced labels
- Chamber 3 unintended solution !!
- Some props casts now shadows
- Indicators from laser catcher to fizzler added on chamber 4.
- Exit elevator animation changed/added.
- Endlevel trigger delayed < Caused the "crosshair 0" after endlevel.
*Change log > v3*
- Chamber 3 deathfield fix
#supercontest2012 Pitkakorvaa
Quote from rock_n_rage on August 5, 2012, 7:13 pmWow - great map. Really enjoyed this one every step of the way. Puzzles were great and the detailing was spot on. I did notice in the 3rd chamber which has the 4 different laser elements that it seems that one of them is labeled incorrectly. You have one relay and the catcher marked with a 4 dot panel. Looks like the relay should be the 3 dot?
Wow - great map. Really enjoyed this one every step of the way. Puzzles were great and the detailing was spot on. I did notice in the 3rd chamber which has the 4 different laser elements that it seems that one of them is labeled incorrectly. You have one relay and the catcher marked with a 4 dot panel. Looks like the relay should be the 3 dot?
Quote from Mr. P. Kiwi on August 6, 2012, 2:22 amI think I solved all the puzzles in an unintended solution - for example in the third chamber [spoiler]I removed one portal to quickly move between the switching death field and fizzler before any could affect me[/spoiler] - which lead, I guess, to a much easier solution.
Detailing was great - I loved how you made the displacement concrete bts part look. But a downfall was the lighting - In some places you should use light with brightness as high as 5 or even 3. Some parts were really bright - too bright...
I think I solved all the puzzles in an unintended solution - for example in the third chamber
Detailing was great - I loved how you made the displacement concrete bts part look. But a downfall was the lighting - In some places you should use light with brightness as high as 5 or even 3. Some parts were really bright - too bright...
Quote from wstrika on August 6, 2012, 2:55 amGreat map for the "destroyed" theme. Moderate puzzles, lots of detail. One of the best "destroyed" maps I've played.
Mr. P. Kiwi wrote:I think I solved all the puzzles in an unintended solution - for example in the third chamber I removed one portal to quickly move between the switching death field and fizzler before any could affect me - which lead, I guess, to a much easier solution.
Detailing was great - I loved how you made the displacement concrete bts part look. But a downfall was the lighting - In some places you should use light with brightness as high as 5 or even 3. Some parts were really bright - too bright...Please use spoiler tags.
Great map for the "destroyed" theme. Moderate puzzles, lots of detail. One of the best "destroyed" maps I've played.
Detailing was great - I loved how you made the displacement concrete bts part look. But a downfall was the lighting - In some places you should use light with brightness as high as 5 or even 3. Some parts were really bright - too bright...
Please use spoiler tags.
Quote from Fluppy on August 6, 2012, 5:46 amWell I don't know if I should review this map if I am credited as "betatester, improvements" and my music is [spoiler]playing in the last easter egg room.[/spoiler] I really love design of this map, amount of details is really high.
This map reminds me a lot of Patent Pending. 4 chambers, uses of elements and puzzles. Well Patent Pending won last time, so I guess you should take it as compliment.
Here is my walkthrough video (ignore some of my fails):
Well I don't know if I should review this map if I am credited as "betatester, improvements" and my music is
This map reminds me a lot of Patent Pending. 4 chambers, uses of elements and puzzles. Well Patent Pending won last time, so I guess you should take it as compliment.
Here is my walkthrough video (ignore some of my fails):
My workshop
How to control other people
[spoiler]LOL, I've just forced you to click on the 'SHOW' button! Now click here: http://soundcloud.com/vojtasiman/[/spoiler]
Quote from Vordwann on August 6, 2012, 9:38 pmMr. P. Kiwi wrote:I think I solved all the puzzles in an unintended solution - for example in the third chamber [spoiler]I removed one portal to quickly move between the switching death field and fizzler before any could affect me[/spoiler] - which lead, I guess, to a much easier solution.Some areas, especially with the [spoiler]faith plate[/spoiler], were highly variable and took many times to work properly
The detailing was pretty nice, although the grates in square beams usually go with wheatley style, not overgrown.
In chamber 4 [spoiler]I could use the funnel to get to the top of the roof decorations[/spoiler] and I also [spoiler]completely zerg rushed the turrets, obviously not what was intended[/spoiler]
Pretty nice map overall, the third chamber reminded me very much of patent pending's chamber with the [spoiler]laser cube inside the fizzler/death field guarded area across slime[/spoiler]
Some areas, especially with the
The detailing was pretty nice, although the grates in square beams usually go with wheatley style, not overgrown.
In chamber 4
Pretty nice map overall, the third chamber reminded me very much of patent pending's chamber with the
[spoiler][SP] Alternate[/spoiler]
Quote from sicklebrick on August 7, 2012, 8:36 amHeh, when I walked into the first chamber, the first thing I noticed was the lighting - it reminded me of the well-lit dilapidated levels from Portal 2, and uhh.. how it was almost summer when it came out, and it's summer now. Summer vibe. That's what I'm getting at. Looks great, lots of detail!
Anyway, I finished the first one pretty quickly and was kinda disappointed thinking it was an easy, small level, but it was cool the way it kept opening up into nice big puzzles. Sorta like several maps without changes inbetween, and really ramping up in difficulty.
It took me a long while to see the [spoiler]portal surface through the ceiling[/spoiler] just before the last chamber - leaving me a little impatient by that one, but overall I had a lot of funTy!
Heh, when I walked into the first chamber, the first thing I noticed was the lighting - it reminded me of the well-lit dilapidated levels from Portal 2, and uhh.. how it was almost summer when it came out, and it's summer now. Summer vibe. That's what I'm getting at. Looks great, lots of detail!
Anyway, I finished the first one pretty quickly and was kinda disappointed thinking it was an easy, small level, but it was cool the way it kept opening up into nice big puzzles. Sorta like several maps without changes inbetween, and really ramping up in difficulty.
It took me a long while to see the

Quote from Pitkakorvaa on August 8, 2012, 4:30 pmEveryone on the third chamber who is [spoiler]solving the puzzle with the lasers by quickly shooting portals through fizzler and deathfield.[/spoiler]
IT'S UNINTENDED !!!
There is logical way to solve it without any kind of ninja movements. And apologies about labels, I thought I fixed them before release but seems like I did it wrong anyway.
Everyone on the third chamber who is
IT'S UNINTENDED !!!
There is logical way to solve it without any kind of ninja movements. And apologies about labels, I thought I fixed them before release but seems like I did it wrong anyway.
Quote from wstrika on August 8, 2012, 4:52 pmPitkakorvaa wrote:Everyone on the third chamber who is [spoiler]solving the puzzle with the lasers by quickly shooting portals through fizzler and deathfield.[/spoiler]IT'S UNINTENDED !!!
Hahahaha. The delay on the fizzler's reset is kind of long, so I assumed that timeframe had a purpose.
IT'S UNINTENDED !!!
Hahahaha. The delay on the fizzler's reset is kind of long, so I assumed that timeframe had a purpose.