The Lost Tests- Puzzle maker needed
Quote from Arachnaphob on October 12, 2013, 3:12 pmHello everybody. I am creating a portal 2 story-driven mod called The Lost Tests. It features new characters, an original soundtrack, a giant story, survival horror, and a new environment. We wanted to create something completely new but still keep the feel of portal 2. After many days of thinking and designing, we came up with an epic story that has a similar feel to the original portal 2. Here is a trailer for the lost tests, featuring a play through of one of the maps:
http://www.youtube.com/watch?v=mdarKud5upw
(Thanks for my friend Imagineertwins for letting me upload with his account. He is also participating in the creation of this mod.)We have the story, characters, and environments down, but I am horrible at making good puzzles, so we are looking for someone that would be willing to help and be included in the making of The Lost Tests. We would handle all of the visuals, so all you would need to do is make a puzzle in the PTI editor, but if you want to create a map in the hammer editor, there's nothing wrong with that. For time management, though, just make it's visuals basic.
If you are interested in making some puzzles, here is a list of all of the puzzle and what their puzzle elements are.
Chapter one: The Lost Tests:
These maps will end up being overgrown. They should have easy/medium difficulty. You can use any element except for gel or tractor beams. In total, this will have five maps.Chapter two: The Basement:
These maps will end up in underground. They should have medium difficulty. We will need five to seven maps. You can only use testing elements found underground. The first and second map will have blue gel. the next two should have orange and blue gel. The rest can be a combination of any.Chapter three: The Corruption:
These maps will feature a brand new style, limbo. They should have medium/hard difficulty. It has a significant lack of physics, and is when the facility is being taken over by a supernatural force. It involves impossible geometry, floating elements, and breaking chambers. It also introduces the void cube, which is a cube that only moves when you pick it up. These can include any testing element and should include many things that would normally be impossible.Thank you,
-Arachnaphob and Imagineertwins
Hello everybody. I am creating a portal 2 story-driven mod called The Lost Tests. It features new characters, an original soundtrack, a giant story, survival horror, and a new environment. We wanted to create something completely new but still keep the feel of portal 2. After many days of thinking and designing, we came up with an epic story that has a similar feel to the original portal 2. Here is a trailer for the lost tests, featuring a play through of one of the maps:
http://www.youtube.com/watch?v=mdarKud5upw
(Thanks for my friend Imagineertwins for letting me upload with his account. He is also participating in the creation of this mod.)
We have the story, characters, and environments down, but I am horrible at making good puzzles, so we are looking for someone that would be willing to help and be included in the making of The Lost Tests. We would handle all of the visuals, so all you would need to do is make a puzzle in the PTI editor, but if you want to create a map in the hammer editor, there's nothing wrong with that. For time management, though, just make it's visuals basic.
If you are interested in making some puzzles, here is a list of all of the puzzle and what their puzzle elements are.
Chapter one: The Lost Tests:
These maps will end up being overgrown. They should have easy/medium difficulty. You can use any element except for gel or tractor beams. In total, this will have five maps.
Chapter two: The Basement:
These maps will end up in underground. They should have medium difficulty. We will need five to seven maps. You can only use testing elements found underground. The first and second map will have blue gel. the next two should have orange and blue gel. The rest can be a combination of any.
Chapter three: The Corruption:
These maps will feature a brand new style, limbo. They should have medium/hard difficulty. It has a significant lack of physics, and is when the facility is being taken over by a supernatural force. It involves impossible geometry, floating elements, and breaking chambers. It also introduces the void cube, which is a cube that only moves when you pick it up. These can include any testing element and should include many things that would normally be impossible.
Thank you,
-Arachnaphob and Imagineertwins
Musical website Moddb
Quote from FelixGriffin on October 12, 2013, 7:24 pmYou might want to post some examples of what you have already. People won't want to commit to a project where it looks like they will do most of the work and receive little of the credit.
You might want to post some examples of what you have already. People won't want to commit to a project where it looks like they will do most of the work and receive little of the credit.
Quote from Arachnaphob on October 12, 2013, 8:21 pmLike the horrible tests I've created from scratch or some of the story events? Did you see the video?
Like the horrible tests I've created from scratch or some of the story events? Did you see the video?
Musical website Moddb

Quote from Gemarakup on October 12, 2013, 11:00 pmTo tell you the truth, you've created a good puzzle with laser relays and that doesn't happend a lot. I don't mind making a puzzle though, because the video proves you've been working on something. Just the world portals have a wierd usage.
To tell you the truth, you've created a good puzzle with laser relays and that doesn't happend a lot. I don't mind making a puzzle though, because the video proves you've been working on something. Just the world portals have a wierd usage.
Quote from Arachnaphob on October 12, 2013, 11:56 pmI agree. In that map, the world portals really are in a weird place. Originally, the chamber was supposed to fall before going through the exit, but once I found out that you can't have them open while moving I abandoned that idea. Once I get a puzzle designer, I'll swap that puzzle for theirs, or maybe just keep it there if it's good enough. If you want to check out the map, here is the BSP if you want to check it out.
I agree. In that map, the world portals really are in a weird place. Originally, the chamber was supposed to fall before going through the exit, but once I found out that you can't have them open while moving I abandoned that idea. Once I get a puzzle designer, I'll swap that puzzle for theirs, or maybe just keep it there if it's good enough. If you want to check out the map, here is the BSP if you want to check it out.
Musical website Moddb

Quote from FelixGriffin on October 14, 2013, 3:23 pmSorry, missed the trailer before. Yeah, that looks nice. I'll send a PM.
Sorry, missed the trailer before. Yeah, that looks nice. I'll send a PM.
Quote from Portal Master on October 14, 2013, 5:14 pmSo I have some questions about this.
1) In the overgrown "Lost Tests" portion, is it a tutorial stage or are you skipping that phase?
2) Do you want a unique underground theme similar to old aperture or straight up old aperture?
3) Is this strictly Portal 2 themed? (For the first two chapters, of course) I think I would be great to introduce a new style, but closely following Aperture's overall style.
4) There's no clean chambers?! (hopefully this character doesn't have OCD.)
5) Is there any progression you want? Like smaller, easier chambers go in chapter 1, etc.
Otherwise, I think I'm interested.
So I have some questions about this.
1) In the overgrown "Lost Tests" portion, is it a tutorial stage or are you skipping that phase?
2) Do you want a unique underground theme similar to old aperture or straight up old aperture?
3) Is this strictly Portal 2 themed? (For the first two chapters, of course) I think I would be great to introduce a new style, but closely following Aperture's overall style.
4) There's no clean chambers?! (hopefully this character doesn't have OCD.)
5) Is there any progression you want? Like smaller, easier chambers go in chapter 1, etc.
Otherwise, I think I'm interested.
Quote from Arachnaphob on October 14, 2013, 5:44 pmThank you for volunteering Portal Master!
When it comes to the lost tests, it isn't a portion of the story, it is the entire mod. The whole story takes place in an abandoned testing shaft that was sealed off and erased from the memory of GLaDOS. The environment features underground, behind the scenes, overgrown, and limbo, which closely resembles Wheatley style. To answer your question, the first tests are not a tutorial, they are just simpler than the rest.
Underground will follow extremely close to the normal underground theme, except there's no Cave Johnson and there's core management rails. Both of these will be explained in the story.
The whole thing should really resemble portal 2, except for the end. It starts with you behind the scenes in normal aperture, then you transfer to the abandoned shaft, with overgrown and destroyed tests. From there you go to an abandoned behind the scenes, and then underground. From there you travel up and into limbo. Limbo is a behind the scenes environment that is being corrupted by a supernatural force. The tests in limbo should be breaking, but in a weird manner. For instance, wall panels will fall, but then freeze in mid air. You may walk into a test, and then the whole wall opposite you moves away from you, creating a gap you have to get past. Also, limbo introduces a new test element, the void cube. I still need to get its functionality fixed up a bit, but it is a cube that only moves when you pick it up.
There are, in fact, no clean chambers. You also don't have OCD. (It's actually CDO because that way it's in alphabetical order.)
The first chambers should be easy/medium, and should be small/medium in size. The visuals will be handled by my friend who is really good at the overgrown theme. The underground tests will be placed in the geodomes, obviously, and depending on their size, I will fit either one or two in one dome. The final tests should be giant. Not like those crappy PTI puzzles that take up the whole space, but like Wheatley size but a tiny bit bigger.
Thank you so much for volunteering to help! Is there a preferred way of communication that we can share files? Google drive maybe?
Thank you for volunteering Portal Master!
When it comes to the lost tests, it isn't a portion of the story, it is the entire mod. The whole story takes place in an abandoned testing shaft that was sealed off and erased from the memory of GLaDOS. The environment features underground, behind the scenes, overgrown, and limbo, which closely resembles Wheatley style. To answer your question, the first tests are not a tutorial, they are just simpler than the rest.
Underground will follow extremely close to the normal underground theme, except there's no Cave Johnson and there's core management rails. Both of these will be explained in the story.
The whole thing should really resemble portal 2, except for the end. It starts with you behind the scenes in normal aperture, then you transfer to the abandoned shaft, with overgrown and destroyed tests. From there you go to an abandoned behind the scenes, and then underground. From there you travel up and into limbo. Limbo is a behind the scenes environment that is being corrupted by a supernatural force. The tests in limbo should be breaking, but in a weird manner. For instance, wall panels will fall, but then freeze in mid air. You may walk into a test, and then the whole wall opposite you moves away from you, creating a gap you have to get past. Also, limbo introduces a new test element, the void cube. I still need to get its functionality fixed up a bit, but it is a cube that only moves when you pick it up.
There are, in fact, no clean chambers. You also don't have OCD. (It's actually CDO because that way it's in alphabetical order.)
The first chambers should be easy/medium, and should be small/medium in size. The visuals will be handled by my friend who is really good at the overgrown theme. The underground tests will be placed in the geodomes, obviously, and depending on their size, I will fit either one or two in one dome. The final tests should be giant. Not like those crappy PTI puzzles that take up the whole space, but like Wheatley size but a tiny bit bigger.
Thank you so much for volunteering to help! Is there a preferred way of communication that we can share files? Google drive maybe?
Musical website Moddb
Quote from Portal Master on October 14, 2013, 6:29 pmI have a gmail account, so I would be fine with Google drive. My Steam account's name is Portal Master. (as you could have guessed) You can friend me and send messages to me that way. (If you have a steam account, of course)
One more short question: Can the I make the puzzles clean when showing you the idea?
I have a gmail account, so I would be fine with Google drive. My Steam account's name is Portal Master. (as you could have guessed) You can friend me and send messages to me that way. (If you have a steam account, of course)
One more short question: Can the I make the puzzles clean when showing you the idea?