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[WIP] Post-Portal

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I just played through this map and found it very polished. How did you do the reverse-gravity-for-objects in the first room? (As if I'll understand the answer.)

I liked the puzzles. I had to put on my thinking cap a bit, but I was able to make steady progress.

I really like your ball-catcher puzzle, but if you can think of a way to do it so that it's not possible to get stuck, that would be a lot better. I saw the danger of getting trapped in the launcher/catcher room, so I was really careful how I placed my portals. But generally speaking if I get stuck in a map with no way out, I won't play it again unless it's really exceptional in some way.

I haven't tried the challenges yet, but I will.

Cr00ked.

i never used this button, at least not intentionally.
[img]https://webspace.utexas.edu/mfh236/www/espen180_portal020000.jpg[/img]

That button

Spoiler
disables the Combine field, just like the button on the other side at the top of the moving stairs. If you get past the Combine field and fizzler without a crate, you would be stuck in the final room. The button you didn't use would allow you to go back to the room with the stairs and the crate-dropper so you could try again.
It's there so you don't get stuck.

Cr00ked.

Actually, you can walk through that last blue fizzle wall, but it erases your portals. It's a replacement until I can get toggleable particle effects working. However, I would like to know how you guys completed the puzzle without use of the last button.

The reverse gravity is done using a trigger_push.

http://www.dpgames.co.uk/

Sanity is not statistical.

I really liked this map. The whole reversed gravity thing was really neat.

One thing I'm not sure that I did correctly though, In regards to the ball catcher puzzle:

Spoiler
I ended up putting a portal on the right side room's wall where the balll first impacts, then put a second portal on the wall of the left side room that faces the wall. If the door is open, the ball impacts on the door and goes off on a chaotic patern, eventually finding its way to the catcher.

The only other way I thought I could do it, involved

Spoiler
Letting the ball bounce back and forth in the button hallway until I had placed a portal directly in line with the catcher. However, the hall was quite small for that, and every time I tried I got fried by the ball.

Method number two sounds at least closer to the intended solution. I placed invisible walls on two of the ones the ball had to touch in order for the intended solution to work. Gotta place walls on the last one too, it seems.

Spoiler
1. Place portal 1 on the wall in the button room.
2. place portal 2 behind right door.
3. place portal 2 on the first wall the ball impacts.
4. Place portal 2 on the wall behind the left door when the ball is in the button room.
5. Place portal 1 on the wall opposite of the ball catcher when the ball is in the room with the launcher and catcher.

Has anyone tried the challenges yet?

http://www.dpgames.co.uk/

Sanity is not statistical.

First off, the ball catcher puzzle is way WAY too easy to get stuck, then have to restart - players should never have to restart because they messed up, restart the puzzle, yes, restart the level, no. Need a get-out clause

The first button (the timer one) what was the point? didn't need it, didnt use it.

the last button (the other timer one) what did it do? I didnt even press it to find out because i didnt need it.

the odd force fields: as with any new gameplay element it needs 'training' they talk about this in the comentary a lot, new elements need to be introduced to a player in a way that will let them fully understand it before having to use it in a pressured situation, you didnt do this, which made the level frustrating and confusing.

personaly this feels like just another of those "early custom portal maps" that dont really fit as a test chamber and dont really fit as not a test chamber. too many maps being released arent making a distinction, either they are a test chamber and so should look like one, or they arent a test chamber and shouldnt look like one at all.

basicly :)

As I stated before, this is early in development. The finished version will include elements to prepare the player for their functionality.

I will also provide a way to prevent the player from getting stuck.

http://www.dpgames.co.uk/

Sanity is not statistical.

I just played through this. I didn't like the new forcefields, mainly because it was really hard to figure out how they worked.

Spoiler
Room 1:

I liked the idea of the reverse gravity thing, but the whole push button to use piston etc. was too difficult to use. It was much easier to just use a portal to pick up the cube, portal upside and release the box to make it fly to the button.

Also the mechanic you're using for reverse gravity is kinda borked. If you create a portal in the floor and then another portal below the cube it will increase in velocity. I dunno if this is a non-issue once you get noportal stuff on the floor texture maybe?

Room 2:

The forcefield in here prevented anything except the energy ball from passing. Dunno if that was intended. I couldn't work this out except by making a portal mid-door (ie. the trick from Logic Portal) to enable me to get out of the little room and into the big room.

Room 3:

Another forcefield that acted weirdly. When the button was activated it disabled only the portal fizzling thing, so I could put a portal on the other side, which I guess was the intention?

But once you figoure that out the rest was really easy so it felt more like a "read the obscure mind of the level designer" kinda challenge rather than an actual portal puzzle.

I will have to try this again and do it without putting portals on the floor I guess...

Don't worry. In the finished version, GLaDOS will be happy to explain how things work as yout progress.

http://www.dpgames.co.uk/

Sanity is not statistical.
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