[WIP] [WIP] Chamber 02
Quote from Spam Nugget on September 24, 2011, 12:01 amA clean-themed map featuring turrets, hard light bridges and funnels. Pretty much finished, just looking for some feedback, as this is the first completed map of my upcoming map-pack. Not the longest map, but pretty well polished and even a couple of almost easter eggs, just cause I wanted to.
So yeah, enjoy! And please, feedback!File Name: chamber02_v1_2.zip
File Size: 2.25 MiB
Click here to download Chamber 02
A clean-themed map featuring turrets, hard light bridges and funnels. Pretty much finished, just looking for some feedback, as this is the first completed map of my upcoming map-pack. Not the longest map, but pretty well polished and even a couple of almost easter eggs, just cause I wanted to.
So yeah, enjoy! And please, feedback!
File Name: chamber02_v1_2.zip
File Size: 2.25 MiB
Click here to download Chamber 02

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Djinndrache on September 24, 2011, 12:55 amWhen I ran the command "map chamber2" on the console, a really ugly map loaded up, fullbright, no turrets, no funnels and your screenshots seems all stolen. Played through it within 2 minutes. I don't have any chamber2.bsp, so I assume any of the vpks already has a map named chamber2.
Let me give you three statements:
- You totally made a crap map
- You fail-uploaded something different than the map you wanted to upload
- You shall really consider using better mapnames which don't mess up with other noob's mapnamesCan't tell you which, but one of them is a fact. Choose one.
I won't do you the favor to delete all my other vpks just to play this map.
When I ran the command "map chamber2" on the console, a really ugly map loaded up, fullbright, no turrets, no funnels and your screenshots seems all stolen. Played through it within 2 minutes. I don't have any chamber2.bsp, so I assume any of the vpks already has a map named chamber2.
Let me give you three statements:
- You totally made a crap map
- You fail-uploaded something different than the map you wanted to upload
- You shall really consider using better mapnames which don't mess up with other noob's mapnames
Can't tell you which, but one of them is a fact. Choose one.
I won't do you the favor to delete all my other vpks just to play this map.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Spam Nugget on September 24, 2011, 3:20 amAlrighty, you had me worried there, but it IS the correct map in there, I have checked. So i guess someone else had a map called chamber2 too. Also, ive re-uploaded with a different map name, the map is now called sp_sn_chamber2. Thinking about it, it probably was stupid to call my map something so generic, i might start adding the sp_sn_ prefix to all my maps now.
Alrighty, you had me worried there, but it IS the correct map in there, I have checked. So i guess someone else had a map called chamber2 too. Also, ive re-uploaded with a different map name, the map is now called sp_sn_chamber2. Thinking about it, it probably was stupid to call my map something so generic, i might start adding the sp_sn_ prefix to all my maps now.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from HMW on September 24, 2011, 9:32 amDid you rebuild the cubemaps after changing the bsp name? When I was playing, all models showed the default cubemap. (See attached screenshot.)
Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style
And one more thing: [spoiler]Am I supposed to get into the area behind the glass? (Where GLaDOS plays the "you've trapped yourself so play dead" line.) Or is there another solution that doesn't require that?[/spoiler]
Did you rebuild the cubemaps after changing the bsp name? When I was playing, all models showed the default cubemap. (See attached screenshot.)
Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style ![]()
And one more thing:
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from OnePortalizedGal on September 24, 2011, 11:07 amMap was ok to play - textures need work - also the funnel moves pretty fast - can you slow it down a little - had a hard time getting the cube on the button. Liked the GlaDos humor. Other than that - it was fine - keep working on them!
Map was ok to play - textures need work - also the funnel moves pretty fast - can you slow it down a little - had a hard time getting the cube on the button. Liked the GlaDos humor. Other than that - it was fine - keep working on them!
Quote from Random on September 24, 2011, 12:55 pmI did not have the same problem as Djinndrache, but it is definitely a good idea to stay away from generic names so you won't have that problem in the future.
You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably [spoiler]if I dominoe'd the turrets (I guess I was supposed to do that) the one on the end would get propped up against the wall instead of falling, which was a bit inconvenient and caused me to get shot at a few times[/spoiler].
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to [spoiler]shoot something through the blue bridges[/spoiler].EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.
I did not have the same problem as Djinndrache, but it is definitely a good idea to stay away from generic names so you won't have that problem in the future.
You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to
EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.
Quote from Spam Nugget on September 24, 2011, 8:00 pmHMW wrote:Did you rebuild the cubemaps after changing the bsp name? When I was playing, all models showed the default cubemap. (See attached screenshot.)Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style
And one more thing: [spoiler]Am I supposed to get into the area behind the glass? (Where GLaDOS plays the "you've trapped yourself so play dead" line.) Or is there another solution that doesn't require that?[/spoiler]
haha i didn't realise that renaming the map breaks the cubemaps, thanks for the tip. Anyways, I have updated again with working cubemaps now. [spoiler]And getting trapped isnt supposed to be part of the soloution, the idea is that you shouldnt be able get in there until youve got the cube on the button and therefore the funnel at your disposal, at which point getting in there shouldn't help. Also, if you get trapped more than once, GLaDOS goes through a few different lines before finally getting fed up with you[/spoiler]
OnePortalizedGal wrote:Map was ok to play - textures need work - also the funnel moves pretty fast - can you slow it down a little - had a hard time getting the cube on the button. Liked the GlaDos humor. Other than that - it was fine - keep working on them!Could you tell me exactly what it is about the textures you didnt like? Too similar, too dark? Also, the speed of the funnel shouldnt impinge on the correct soloution, [spoiler]you are supposed to use the lightbridge to stop the cube then turn off the funnel[/spoiler] If you didnt have to do this, then you have better reflexes than i do
Random wrote:I did not have the same problem as Djinndrache, but it is definitely a good idea to stay away from generic names so you won't have that problem in the future.You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably [spoiler]if I dominoe'd the turrets (I guess I was supposed to do that) the one on the end would get propped up against the wall instead of falling, which was a bit inconvenient and caused me to get shot at a few times[/spoiler].
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to [spoiler]shoot something through the blue bridges[/spoiler].EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.Thanks for telling me about the missing inidcator lights, I hadnt noticed tthey were gone
Theyre in the latest update of the file though. and yeah, i know [spoiler]its not strictly necessary to shoot something through the blue bridges, but it can make it easier to get the turrets knowing that[/spoiler] Also, i figured there's no such thing as too much GLaDOS
Other than that, it looks nice visually. And I liked how you can topple the turrets dominoes-style ![]()
And one more thing:
haha i didn't realise that renaming the map breaks the cubemaps, thanks for the tip. Anyways, I have updated again with working cubemaps now.
Could you tell me exactly what it is about the textures you didnt like? Too similar, too dark? Also, the speed of the funnel shouldnt impinge on the correct soloution,
You are right, it wasn't very long. I had a few problems with the first part at first. Some of it was my fault, but notably
The second part of the chamber was interesting, though. My first thought was that the funnel was unnaturally fast, but I realised it was necessary for the puzzle. If it needs any detail work, it's probably in the first half, I don't remember anything standing out to me there. And the indicator lights on the indented wall next to the funnel weren't there for me.
GLaDOS lines are good, even though I didn't have to
EDIT: Adding to what HMW said, renaming a bsp breaks its cubemaps. If you're going to rename it, you might want to rename the vmf and recompile it, because even if you rebuild cubemaps the broken ones will stay in the file and just increase the file size a little.
It was good other than this, though.
Thanks for telling me about the missing inidcator lights, I hadnt noticed tthey were gone
Theyre in the latest update of the file though. and yeah, i know

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Djinndrache on September 24, 2011, 8:05 pmSo I just re-downloaded and played it (rendering atm), thank you for the renaming.
Anyone else got called cheater? It hurt my feelings
It's all about skill!And shooting through the bridges? How about ninja-cuddling the turrets
So I just re-downloaded and played it (rendering atm), thank you for the renaming.
Anyone else got called cheater? It hurt my feelings ![]()
It's all about skill!
And shooting through the bridges? How about ninja-cuddling the turrets ![]()
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Spam Nugget on September 24, 2011, 8:09 pmDjinndrache wrote:So I just re-downloaded and played it (rendering atm), thank you for the renaming.Anyone else got called cheater? It hurt my feelings
It's all about skill!Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing. [spoiler]And while I can appreciate a good cube throw as much as the next person, it's puzzle solving skill that counts for this one
[/spoiler]
Anyone else got called cheater? It hurt my feelings ![]()
It's all about skill!
Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Djinndrache on September 24, 2011, 9:53 pmSpam Nugget wrote:Djinndrache wrote:So I just re-downloaded and played it (rendering atm), thank you for the renaming.Anyone else got called cheater? It hurt my feelings
It's all about skill!Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing. [spoiler]And while I can appreciate a good cube throw as much as the next person, it's puzzle solving skill that counts for this one
[/spoiler]
Don't be too happy, it didn't take me much time to find a "more regular" way to solve it
Anyone else got called cheater? It hurt my feelings ![]()
It's all about skill!
Thanks for redownloading, tis appreciated. And yeah, i was waiting for someone to notice the 'cheater' thing.
Don't be too happy, it didn't take me much time to find a "more regular" way to solve it ![]()
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
