[WIP] [WIP] [SP] Introbackfling
Quote from Sprowl on December 31, 2011, 7:12 pmHello everyone!
This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am.This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work.
The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later.
That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]).Greetz, Sprowl
Changelog
[spoiler]Version 0.0.0
-First ReleaseVersion 0.0.1
-added readme fileVersion 0.1.0
---room 1 and before:
-fixed the cubedropper to drop cubes only when the panel has moved out
-made the first portable surface and catapult-trigger bigger
---room 2:
-added a new section to train the player for the 3rd room
-made the glas darker
-prevent the camera-flipping
---room 3:
-made the glas darker
-made the walls higher
-added more hints for the automatic portal-placing
-added a cubedropper
-fixed a bug where the exit gate was opened without the groundbutton was still pressed
-changed some overall soundeffects
---general:
-added basic hints 'n' skips
-added cubemaps, hopefully this will avoid the white metal surfaces
-added colorcorrection
-added some more detail[/spoiler]File Name: sp_introbackfling_0.1.0.7z
File Size: 6.39?MiB
[SP] Introbackfling
Hello everyone!
This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am.
This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work.
The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later.
That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]).
Greetz, Sprowl
Changelog
-First Release
Version 0.0.1
-added readme file
Version 0.1.0
---room 1 and before:
-fixed the cubedropper to drop cubes only when the panel has moved out
-made the first portable surface and catapult-trigger bigger
---room 2:
-added a new section to train the player for the 3rd room
-made the glas darker
-prevent the camera-flipping
---room 3:
-made the glas darker
-made the walls higher
-added more hints for the automatic portal-placing
-added a cubedropper
-fixed a bug where the exit gate was opened without the groundbutton was still pressed
-changed some overall soundeffects
---general:
-added basic hints 'n' skips
-added cubemaps, hopefully this will avoid the white metal surfaces
-added colorcorrection
-added some more detail
File Name: sp_introbackfling_0.1.0.7z
File Size: 6.39?MiB
[SP] Introbackfling
Quote from OnePortalizedGal on December 31, 2011, 7:28 pmCan you please tell me how to download this- I put the bsp in my maps folder
and it's not working properly - thanks!
Can you please tell me how to download this- I put the bsp in my maps folder
and it's not working properly - thanks!
Quote from Sprowl on December 31, 2011, 7:37 pmThere are other folders inside the archive too - materials and models.
You have to put them also in your portal2-folder.I tested that method with my laptop and it worked.
There are other folders inside the archive too - materials and models.
You have to put them also in your portal2-folder.
I tested that method with my laptop and it worked.
Quote from Djinndrache on January 2, 2012, 3:59 amI don't like flinging in small rooms
U65obJtO6AI
(Link: http://www.youtube.com/watch?v=U65obJtO6AI)
I don't like flinging in small rooms ![]()
U65obJtO6AI
(Link: http://www.youtube.com/watch?v=U65obJtO6AI)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Sprowl on January 2, 2012, 7:39 amThe thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks.
The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks
.
Quote from Szieve on January 2, 2012, 8:42 amWow, that was definitely not the intended solution..lol very creative tho.
I didn't seem to have much trouble with the 3rd room. once I figured out what/how the button triggered it was easy from there.
Nice mapping. [spoiler]I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.[/spoiler]
Wow, that was definitely not the intended solution..lol very creative tho.
I didn't seem to have much trouble with the 3rd room. once I figured out what/how the button triggered it was easy from there.
Nice mapping.
Quote from dinnesch on January 2, 2012, 10:53 amI liked the original style(or 'variation' to the indoor underground style), although the white metal support things looked a bit ugly in contrast. Nice map, but it could have been more enjoyable for a couple of reasons:
- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.
- Like Djinndrache said the rooms are too small for flinging
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.
- The floor button in the '4 subrooms' room is exploitable: If you get off it before the door opening animation finishes the door will stay open
- I think the concept of Atlas shooting a portal for your should be introduced in a slightly more visible way, the timer added to the confusion when I just saw it for the first time.
- It'd be nice to have a bit more clarity on what you can and what you can't shoot through in the '4 subrooms' room because the overlapping grates/glass make it all look a bit messy.
4/5, if the map would be a bit more user-friendly you'd get 5/5
I liked the original style(or 'variation' to the indoor underground style), although the white metal support things looked a bit ugly in contrast. Nice map, but it could have been more enjoyable for a couple of reasons:
- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.
- Like Djinndrache said the rooms are too small for flinging
- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.
- The floor button in the '4 subrooms' room is exploitable: If you get off it before the door opening animation finishes the door will stay open
- I think the concept of Atlas shooting a portal for your should be introduced in a slightly more visible way, the timer added to the confusion when I just saw it for the first time.
- It'd be nice to have a bit more clarity on what you can and what you can't shoot through in the '4 subrooms' room because the overlapping grates/glass make it all look a bit messy.
4/5, if the map would be a bit more user-friendly you'd get 5/5 ![]()
Quote from Djinndrache on January 2, 2012, 12:02 pmSprowl wrote:The thing is: you took a very difficult way to solve the puzzles; espacialy at the third room. Every jump you do is safed with a trigger_catapult so you didn't need such high jump skills.
But I think I do now know a way to 'train' the player for the third room.
Thanks.
Sometimes (very often!) simple intended solutions don't come into a ninja's mind
But I think I do now know a way to 'train' the player for the third room.
Thanks
Sometimes (very often!) simple intended solutions don't come into a ninja's mind ![]()
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from eladiozro on January 2, 2012, 6:42 pmcan I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!
can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!
- Somewhere Underground Complete
Workshop:
- http://steamcommunity.com/id/eladiozro/myworkshopfiles/
Quote from Djinndrache on January 2, 2012, 7:24 pmeladiozro wrote:can I ask how you managed to add the undergound timer and how it works? ... if it's an func_instance i'm sorry but I didn't knew... thanks!Seek and ye shall find: Underground Timer
Can't tell you if this guy really used this instance, but it's looking alike.
Seek and ye shall find: Underground Timer
Can't tell you if this guy really used this instance, but it's looking alike.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
