[WIP] [WIP] [SP] Test Map Pack 2
Quote from Rand0mNumbers on August 8, 2011, 12:11 amYet another 7 maps. Not all of them give the player clear directions. Some of this stuff is experimental and, as such, won't make a lot of sense. If something is overly confusing or unintuitive, please let me know.
Each map isn't long or complex enough to warrant saving, but I'd recommend doing a quicksave before you start jumping around. There is one map where I force a quick save in case the physics don't line up (happened once and I can't seem to reproduce it).
Some maps have elevators, some don't. Those that don't will transition to the next map after you pass the exit doors.
The final map has 3 variations it chooses from at random. If you wish to run through all the variations keep typing "map testmap_21" and running through until you do.
Start the sequence with "map testmap_14".
File Name: testmaps2.zip
File Size: 33.45 MiB
Click here to download [SP] Test Map Pack 2
Yet another 7 maps. Not all of them give the player clear directions. Some of this stuff is experimental and, as such, won't make a lot of sense. If something is overly confusing or unintuitive, please let me know.
Each map isn't long or complex enough to warrant saving, but I'd recommend doing a quicksave before you start jumping around. There is one map where I force a quick save in case the physics don't line up (happened once and I can't seem to reproduce it).
Some maps have elevators, some don't. Those that don't will transition to the next map after you pass the exit doors.
The final map has 3 variations it chooses from at random. If you wish to run through all the variations keep typing "map testmap_21" and running through until you do.
Start the sequence with "map testmap_14".
File Name: testmaps2.zip
File Size: 33.45 MiB
Click here to download [SP] Test Map Pack 2
Quote from MutatedTurret on August 8, 2011, 2:55 amI liked the color changing cube the most of all the ideas. Perhaps some kind of holders for the color rings can be designed to make them fit more in place rather than randomly floating around?
Meanwhile the level that confused me the most was the underground one with a skateboard ramp for speed gel and the pinwheel construct in the distance. I think the goal is to somehow reach the island with a button on it, but I do not see a way to do this, speed flinging out of pinwheel panels just got me killed.
I liked the color changing cube the most of all the ideas. Perhaps some kind of holders for the color rings can be designed to make them fit more in place rather than randomly floating around?
Meanwhile the level that confused me the most was the underground one with a skateboard ramp for speed gel and the pinwheel construct in the distance. I think the goal is to somehow reach the island with a button on it, but I do not see a way to do this, speed flinging out of pinwheel panels just got me killed.
Quote from Rand0mNumbers on August 8, 2011, 4:50 amI didn't know what to put the rings into. I'll give it some more thought.
For the ramp, [spoiler]apply speed gel along the halfpipe, run to the wall, run back towards the halfpipe diagonally to your left, then curve to the right and launch yourself off.[/spoiler]
See here for the solution:
[spoiler]UtLptelHZyc[/spoiler]
I didn't know what to put the rings into. I'll give it some more thought.
For the ramp,
See here for the solution:
Quote from Rubrica on August 8, 2011, 5:09 amOh, and there I was, lamenting the fact that we didn't have you and your genius on the forums, and here you are, under a different name!
Anyway, on topic: the map pack was good, the concepts are interesting and I'd love to see more of them, but to what extent can these elements be used in proper puzzles? If you can challenge yourself to make some really challenging puzzles with these, you could go far.
Oh, and there I was, lamenting the fact that we didn't have you and your genius on the forums, and here you are, under a different name!
Anyway, on topic: the map pack was good, the concepts are interesting and I'd love to see more of them, but to what extent can these elements be used in proper puzzles? If you can challenge yourself to make some really challenging puzzles with these, you could go far.
Quote from benvent on August 8, 2011, 12:41 pmFYI
You can complete the ferris wheel stage without starting the wheel moving.[spoiler]You can place a portal on the wheel facing the exit at the end of the ramp closest to the wall and then just run starting at the top of the half pipe.[/spoiler]
FYI
You can complete the ferris wheel stage without starting the wheel moving.
Quote from Rand0mNumbers on August 8, 2011, 4:36 pmRubrica wrote:Oh, and there I was, lamenting the fact that we didn't have you and your genius on the forums, and here you are, under a different name!Ya...I go by a few names. But then again, who doesn't?
Rubrica wrote:If you can challenge yourself to make some really challenging puzzles with these, you could go far.I've been making maps that are hard to create, not solve. The entity work is easy, but there's just a lot of it for each idea. Perhaps I should revisit all my ideas again and, this time, ramp up the difficulty. After all, I now have the entity work done and, in some cases, packed into instances for easy usage.
I dislike difficulty that involves hiding things so you can just barely see them, timing so short that comes down to the half second, and having to constantly run back and forth through a map. So, I'm trying to find something that makes a puzzle difficult, that isn't one of those things. Hmm...
Time to go through more maps from the downloads database. Oh no, I actually have to PLAY Portal 2. The horror!
Oh, almost forgot: "But these are proper maps!
"
benvent wrote:FYI
You can complete the ferris wheel stage without starting the wheel moving.[spoiler]You can place a portal on the wheel facing the exit at the end of the ramp closest to the wall and then just run starting at the top of the half pipe.[/spoiler]Ah, Thanks! Fixed it now. I've made it near impossible to get a line of sight to the ferris wheel. I say near impossible because I can't make the shot or even see the white panel. If you fall into the goo, you can make the shot, but that's a bit pointless.
I won't release the update until I fix some more bugs, wherever they may be. If this is the only bug in the entire set, I'll be surprised.
Ya...I go by a few names. But then again, who doesn't?
I've been making maps that are hard to create, not solve. The entity work is easy, but there's just a lot of it for each idea. Perhaps I should revisit all my ideas again and, this time, ramp up the difficulty. After all, I now have the entity work done and, in some cases, packed into instances for easy usage.
I dislike difficulty that involves hiding things so you can just barely see them, timing so short that comes down to the half second, and having to constantly run back and forth through a map. So, I'm trying to find something that makes a puzzle difficult, that isn't one of those things. Hmm...
Time to go through more maps from the downloads database. Oh no, I actually have to PLAY Portal 2. The horror!
Oh, almost forgot: "But these are proper maps!
"
You can complete the ferris wheel stage without starting the wheel moving.
Ah, Thanks! Fixed it now. I've made it near impossible to get a line of sight to the ferris wheel. I say near impossible because I can't make the shot or even see the white panel. If you fall into the goo, you can make the shot, but that's a bit pointless.
I won't release the update until I fix some more bugs, wherever they may be. If this is the only bug in the entire set, I'll be surprised.
Quote from pfalstad on August 8, 2011, 10:46 pmCool set of maps so far!
Rand0mNumbers wrote:I didn't know what to put the rings into. I'll give it some more thought.For the ramp, [spoiler]apply speed gel along the halfpipe, run to the wall, run back towards the halfpipe diagonally to your left, then curve to the right and launch yourself off.[/spoiler]
Maybe I would have figured that out eventually.
Instead, I [spoiler]portaled over to the platform under the gel dispenser, which has a clear shot at the wall you can portal to on the island with the switch.[/spoiler]
Cool set of maps so far!
For the ramp,
Maybe I would have figured that out eventually.
Instead, I
Quote from GreyHound on August 9, 2011, 10:20 amMy solution for testmap_15 http://www.weown.de/files/portal_2/testmap_15.dem.
No idea if it's the intendet version [spoiler]since i just use the lightbridge[/spoiler].
My solution for testmap_15 http://www.weown.de/files/portal_2/testmap_15.dem.
No idea if it's the intendet version
Quote from Rand0mNumbers on August 9, 2011, 3:37 pmGreyHound wrote:[spoiler]since i just use the lightbridge[/spoiler].HA! I hadn't thought of that. I had the light bridge that high to make it easier to grab the cube off the button for the ending sequence. Those panels and the lightbridge have now been moved down to prevent that from occurring. It slightly changes how the end sequence goes.
pfalstad wrote:I [spoiler]portaled over to the platform under the gel dispenser, which has a clear shot at the wall you can portal to on the island with the switch.[/spoiler]I...uh...doh! Fixed with a metal grate.
I'll be releasing an update to address these issues soon. Thanks for telling me about them!
HA! I hadn't thought of that. I had the light bridge that high to make it easier to grab the cube off the button for the ending sequence. Those panels and the lightbridge have now been moved down to prevent that from occurring. It slightly changes how the end sequence goes.
I...uh...doh! Fixed with a metal grate.
I'll be releasing an update to address these issues soon. Thanks for telling me about them!
Quote from Rand0mNumbers on August 10, 2011, 3:04 amVersion 1.0.1:
- Added a grate to the halfpipe level to prevent bypassing the wheel.
- Redesigned the wheel's panel holder designs to prevent bypassing the wheel.
- Moved panels around in the Portal Sensitive Panels level to prevent easy button pressing.
- Changed the cube that spawns when the second set puzzle is chosen in the final level to a standard cube instead of a reflective one.
Version 1.0.1:
- Added a grate to the halfpipe level to prevent bypassing the wheel.
- Redesigned the wheel's panel holder designs to prevent bypassing the wheel.
- Moved panels around in the Portal Sensitive Panels level to prevent easy button pressing.
- Changed the cube that spawns when the second set puzzle is chosen in the final level to a standard cube instead of a reflective one.
