[WIP] [WIP] [SP] Test Map Pack 3
Quote from Rand0mNumbers on November 13, 2011, 5:52 am7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much.
Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'.
The following is a list of all the maps in the pack with their titles from corresponding YouTube videos:
testmap_22 - Up and Down
testmap_24 - Align It Yourself
testmap_25 - Enough is Enough
testmap_26 - Lateral Thinking
testmap_27 - Heavy Lifting
testmap_28 - Not Another Puzzle
testmap_29 - Assuming ControlDue to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them.
Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer.
Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics.
Release 1.0.1:
Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27.Release 1.0.2:
Added clip to mobile portal surface in 27 to prevent players from getting stuck behind.
Primary attack is automatic fire and secondary is semi-auto in 29.
Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release.
All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves.
Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell.Release 1.0.3:
Assuming Control:
Added tipped over tube and crushed turret
Modified player failure execution to briefly toggle cheats
Made falling tube demonstration start earlier and more prominent
Added possibility to destroy target without having to neutralize immediate threats
Modified firing system activation to briefly toggle cheats
Realigned some textures
Made windows "less shiny"Align it Yourself:
Made panel move around until you look at it to promote more USEful curiosityEnough is Enough:
Added clip to prevent prematurely exiting puzzle
Added moving portallable panel to prevent players from being strandedHeavy Lifting:
Removed upper 2 levels of portallable surfaces above entry door
Added location check for buttons
Added vphysics clips to prevent button from wedging itself in
Changed station 2's i/o to stop unnecessary panel animation changes
Changed station 3's i/o to address issues with the exit doorFile Name: TestMapPack3.zip
File Size: 31.48 MiB
Click here to download [SP] Test Map Pack 3
7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much.
Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'.
The following is a list of all the maps in the pack with their titles from corresponding YouTube videos:
testmap_22 - Up and Down
testmap_24 - Align It Yourself
testmap_25 - Enough is Enough
testmap_26 - Lateral Thinking
testmap_27 - Heavy Lifting
testmap_28 - Not Another Puzzle
testmap_29 - Assuming Control
Due to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them.
Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer.
Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics.
Release 1.0.1:
Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27.
Release 1.0.2:
Added clip to mobile portal surface in 27 to prevent players from getting stuck behind.
Primary attack is automatic fire and secondary is semi-auto in 29.
Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release.
All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves.
Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell.
Release 1.0.3:
Assuming Control:
Added tipped over tube and crushed turret
Modified player failure execution to briefly toggle cheats
Made falling tube demonstration start earlier and more prominent
Added possibility to destroy target without having to neutralize immediate threats
Modified firing system activation to briefly toggle cheats
Realigned some textures
Made windows "less shiny"
Align it Yourself:
Made panel move around until you look at it to promote more USEful curiosity
Enough is Enough:
Added clip to prevent prematurely exiting puzzle
Added moving portallable panel to prevent players from being stranded
Heavy Lifting:
Removed upper 2 levels of portallable surfaces above entry door
Added location check for buttons
Added vphysics clips to prevent button from wedging itself in
Changed station 2's i/o to stop unnecessary panel animation changes
Changed station 3's i/o to address issues with the exit door
File Name: TestMapPack3.zip
File Size: 31.48 MiB
Click here to download [SP] Test Map Pack 3
Quote from Lpfreaky90 on November 13, 2011, 7:12 am*playtesting at the moment: this is my feedback so far*
Map 1: nice!
Map 2: I'm missing something
Map 3: The way you open the door is really really odd.
Map 4: Wicked
Map 5: Where is the first door?! *playtest paused for a few hours... something called real life*
*playtesting at the moment: this is my feedback so far*
Map 1: nice!
Map 2: I'm missing something
Map 3: The way you open the door is really really odd.
Map 4: Wicked ![]()
Map 5: Where is the first door?! *playtest paused for a few hours... something called real life*
Quote from bruzag on November 13, 2011, 7:37 amcurrently playing trough aswell.
map 1: yeh ok - [spoiler]timed puzzles[/spoiler] are underused, i liked this one
map 2: something seems missing - i sort of insist on finding it but...- i need a hint here, it must be something the arrows are trying me to tell, but i dont get it
map 3: ow thats just great! i love it!
map 4: i love how you [spoiler]turned the map 90 degrees[/spoiler] but i would hate it if my solution was the right one because[spoiler]standing on an edge the game sorta doesnt want you to be on sucks - i got myself on the ledge with the beam whilst the cube was on the bottem, then, from there, portaled the cube up to the button[/spoiler]map 5 has some issues: first door isnt there, and the beam doesnt show up till you hit the button - i got stuck behind the moving portable area by standing half trough a portal i had there - had to noclip out - i also got a portal on this one [spoiler]going in approximatly 45 degree angle[/spoiler]- this map overall seemed to buggy to really play, i assume the solution is [spoiler]moving the button under the blocks you cant move cause they're in these cool machines - however i can not move the block, as of now :/[/spoiler] if that is indeed the idea and you can manage to get it to work, that would be amazing
i reloaded the map - the door is there, and the tunnle is there from the start, i also figured out you needed to [spoiler]use the beam to move the button[/spoiler] i liked that idea and it works out, i dont quite understand what [spoiler]the first button presser is for, because i didnt use the angled area to solve the puzzle[/spoiler] - so good map, but a little buggy, especially when it first loads
map 6 - good! really shows how creative you are with using the engine and the game for stuff that isnt standard - refreshing, and it actually works out pretty ok
map 7 - the first few times around i didnt notice [spoiler]the cage falling onto one of the laser paddles, thus not realizing that that was the way to go[/spoiler] - once i noticed it still wasnt clear to me [spoiler]how to make the other "glass boxes" drop[/spoiler]
when i finally managed to "fix" this part [spoiler]just spamming attack at the base they hang from[/spoiler]- it doesnt let me go back to my character to move on - am i missing something?Ok so now that im done - final verdict: i love your creativity, and some of the ideas are absolutely great - to bad some of it isnt working perfect atm, but hey thats what its wip for, right?
keep it up - and erm, please give me a hint for that second map, i cant stand not finding it -.-
currently playing trough aswell.
map 1: yeh ok -
map 2: something seems missing - i sort of insist on finding it but...
map 3: ow thats just great! i love it!
map 4: i love how you
map 5 has some issues: first door isnt there, and the beam doesnt show up till you hit the button - i got stuck behind the moving portable area by standing half trough a portal i had there - had to noclip out - i also got a portal on this one
i reloaded the map - the door is there, and the tunnle is there from the start, i also figured out you needed to
map 6 - good! really shows how creative you are with using the engine and the game for stuff that isnt standard - refreshing, and it actually works out pretty ok
map 7 - the first few times around i didnt notice
when i finally managed to "fix" this part
Ok so now that im done - final verdict: i love your creativity, and some of the ideas are absolutely great - to bad some of it isnt working perfect atm, but hey thats what its wip for, right? ![]()
keep it up - and erm, please give me a hint for that second map, i cant stand not finding it -.-
Quote from andyb on November 13, 2011, 12:43 pmMap 2 was pretty tricky till I figured it out.Actually map 1 took a bit of thinking also lol,but map 2 almost had me give up.I've only seen that used once before and it wasnt for a panel.Back to playing
Map 2 was pretty tricky till I figured it out.Actually map 1 took a bit of thinking also lol,but map 2 almost had me give up.I've only seen that used once before and it wasnt for a panel.Back to playing
Quote from bruzag on November 13, 2011, 12:52 pmandyb wrote:Map 2 was pretty tricky till I figured it out.Actually map 1 took a bit of thinking also lol,but map 2 almost had me give up.I've only seen that used once before and it wasnt for a panel.Back to playingI'm back to the map now that some1 figured it out, but... i still dont see it, urgh!
I'm back to the map now that some1 figured it out, but... i still dont see it, urgh! ![]()
Quote from benvent on November 13, 2011, 1:00 pmI liked the maps. I thought the solution to the second map was awesome. Never saw a panel used in that way before. Nice Idea.
I also had an issue with the door and funnel not appearing when map 5 started. Took me a while to figure out the first button was[spoiler]movable with the funnel. Nice surprise with the turrets also.[/spoiler]I did make it to the "The End" by shooting [spoiler]the glass area below the turrets.[/spoiler]This part was a little strange for P2 but OK.5/5 from me
I liked the maps. I thought the solution to the second map was awesome. Never saw a panel used in that way before. Nice Idea.
I also had an issue with the door and funnel not appearing when map 5 started. Took me a while to figure out the first button was
Quote from andyb on November 13, 2011, 1:19 pmThis no saves in map 3 and 4 piss me off lol
Edit:Ok saves work but only if you reload the map.Couple of auto saves I've seen so far in the moving button map seem to save just as the turrets come up
This no saves in map 3 and 4 piss me off lol
Edit:Ok saves work but only if you reload the map.Couple of auto saves I've seen so far in the moving button map seem to save just as the turrets come up
Quote from bruzag on November 13, 2011, 1:32 pmow man - i really needed that hint for the second map...
i have been looking at that map forever, maybe hint [spoiler]the letter e[/spoiler]somewhere, to make it more obvious?
Not a bad concept, but yeh... its really unobvious
ow man - i really needed that hint for the second map...
i have been looking at that map forever, maybe hint
Not a bad concept, but yeh... its really unobvious
Quote from Rand0mNumbers on November 13, 2011, 1:42 pmbruzag wrote:currently playing trough aswell.
map 4: i love how you [spoiler]turned the map 90 degrees[/spoiler] but i would hate it if my solution was the right one because[spoiler]standing on an edge the game sorta doesnt want you to be on sucks - i got myself on the ledge with the beam whilst the cube was on the bottem, then, from there, portaled the cube up to the button[/spoiler]map 7 - the first few times around i didnt notice [spoiler]the cage falling onto one of the laser paddles, thus not realizing that that was the way to go[/spoiler] - once i noticed it still wasnt clear to me [spoiler]how to make the other "glass boxes" drop[/spoiler]
when i finally managed to "fix" this part [spoiler]just spamming attack at the base they hang from[/spoiler]- it doesnt let me go back to my character to move on - am i missing something?Map 4: [spoiler]Standing on an edge was the solution.[/spoiler] I didn't post it here, but my YouTube video description for this map said something along the lines of "The player has an iron grip in addition to perfect balance." I didn't want the map to look like it would accommodate its...situation completely.
Map 7: I'm aware of the player being unable to disengage. It popped up when I changed the control system. The solution was to complete the section and fire i/o to kill the system, thus returning control to the player. It seems like I need to make the solution more apparent. That makes sense as I didn't give too much direction there. Aside from that, was the second step easy to locate?
bruzag wrote:I'm back to the map now that some1 figured it out, but... i still dont see it, urgh![spoiler]"Use"[/spoiler] the panel. EDIT: Ah, you got it.
I'm don't know what's going on in map 5. I spent all of yesterday putting the P2 elevators in each map and that was an issue that popped up. I thought it was a one time deal as it didn't happen again. I think its a visibility issue, but I'm not too sure.
I hadn't thought of a solution to the map that didn't involve the angled panel. Now I'm trying to find a way to force it to be necessary. Then again...ugh.
I'll make the button drop when you enter. I thought putting it askew would be enough of a hint.
map 4: i love how you
map 7 - the first few times around i didnt notice
when i finally managed to "fix" this part
Map 4:
Map 7: I'm aware of the player being unable to disengage. It popped up when I changed the control system. The solution was to complete the section and fire i/o to kill the system, thus returning control to the player. It seems like I need to make the solution more apparent. That makes sense as I didn't give too much direction there. Aside from that, was the second step easy to locate?
I'm don't know what's going on in map 5. I spent all of yesterday putting the P2 elevators in each map and that was an issue that popped up. I thought it was a one time deal as it didn't happen again. I think its a visibility issue, but I'm not too sure.
I hadn't thought of a solution to the map that didn't involve the angled panel. Now I'm trying to find a way to force it to be necessary. Then again...ugh.
I'll make the button drop when you enter. I thought putting it askew would be enough of a hint.
Quote from andyb on November 13, 2011, 2:41 pmIs there a special key to use in the last map to make the laser "cut" or something?[spoiler]I've been trying to knock down the drop boxes about 40 times now[/spoiler].Nothing happens.
Edit:[spoiler]Didnt realize that you must use left/right fire repeatedly.Auto on one button would work if possible.Thought it was a laser not a gun lol[/spoiler]
Is there a special key to use in the last map to make the laser "cut" or something?
Edit:

