Please or Register to create posts and topics.

[WIP] [WIP] Space and Time

My first Portal 2 Map I'm making, WIP.

File Name: sp_spaceandtime_01.rar
File Size: 1.92 MiB
Click here to download Space and Time

Very impressive first map!
I liked how you implemented some new elements, they were easy to understand but still a lot of fun! well done!

three tiny things:
1)

Spoiler
You have to place your portal for the laser quite high, higher then you'd expect, would be nice if you can have a clear view of where you can shoot your portal

2) You can bypass the laser part by standing on top of the button, then jumping on the edge near the turrets and pick 'em up
3) I got stuck between the crushers.

once again, very impressive first map. Fix theses issues and it's a solid 5/5!
~Lp

Wow. Amazing, especially for a WIP. Here are my comments. Spoilers warning for anyone who doesn't want them.

Spoiler
Like lpfreaky90 said, the laser does have to be placed quite high, and at first I thought I was doing something wrong. Also, cheats are left on at the beginning when moving portals are enabled. I don't know why, but I seem to be sucked into the portal near me when the other end of the portal is on a moving portal surface to destroy the turrets. At first when I retrieved the box and put it in the blue field, I wasn't entirely sure how that helped me. I did immediately realize that it had stopped time, but I felt as if the spinning crushes would still kill me, despite their stillness. In the second room, I simply flung myself into the blue area using a double fling; I don't know if this is the itended solution, but it worked. As always wit world porals, there are visual issus when the player can see too many portals at once. I don't know why the two funnel buttons can switch the two funnels to reverse, but that certainly did keep me thinking. Again, I don't know if this is he intended solution, but I got the two funnels intersecting using the world portals, simply placed he boxes into the intersections, then turned on the laser and went in the exit.

Again, very good map. There were some textures missing (plain white surfaces) that bugged the crap out of me to look at, but otherwise, fantastic. Keep working, and it'll be a certain 5/5.

missing textures? where specifically in the map?

EDIT: ah, it appears I was using some of the vertex textures in my map for some of the grayer tiles, sorry about that, fixed

Also, I fixed the laser placement, turret wall, and I don't know how to fix the "sucking" of the moving portals but, that's what the 'KEEP OUT' sign is for.

I liked this map a lot and am supremely jealous that you can do this kind of stuff in your very first map, but it gave me some really odd graphical glitches (might contain slight spoilers for the second part):
http://steamcommunity.com/profiles/76561198002380422/screenshot/651003798845844141/?
http://steamcommunity.com/profiles/76561198002380422/screenshot/651003798845847689/?

---------------------------
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------

It is an interesting idea. There are a few things I would fix though.

1. The opening at the far end of the grinder pit is WAY too low. It is impossible to get to without dying. Even getting to it requires noclipping through the wall above it.

EDIT: I now realize why you set the opening so low. However, as stated below, the blue panel is not clear as to its purpose. You might want to fix the sign beneath it to point UP at it.

2. The blue panels that hide area portals in the later part of the map are not clear as to their purpose. You may want to rethink them.

EDIT: It does not seem possible to get to that panel with a double fling as it is a little too high on the wall. I would make it a little easier to get to it, but that is just me.

3. The reason you are getting the graphical glitches is because you are using too many area portals in close proximity. The game engine is having trouble determining which leaf the player is in and so shows ALL leaves in the area. You can fix this by breaking up your visleafs with clip brushes.

The map is definitely a 3.5/5. It just needs some fixing up and it will be a 4.5/5.

Wow! That was...uh, yeah. Just, yeah.

I put player clips over the world portals, I don't know if that fixed it or not because when I play the map I don't get the graphical bugs you guys do.

EDIT: also, the fling is possible on the second room, just tricky.

The map is interesting and the ideas are good. However the map is way too glitch to be called great. I guess that's why it's a WIP release. Some tweaks can be seen in my blindrun:

8M6YEkNk_F0
(Link: http://www.youtube.com/watch?v=8M6YEkNk_F0)

Haha, glad I'm not the only one who spent the lion's share of time on this map trying to make that fling. It definitely needs to be a little more forgiving.

---------------------------
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------

Spoiler
The fling on the first map, second room can be made without shooting a portal in mid air. If you place a portal on the big white middle panel on the wall, and one on the very end of the strip on the floor (closest to the center of the room), with a running start and a jump into the floor, you can land into the same portal and it shoots you into the "warp gate" (blue panel)