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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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Here is a map i stopped working on a couple of months ago which is the advanced version of the facility map i made a while ago, it's a well in truly updated version of the map with better lighting, portal textures, obstacles and so on; so in other words it's a different map that based on the original.
This map is VERY close to completion but there are a few things that i need to do before releasing it to everyone which will take quite a long time considering i have lost my inspiration to keep on going, the only thing that makes me want to continue is the fact that people keep askign me when i am going to release this on YouTube.
ScreenShots:
Download:
Beta 0.50 (5.39 MB)
FilePlanet
Thinking With Portals Data Base
Beta 1.02 (5.46MB)
half-life2.filefront.com
Thinking With Portals Database
Remember to leave Ideas/Opinions and comments
Cheers,
Mapster
EDIT:
I forgot to mention:
YES i do know that my turret models have a different skin, i just forgot to change it before i took the screenshots.
EDIT2:
I also forgot to mention that since i didn't add all of the files so it's in the bonus map menu, all you have to do is place the .bsp in your portal/portal/maps folder, load up portal, go into console by pressing ( ~ ) and type in: "Por_Facility_Adv" and it'll come up with the latest version underneath console, push the UpArrow and it'll go straight to it. _________________

Last edited by Mapster on Thu Feb 28, 2008 3:45 pm; edited 2 times in total |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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Screens look awesome, can't wait to play! _________________
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xitooner Test Supervisor

Joined: 19 Oct 2007 Posts: 139
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This was one of my favorites the first time around, and overall I like the improvements. Although I cant finish it tonight, I will soon enough.
Only one comment so far; some may think that manipulating cubes in the dark, hiding an entrance in the dark, etc is "challenging", etc. . .to me it is simply an irritation and (most importantly) NOT FUN. I have yet to see a single map where a near-total darkness puzzle has added to the gameplay, enhanced the mood, etc. All it does is piss me off. Maybe I can vmex this thing and add a light. . .  |
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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Adding more lights would make it much easier to see where to go and so on, I'll try to do that sometime tomorrow. _________________
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xitooner Test Supervisor

Joined: 19 Oct 2007 Posts: 139
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Fixing the light would be great!
Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
- That screen that one turret hides behind will kill? Kinda suprised me, but the worst problem was that I was in such a hurry to use a cube to kill the turret, that I dropped/threw it on the other side, and couldnt reach it anymore. I am pretty sure you need 3 cubes to do some of the rest of the puzzles. . .
- The pipes on the wall in the next room are misaligned at the bottom.
- A couple of walls look non-portable in the turret-maze, but are portable.
- Was I supposed to squeeze a portal past the glass into the area that holds the switch to open the turret-mase? Its the only way I found to reach it; nothing else seemed to open the area. In the old one there was something that moved to allow entrance I think, but it didnt seem to happen, and I looked everywhere.
- Those holes in the glass were VERY hard to see, IMO. Maybe if you put an X on cube-side wall it would be more obvious? Maybe too obvious; I dunno.
- I dont know if there was an easier way, but it took 4 portals to get that darn rocket to hit the glass! My head hurts from the spatial geometry!
- The rocket-to-kill-turret thing was nice; it took me a while to figure out how to use the under-stair walls.
- Not sure about how it ended, because it. . .didnt. I reached the last room, freed the companion cube, and even put the other cube in. . .but the game didnt end. Does anything make the game fade out?
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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| xitooner wrote: | Fixing the light would be great!
Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
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Thanks, didn't know about that.
| xitooner wrote: |
- That screen that one turret hides behind will kill? Kinda suprised me, but the worst problem was that I was in such a hurry to use a cube to kill the turret, that I dropped/threw it on the other side, and couldnt reach it anymore. I am pretty sure you need 3 cubes to do some of the rest of the puzzles. . .
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Yes, you need all 3 cubes to finish the entire map.
| xitooner wrote: |
- The pipes on the wall in the next room are misaligned at the bottom.
- A couple of walls look non-portable in the turret-maze, but are portable.
- Was I supposed to squeeze a portal past the glass into the area that holds the switch to open the turret-mase? Its the only way I found to reach it; nothing else seemed to open the area. In the old one there was something that moved to allow entrance I think, but it didnt seem to happen, and I looked everywhere.
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There was a button that you pushed, it opened up the door above you with you had to get past.
| xitooner wrote: |
- Those holes in the glass were VERY hard to see, IMO. Maybe if you put an X on cube-side wall it would be more obvious? Maybe too obvious; I dunno.
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Hmm, perhaps you are right there, i'll add a border to the hole so people can see it.
| xitooner wrote: |
- I dont know if there was an easier way, but it took 4 portals to get that darn rocket to hit the glass! My head hurts from the spatial geometry!
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I am able to do it in 3 hehe.
| xitooner wrote: |
- The rocket-to-kill-turret thing was nice; it took me a while to figure out how to use the under-stair walls.
- Not sure about how it ended, because it. . .didnt. I reached the last room, freed the companion cube, and even put the other cube in. . .but the game didnt end. Does anything make the game fade out?
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No, the map doesn't actually end yet, I'm not 100% sure on how i should end it, i don't really want it to just be an enter the room then fade away finish. _________________
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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rellikpd
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 902 Location: South Texas, US
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| nice update... looking good, i don't really know what the hell i'm supposed to do for the final test (with the 2 rocket turrets and 2 gun turrets) what i did was shoot a portal over the emancipation grid back into the room with the single rocket turret (that is activated by button) and bum-rush the portable walls near the rocket turret, grab the cube from the swith then useing that as a shield go back through the portal to block the gun turrets... the rocket turret (behind me) shoots at me, i side step and let it knock down one turret, then do it again for the other turret.... how the hell are you "SUPPOSED" to do this puzzle? |
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infernet89 Superior Participant

Joined: 02 Jan 2008 Posts: 61
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i can't understand why, but the glasses in your map glitches really a lot.
That's what i see in the tube. |
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rellikpd
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 902 Location: South Texas, US
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| infernet89 wrote: | i can't understand why, but the glasses in your map glitches really a lot.
That's what i see in the tube. |
why are you in the tube? Mr. Speedrun (aka infernet89)... i never go in the tube.. takes to long  |
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infernet89 Superior Participant

Joined: 02 Jan 2008 Posts: 61
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| rellikpd wrote: | why are you in the tube? Mr. Speedrun (aka infernet89)... i never go in the tube.. takes to long  |
LoL!
all glasses has that look for me, very annoyng play a map with those strange reflections, i was in the tube just to show you all what trip it is. |
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Cargo New Employee
Joined: 06 Jan 2008 Posts: 4
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| infernet89 wrote: | | i can't understand why, but the glasses in your map glitches really a lot. |
I'm always getting that glitch on custom maps for some reason, I've got no idea what causes it though. I've been meaning to ask about it here before, but I thought it might just be down to my computer.
Great map, by the way. Looking forward to seeing the final release. |
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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| rellikpd wrote: | | nice update... looking good, i don't really know what the hell i'm supposed to do for the final test (with the 2 rocket turrets and 2 gun turrets) what i did was shoot a portal over the emancipation grid back into the room with the single rocket turret (that is activated by button) and bum-rush the portable walls near the rocket turret, grab the cube from the swith then useing that as a shield go back through the portal to block the gun turrets... the rocket turret (behind me) shoots at me, i side step and let it knock down one turret, then do it again for the other turret.... how the hell are you "SUPPOSED" to do this puzzle? |
Shoot a portal under the stairs, and 1 beside the rocket turret and then use the rocket turret that has the 2 machine turrets facing it to shoot a rocket at those. If that makes sense.  _________________
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rellikpd
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 902 Location: South Texas, US
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| Mapster wrote: | Shoot a portal under the stairs, and 1 beside the rocket turret and then use the rocket turret that has the 2 machine turrets facing it to shoot a rocket at those. If that makes sense.  |
no not really lol post a quick video (of that section) i mean i can beat it. so no worries. i was just curious on how YOU wanted it completed. |
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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I would post a video but for some reason my video making program doesn't want to produce the video into a video format, i'm digging into it but i don't have much time every day so everything is limited on what i do. _________________
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