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[RELEASE] Gear Portal Map Pack V2
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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Sun May 18, 2008 7:45 pm    Post subject: [RELEASE] Gear Portal Map Pack V2 Reply with quote

So we made some more stuff. Here is some images.




You can grab the new maps at this Download Link: http://forums.thinkingwithportals.com/dload.php?action=file&file_id=223

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Doomsday192
Swings Both Ways
Swings Both Ways


Joined: 18 Feb 2008
Posts: 395
Location: Michigan, USA

PostPosted: Sun May 18, 2008 7:49 pm    Post subject: Reply with quote

holy shiat that looks awesome!

downloading now...

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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Sun May 18, 2008 7:54 pm    Post subject: Reply with quote

Very Happy
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Doomsday192
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Joined: 18 Feb 2008
Posts: 395
Location: Michigan, USA

PostPosted: Sun May 18, 2008 8:23 pm    Post subject: Reply with quote

ok i played thru it, and i must say it is VERY awesome, its one of my fav new portal maps.

but i did find a few bugs:

1.
this camera is invincible
http://img216.imageshack.us/my.php?image=geartestchmb02f0000dk9.jpg

2.
the cube wouldnt go thru a portal in the tall room with the gravity fields
http://img182.imageshack.us/my.php?image=geartestchmb03c0002gu2.jpg

3. at the end i got:
Code:

Unknown command: dissconnect

in the console Wink

other then that, this is a completly awesome map Very Happy

(if your wondering what that cube skin is, its my personal elite storage cube i made Razz)

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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Sun May 18, 2008 8:25 pm    Post subject: Reply with quote

haha it said dissconnect! Sigh

Ah well, thats a fix though, it seems that map 3 was not updated oh Dear.

I'll try getting it back up tomorrow, and the updating it.

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Kiavik
Superior Participant


Joined: 29 Nov 2007
Posts: 60


PostPosted: Mon May 19, 2008 7:54 am    Post subject: Reply with quote

These maps are definitely in "HOLY SHIT!" territory. You must've spent ages designing that gravtech energy fields, and the result is just awesome. They fit perfectly within the Portal universe, and the new gameplay opportunities they open up are endless. Btw, I suggest you design some more colors for the forcefields. Right now the color scheme is

- Does Nothing : Blue Border
- Reduces Gravity : Blue Border
- Pulls you in one direction : Blue Border
- Becomes solid : Red Border

I got confused because in map 3 I didnt really know when a gravtech would reduce my gravity or do nothing at all.
The awesome thing is that this new element doesnt replace portals at all - you still have to use LOTS of them to get to the end.

Anyway, 10/10 and I suggest a community spotlight for when you release the final version of this map pack.
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Yalow
New Employee


Joined: 01 May 2008
Posts: 5


PostPosted: Mon May 19, 2008 10:15 am    Post subject: Reply with quote

Those gravtech things can be confusing! Still fun though. I only noticed one problem.

That moving platform (in the first map) right before the poles pushing out from the walls will not move if you jump onto it as soon as it appears from the hole in the wall. I think that's what happens.

Other than that, great work, everything else was seamless and impressive.
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mazk1985

Superior Participant


Joined: 02 Mar 2008
Posts: 51


PostPosted: Mon May 19, 2008 11:04 am    Post subject: Reply with quote

very interesting ideas. The maps are very well made and the gravity fields look really nice and suits the theme.

A few points

1. On the first map the platform that moves through the dangerous area (with moving glass pistons in) stopped just as i got on it. I waited a while but it didn't budge.

2. I got stuck on the elevator floor after the level transition to map 3. Are your landmarks exactly aligned?

3. The room with all the moving metal platforms and switches was a bit tedious because I didn't need to use portals until the last ball catcher and the amount of switches is a bit OTT.

4. There are too many indicator strips. Its quite overwhelming.

5. Lastly, I'm a big fan of moving platforms but nearly everything you do on the maps causes a platform to move and it was hard to keep track of the level.

Graphics: 8/10
Gameplay: 8/10
Sound: 7/10

Overall: 8/10

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Doomsday192
Swings Both Ways
Swings Both Ways


Joined: 18 Feb 2008
Posts: 395
Location: Michigan, USA

PostPosted: Mon May 19, 2008 11:27 am    Post subject: Reply with quote

Oh another bug i forgot to mention, i got stuck in the elevator at chamber 3 and had to noclip out, i just couldnt move at all
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1947
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Mon May 19, 2008 1:51 pm    Post subject: Reply with quote

The screens look hot, I can't wait to play.
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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Mon May 19, 2008 3:39 pm    Post subject: Reply with quote

Hmm that damn elevator is still stuck! Well, we made a post on our website, which in we plan to update this pack a bit more, get some bug fixes and add challenges! But thanks guys!, if you spot anything else let me know!

You can also leave comments here too: http://geardev.wordpress.com/

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infernet89
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Joined: 02 Jan 2008
Posts: 61


PostPosted: Tue May 20, 2008 7:47 am    Post subject: Reply with quote

woha, amazing maps.
He gravity fields are a very good idea.. keep abusing of it Very Happy
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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Tue May 20, 2008 3:10 pm    Post subject: Reply with quote

English?
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rellikpd

GLaDOS Module


Joined: 10 Jan 2008
Posts: 902
Location: South Texas, US

PostPosted: Tue May 20, 2008 3:55 pm    Post subject: Reply with quote

he's italian.. its not his fault Wink he can really kill a map in speed runs though lol!

but anyway. most of my "complaints" have already been covered here so i won't cover them again.

this was amazing. aside from a few errors/bugs it seemed flawless and well though out. there were parts that had really TALL rooms, or vast space with lots of different gravity/push rooms that i thought i was going to get lost in but didn't.. you musta play tested the HELL out of this.

one complaint i do have, that was already covered and want to restate, is that in the room with the tilting panels there were WAAAYYYY to many indicator strips. had there been "NONE" i probly woulda understood instantly what to do. but instead i was to busy trying to follow the strips and got confused. lol. plus i managed to "accidently" solve #1 dot (in that room) don't know how that happened.

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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Tue May 20, 2008 4:24 pm    Post subject: Reply with quote

Haha yeah some playtesters mentioned too much, but it was cool to us, aside that we went through about 24 hours of playtesting on multiple version of the same map.
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