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 Post subject: [RELEASE] LoveGLaDOS
PostPosted: Sun Jan 20, 2008 9:27 pm 
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Joined: Fri Jan 11, 2008 2:02 pm
Posts: 7
LoveGLaDOS
by Graxthal

(Full title: How I Learned to Stop Worrying and Love GLaDOS)


Description
LoveGLaDOS follows the Portal campaign levels' visual style and gameplay relatively closely. It is about as difficult as the Advanced Maps.


Download
http://forums.thinkingwithportals.com/d ... ile_id=149
or
http://students.guildhall.smu.edu/c7/26 ... glados.zip


Screenshots
Image Image Image Image
Image Image Image Image


Additional Notes
Feel free to post recorded demos or youtube videos of your run-throughs (both first-runs and speed-runs are very informative). All feedback is appreciated.


Last edited by Grax on Sun Jan 20, 2008 10:46 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Jan 20, 2008 10:07 pm 
GLaDOS Module
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Joined: Tue Nov 13, 2007 10:10 am
Posts: 551
Location: Canaduh eh
Well, I just played through this map, and I have to say, it's kickass.

You certainly put a lot of thought into this. I especially loved the "crushers" near the end, and how you incorperated the rocket turret into the level was genius.

Only problems I noticed were (lol) backwards indicator lights everywhere, where the orange checkmark was mirrored. Not a big deal, but random and kind of demeaning nonetheless.

good job with this. I look forward to more from you.


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 Post subject:
PostPosted: Sun Jan 20, 2008 10:40 pm 
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Joined: Mon Oct 22, 2007 2:18 pm
Posts: 247
Most impressive. I enjoyed it thoroughly.


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 Post subject:
PostPosted: Sun Jan 20, 2008 11:42 pm 
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Joined: Tue Oct 30, 2007 2:11 pm
Posts: 345
Location: Ontario, Canada.
Nicely done, Graxthal.

I really enjoyed the visual style, pacing and use of vertical space in this test chamber.

I found the difficulty to be very close to what you were selling it to be, "about as difficult as the Advanced Maps" - if not a bit easier, but enjoyable nonetheless.

The only "issue" I ran into was in the very first room. If you fire a portal onto the middle of the wall right above the three fizzlers, the portal will be pushed to one side - my guess is you have a stray portal bumper there.

As for improvements, I felt that all the "red pit flooring" would have benefited greatly from pipes and wiring - in their current state they feel unfinished.

Once again, great map - I look forward to your future releases.

taco


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 Post subject:
PostPosted: Mon Jan 21, 2008 8:20 am 
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Joined: Thu Nov 29, 2007 8:36 pm
Posts: 69
Did it. Very good. But you forgot to make all the glass destroyable by rockets. Examples:

Image

Image

Put some nice stuff behind that glass :)


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 Post subject:
PostPosted: Mon Jan 21, 2008 11:07 am 
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Joined: Sun Nov 04, 2007 9:31 am
Posts: 24
Excellent map, I like it very much.
I uploaded my least portals strategy, http://www.youtube.com/watch?v=UEnZW8VWZa8


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 Post subject: thanks
PostPosted: Mon Jan 21, 2008 2:28 pm 
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Joined: Fri Jan 11, 2008 2:02 pm
Posts: 7
Thanks all for the feedback thus far. I'm taking notes on everything. ^_^

Jaso, I watched your Least Portals run and laughed pretty hard. [spoiler]I was hoping the cameras/cubes would allow for some tricky things, but didn't know it'd be as ridiculous as that.[/spoiler] Good stuff, I love it.


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 Post subject:
PostPosted: Mon Jan 21, 2008 3:34 pm 
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Joined: Sun Nov 25, 2007 9:54 am
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that is one of my favorite user created map i have played. thanks for making it :D


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 Post subject:
PostPosted: Mon Jan 21, 2008 4:43 pm 
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I like it, very well made and forgiving with several solutions for the obstacles wich I really like since it gives more "freedom". It's a bit on the easy side but like someone else said "I'm a sucker for impossible stuff"


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 Post subject:
PostPosted: Mon Jan 21, 2008 5:23 pm 
Loves Cake
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Location: Ontario, Canada.
Just played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.

I can only imagine how much better the map would look with them in place.

Also, right when you start the map, if you look up at the recessed lighting and walk directly forward to where you enter the first room, there are two small nodraw faces visible in the lighting.


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 Post subject:
PostPosted: Mon Jan 21, 2008 5:47 pm 
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taco wrote:
Just played is again and noticed something that I somehow missed the first time through: you either don't have, or didn't correct build cubemaps.


Yeah, I have em hidden away in a visgroup in the .vmf because a couple of them were not behaving properly, so I did not compile them into this version's .bsp. ^_^ If I can get them all to reflect exactly as desired I will definitely build them into the next version. But you didn't notice on your first run, which pleases me greatly kekek^^ (can you tell that cubemaps have annoyed me? :\ )


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 Post subject:
PostPosted: Tue Jan 22, 2008 9:37 pm 
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Joined: Sun Jan 06, 2008 3:18 am
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Very cool map!
I really liked the big 2-floor room.


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 Post subject:
PostPosted: Wed Jan 23, 2008 7:30 am 
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Very nice map, it felt like one that could have been made by valve to me.
I didn't run into any bug or showing nodraw textures, exept the reverse indicator lights that were already mentionned.
Plus the challenges give nice replay value to it. An A class map!

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Thanks to Portal, someone's birthday is now the most feared day in the year...
NO! THE CAKE! NOOOOOOOO !


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 Post subject:
PostPosted: Wed Jan 23, 2008 4:19 pm 
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This map was very well made, if I didn't know better, I'd think I downloaded a bonus map from Valve themselves. The puzzles were complex without being too difficult, a very good balance and and overall nice map =D

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 Post subject:
PostPosted: Wed Jan 23, 2008 10:10 pm 
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Joined: Tue Jan 22, 2008 5:33 pm
Posts: 42
top-notch work there. i thoroughly enjoyed playing it. i especially liked the rocket puzzle. I'm not sure if i solved it "correctly" though, but it got the job done ;)

good job!

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