[RELEASE] Chambers Three

[RELEASE] Chambers Three

Postby Interitus » Wed Mar 05, 2008 12:05 am

Download link:
dload.php?action=file&file_id=182


Screenshots:
ImageImage
[img]http://img519.imageshack.us/img519/2918/chambersthree30023rp6.th.jpg[/img]


Description:
Three maps of varying difficulty. They're mostly pretty easy, and generally pretty fun. I'm hoping there's some new stuff in there, but I designed and built the maps last september - november, and I have no clue what the community has been up to. There may be some minor issues here and there, but there shouldnt be any debilitating issues. You get stuck in the elevators on the map changes, so just pound the jump and move keys till you're free.

Install directions:
Unzip the zip into your portal directory. Maps should end up in maps, materials into materials and sounds in sounds. Then load up the map in the Bonus maps under "Interitus's Maps"
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Re: [RELEASE] Chambers Three

Postby Kiavik » Wed Mar 05, 2008 5:32 am

Very, Very good. Fix those energy ball launchers in chamber 3 though :)
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Re: [RELEASE] Chambers Three

Postby Interitus » Wed Mar 05, 2008 9:24 am

Whats wrong with them?
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Re: [RELEASE] Chambers Three

Postby Kiavik » Wed Mar 05, 2008 10:13 am

Interitus wrote:
Whats wrong with them?

when you reload near them, they shoot 2 or more pellets at a time, creating a big mess :wink:
Or at least one of them does. Its in the very last section.
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Re: [RELEASE] Chambers Three

Postby Browen » Wed Mar 05, 2008 9:32 pm

one of them doesnt shoot anything
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Re: [RELEASE] Chambers Three

Postby Browen » Wed Mar 05, 2008 9:38 pm

the one that doesnt shoot anything is in the last section too. it is the room that is just 3 levels, the ball launcher is on the wall in a depression and the catcher is on the roof above the level farthest from the door.
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Re: [RELEASE] Chambers Three

Postby mazk1985 » Wed Mar 05, 2008 9:41 pm

Overall a nicely paced map with some interesting puzzles. One part that I found a bit off though was guessing which buttons controlled which door in the last bit.

Its no big deal, just a bit random.

Otherwise great map

Maz :)
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Re: [RELEASE] Chambers Three

Postby Ralen » Wed Mar 05, 2008 11:34 pm

These maps were great. I laughed when I saw the dead test subject in the second map, mainly because I had died that exact same way a moment earlier.

The first map was pretty simple, I think the second map was my favorite (I found the cake and was even able to activate the ball catcher in the f-ed up test chamber, although it didn't do anything), and the third was the most challenging.


In the first map, I couldn't find a use for that pit on the far side of the toxic goo in the room with the sentry gun.

My only minor complaint is about the doors in the observation area in the second map. Even though you can open them, they don't have rendered handles on them, which had me wondering what to do for a while at first since in Portal any door without a rendered handle typically can't be opened.
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Re: [RELEASE] Chambers Three

Postby Interitus » Thu Mar 06, 2008 1:33 am

Thanks guys :) Glad the feedback is mostly positive other than a few nagging problems :D

Kiavik wrote:
when you reload near them, they shoot 2 or more pellets at a time, creating a big mess :wink:
Or at least one of them does. Its in the very last section.


I'm not sure there's anything I could do about that without completely redoing the launcher/catchers, and I used a prefab, so I'm not 100% sure what was going on with those.

Browen wrote:
one of them doesnt shoot anything


There was a long delay in that room that I never(apparently) got around to fixing, and I couldnt figure out why the door stayed open. The door should have trapped you in there till you got the ball in the catcher.

Ralen wrote:
In the first map, I couldn't find a use for that pit on the far side of the toxic goo in the room with the sentry gun.

My only minor complaint is about the doors in the observation area in the second map. Even though you can open them, they don't have rendered handles on them, which had me wondering what to do for a while at first since in Portal any door without a rendered handle typically can't be opened.


I guess depending on how you got thru the door, imafractal mentioned to me on MSN that there's a portable wall thru the door, but I havent had time to check it out. The pit was there to provide a way to fling yourself across the goo. As for the doors, I dont know how to make door handles. I know I could have used a prop_door, but I didnt like the prop_doors available. One door is usable.

mazk1985 wrote:
. One part that I found a bit off though was guessing which buttons controlled which door in the last bit.

Yeah, thats one of the puzzles of that room. Took me a while to get the outputs on that one working. :|
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Quick question

Postby jimmyb » Thu Mar 06, 2008 8:46 am

Did you mean to create a separate folder for the sounds?

The folder in Portal is called sound (no "s").

I extracted manually, so I'm not hearing Glados' voice. Sometimes that can be a good thing though. :P
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Re: [RELEASE] Chambers Three

Postby Interitus » Thu Mar 06, 2008 9:25 am

yeah it should be in sound/chambersthree

and the GLaDOS voice was provided by Hamsteralliance and is very funny :D so try to get it working!
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Re: [RELEASE] Chambers Three

Postby infernet89 » Thu Mar 06, 2008 1:16 pm

Here it is my way on those maps:
http://it.youtube.com/watch?v=W80l9eBjBtQ
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Re: [RELEASE] Chambers Three

Postby rellikpd » Thu Mar 06, 2008 6:41 pm

Interitus wrote:
yeah it should be in sound/chambersthree

and the GLaDOS voice was provided by Hamsteralliance and is very funny :D so try to get it working!

ah sunof a gun. you broke the sounds folder? *sigh* i just got done playing the whole thing :(

very nice though. and (although i'll have to replay to make sure) very good use and application of sounds... the mechanics moving behind the walls and such. not sure if this will still be true once i fix the sound and replay it all :P but mainly i'm talking about how like you'll hear a bunch of crap behind the walls before something starts moving. very nicely timed and placed

and OMG HOW EFFIN FUNNY the dead previous-test-subject thats exactly how one might die, (accidently falling into the goo, getting disorientated and trying to climb out onto something, ANYTHING) and the "broke" test chamber was very clever and neat. i love cake. but only thing i didn't like about that part was the floating and shooting gun, aside from that, that room was great. if you activate the ball-catcher you hear an explosion... but i didn't notice it doing anything. does it?

well i'm gunna go replay with its fixed sounds *shrug*

oh yeah, and note: I noticed in map3, with the ball catcher that someone said you can make shoot multiples..... i loaded about 3 times in succession (or so) and had like 10 balls bouncing AAAWWWW!!!!!
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Re: [RELEASE] Chambers Three

Postby Ralen » Thu Mar 06, 2008 6:56 pm

rellikpd wrote:
and OMG HOW EFFIN FUNNY the dead previous-test-subject thats exactly how one might die, (accidently falling into the goo, getting disorientated and trying to climb out onto something, ANYTHING) and the "broke" test chamber was very clever and neat. i love cake. but only thing i didn't like about that part was the floating and shooting gun, aside from that, that room was great. if you activate the ball-catcher you hear an explosion... but i didn't notice it doing anything. does it?


that one sentry gun in the broken test chamber isn't floating, if you look you can see it's been jammed into the wall (there's a crater and cracks coming from where the gun meets the wall). Also, the ball catcher activates an explosion in front of the cake. I god-moded and noclipped over to watch it, and it's nothing special, just an explosion. It will kill you if you're too close though. I think its purpose might be to draw you over to that part of the map to find the cake, since you can kind of see the smoke around the corner if you're looking that direction when it happens.
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Re: [RELEASE] Chambers Three

Postby rellikpd » Thu Mar 06, 2008 7:16 pm

[img]http://img144.imageshack.us/img144/3767/chambersthree30000hi3.th.jpg[/img]
and image of the multi-ball.

also i forgot to mention in the first map on the last challenge (where you put the box on the button and the steps come up) it is possible to get stuck on them if you put portals on the steps or are move to close to the glass wall... not a big deal since its not really necessary to put portals on the steps. just letting you know

replayed with the sounds. the custom glados voices are really good. and funny. though. i thought the game was better without them. cuz i thought the part where the wall opens and allows you to access the BTS area was part of the map. not made by glados... but i don't know.

Ralen wrote:
:blah: turret :blah:

yeah i thought thats what it might have been, but wasn't sure. btw use spoiler tags. cuz that part of the map is like a serious "bonus" part of the map :p
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