Portal 2 Catch-All

kexx wrote:

THE SPHERE ROOM

Man, that room just begs for an Edgeless Safety Companion Cube. I'll have to give it a try when I get home.

The collection continues to grow! Only another 65 puzzles or so and one can hear all of Cave Johnson's new lines with just GWJ maps! :p

May I get an invite to the group please? I'm already subscribed to the GWJ maps, but I may be able to help pad that puzzle count for you.

MrAndrewJ wrote:

May I get an invite to the group please? I'm already subscribed to the GWJ maps, but I may be able to help pad that puzzle count for you.

I sent you an invite for the main group, and realize I'm not in the Portal 2 group.

Maybe I receive an invite as well?

OK, here's my first go. I'll freely cop to going for size over substance here; the actual puzzle is pretty simple.

IMAGE(http://cloud.steampowered.com/ugc/577830229198696112/FA37788026963015474709E5BD894383C7BDEBDF/)

All of Cave's new material. Consider it spoilers I suppose.

Alternate universe fun.

OMG, I laughed so hard through half of that.
The writing is amazing, but JK Simmon's delivery is nothing short of brilliant.

Here's my latest creation. Hope you'll enjoy:

SPEED

IMAGE(http://cloud.steampowered.com/ugc/596970529062013016/48DC66EC9EDD769A7BBB8A45A8C99297E9348CC2/600x337.resizedimage)
http://steamcommunity.com/sharedfiles/filedetails/?id=72074604

I didn't realize how bare-bones the editor would be. But, I am trying to do things they didn't do in Portal. Still, *sad face*. And no checkpoints or saving for the levels, wtf?!

cyrax wrote:

I didn't realize how bare-bones the editor would be. But, I am trying to do things they didn't do in Portal. Still, *sad face*. And no checkpoints or saving for the levels, wtf?!

I really can't complain. The interface is really straight forward and provides enough tools to do a proper tasting chamber.
I'm sure that with enough content generated by the user base, we'll see a revision of the toolset.

Also, if we're lucky, additional recording by Cave Johnson.

Yeah the simplicity is a draw for me, this feels like the good old days of making Timesplitters levels to me, and man did I even make a whole lot of Timesplitters levels.

Reminds me a lot of the Incredible Machines for some reason....

Hyetal wrote:

I tried your maze map, Demon, and it's plagued by the same darkness issues I think others found in Kexx's maps. Screenshot.

A patch came out yesterday-ish that said it fixed some lighting issues. Maybe the map needs to be rebuilt again?

I don’t think my darkness was due to lighting issues.

Spoiler:

I had one hallway with no lights with the exception of two turrets placed at different lengths so that you’d either move into the dark because you see the red lasers or you are being shot- and if you kepy going forward you would see a tractor beam at a drop point. This was on purpose, and I think I gave clues enough to know where to go- but that doesn’t change the fact that people really don’t like to be in complete dark. Point learned .

Also, still positive I’m not going to be good at creating, and still care only oh so much (not much most of the time). I thought this might be a replacement for playing games- it won’t, I still want to go into a built world and do things. Also, I’m really not smart enough to just live in other people’s maps (Kexx can support this claim)- I don’t think with Portals. Still, I find tinkering with the current level I’m building very damned relaxing.

One thing I really, really wish was available- a way to 1) watch other players experience your map realtime (observer mode) and 2) the ability to record other players in your map, so that you might better learn how to continue to make changes. I love what’s there, but I would find this much useful.

I found where to go fairly easily, it was just sheer blackness that kind of looked like a bug.

Yeah, I agree that it is disorienting and ugly when you have zero visibility. I had, at first, hoped to play with lighting where you'd have to use a portal to show you pathways- but unfortunately a light source spilling into a portal does not act as a light source from the other portal.

demonbox wrote:

Yeah, I agree that it is disorienting and ugly when you have zero visibility. I had, at first, hoped to play with lighting where you'd have to use a portal to show you pathways- but unfortunately a light source spilling into a portal does not act as a light source from the other portal.

That does sound pretty cool, though.

Yeah, that is a pretty cool idea!

I'm finding there are plenty of good ideas that just don't work out as nicely as they sound. Been designing and redesigning my latest map to get it as close to what I wanted to be as possible. Still not sure how I'm going to handle the second part, but I'll figure something out!

Addendum: Looks like I'm going to have to split these ideas up!

I feel like I'm on the right path with my second map. I've spent more time playing it than I have building it (I play it and make small updates as I play, then repeat). So far I think it's fun, and I die a lot- so hopefully those are good signs when mixed together.

Not nearly so proud of this one as the first one, but I've spent way too much time tooling around with this one to just throw it away. Learned a lot doing it though, so the next one will probably be better for it.

For one, making some kind of timing mechanism.

IMAGE(http://cloud.steampowered.com/ugc/596971085928014752/17D9C743BF6A0285B0702CECC3DBF22DB77C09DD/600x337.resizedimage)

Cube Disposal Unit

Been away for 5 days. What's going on? Why don't we have more crazy maps?! Is Diablo III to blame??

kexx wrote:

Been away for 5 days. What's going on? Why don't we have more crazy maps?! Is Diablo III to blame??

the entire thread wrote:

click click click click click click click

Well a few people are playing old pile games...

Speedhuntr wrote:
kexx wrote:

Been away for 5 days. What's going on? Why don't we have more crazy maps?! Is Diablo III to blame??

the entire thread wrote:

click click click click click click click

I'm working on a map that I think will actually be god (unlike my last). I've spent about 7 hours building and tweaking, and within any luck I'll be done within a few more hours. Hoping I can convince people to give it a whirl once it's out, hope this ship hasn't sailed.

I'm in it for the long haul. I love making and testing these chambers!

demonbox wrote:

I'm working on a map that I think will actually be god

That sounds somewhat ambitious.

CY wrote:
demonbox wrote:

I'm working on a map that I think will actually be god

That sounds somewhat ambitious.

Just wait until I create the anti-god level, that will be ambitious.

Play my Sphere Room, that´ll get you thinking about hell, hehehehe

Ok, I did some searching, and found this amazing piece of info on "item limits":

http://forums.steampowered.com/forums/showthread.php?t=2703507

this table here is an approximation, but it helps tremendously:

The following have NO effect on the entity cost of a map:
Where you put the entrance, exit or mandatory observation room
The location or facing direction of an object (except where it alters map geometry)
Whether or not a floor/ceiling/wall is a portalable surface
The length (not height!) of a light bridge, fizzler, tractor or laser beam (which are generated after the map loads--that's why you see/hear them turn on after you enter)
Whether a contiguous panel of glass/grating is composed of a single large placed item or separately placed items joined seamlessly by the game
Whether paint splats of the same color are a contiguous pool or separate splats
Whether any moving object, emitter or dropper of any kind starts enabled/auto-drop or not
How compressed or extended a lift is in its starting state
How large a pool of goo is
What kind of cube or sphere an item is
Whether a floor button is of a type that reacts to cubes, spheres or weight
Where the target of a faith plate is
Whether a panel starts deployed or not

The following have a SIGNIFICANT effect on the entity cost of a map:
How many items of a given type (except where mentioned above) you place in the map
The number and nature of the connections you form between items
The height of a fizzler or laser barrier emitter, if greater than one square
Drastic and large-scale differences in the size or shape of your level

Item Cost Values
What follows are what I believe to be accurate entity costs for each placeable item, in descending order of cost and grouped by type:

Lifts: 44 (!!!)
Stairs: 13
Moving Platforms (vertical or horizontal, one square): 13 plus 1 or 2 (approximate) for each additional square of track
Faith Plates: 9

Cube Droppers (of all kinds): 33
Paint Droppers (of all kinds): 15

White Paint Splat: 9
Blue/Orange/Cleansing Splat: 8

Fizzlers: 5 base + 9 per unit height (including the first, so 14 for one-high, 23 for two-high, etc)
Laser Barrier Emitters: 14 (height changes not tested but probably similar to fizzlers)
Tractor Emitters: 8
Laser Emitters: 6
Light Bridge Emitters: 4
Laser Catchers: 4
Laser Relay: 3

Angle Panels: 13
Glass Panels: 12
Flip Panel: 8

Pedestal Buttons: 6
Floor Buttons (of all kinds): 3
Cubes and Spheres (of all kinds, including Franken): 4

Turrets: 3
Pools of Goo: 1

Decorative Light Bars: 3
Small Observation Window: 2
Grating: 2 per square
Glass: 1 per square

EDIT:
Entity cap limit: 1750 entities
average mid-sized rectangular room size (base geometry): 390-410 entities

Are the fan creations co-op or single player? Can they be accessed on the PS3? I haven't played Portal in a while but if these fan creations are worth while I am definitely up for some more Portal.

The maps from the puzzle creator are single player, though they're trying to make co-op maps a possibility. And no, this is PC only.

kexx: Aerial Velocity queued up!

Or not, community seems to be down. It'll be queued up eventually!

I've heard its PC and 360, though i'm probably wrong. I'm on PC anyways.

Glad u queued up!! Let me know what you think!

EDIT: to add...

GWJ WALL CLIMB VERTIGO

IMAGE(http://cloud.steampowered.com/ugc/595845642919533127/1B8E8146FBE73D2B4608B785DBE3DE4D2466202D/600x337.resizedimage)
http://steamcommunity.com/sharedfiles/filedetails/?id=73334616

Hope you enjoy!!!