Portal 2 Catch-All

I was wondering how he got the catwalk stuff in there.

Here's my second map. I designed this one to be fun rather than challenging. It's based on one of my favorite sections of the first Portal, where you are first introduced to turrets and the various ways to get rid of them.

As always, I'd love some feedback!

Turret Emporium

Omaha wrote:

Those are made in Hammer. That kind of stuff isn't possible with the in-game editor. Not a knock against it at all, just saying the in-game is kinda the 'lite' editor and Hammer is the 'pro' editor.

You are correct. My point was to use them as inspiration. Less is more type thing.

Hyetal wrote:
Stele wrote:
CaptainCrowbar wrote:

I'd like an invite, but I don't know how to find out what my Steam URL is to post here?

Click Community > Profile in Steam, and there should be an address there near the top: http://steamcommunity.com/id/(YourURL)

To add on that, you can set a custom url (like http://steamcommunity.com/id/hyetal) after you hit 'Edit my Profile' on your profile screen.

Thanks! I've set it up as http://steamcommunity.com/id/Crowbar... (some other bugger had already used CaptainCrowbar - apparently Steam profile names don't have to be unique, but the ID URLs do).

Well, the level editor has a cap. I was rendering to test, wasn´t even finished, and it said Error: The chamber has too many items. Please remove some items.

What the hell? Why limit us? Let my computer´s horsepower limit me, not the editor! Bah...

kexx wrote:

Well, the level editor has a cap. I was rendering to test, wasn´t even finished, and it said Error: The chamber has too many items. Please remove some items.

What the hell? Why limit us? Let my computer´s horsepower limit me, not the editor! Bah...

I heard there was a limit. Figured it was pretty high though... I haven't hit it yet even with my craziest ideas.

Yeah, I had a test chamber with about 30 turrets in it (plus a bunch of other stuff, buttons, cubes, lasers, etc.) and still didn't hit a limit.

I searched the forums a little, not thoroughly, but I did find a thread with someone complaining about the same thing. A Valve person answered, and explained that the limit exists due to avoid crashing by designer and other players. They are thinking about increasing the limit.

The user in the thread created a map with just cubes falling on aerial faith plates and colliding, he was just testing out stuff. What got my interest was that the Valve person saw the image, and told him to lose the cube droppers, and just have the cubes. He explained that droppers are their most "expensive" item, in terms of memory.

I would love a sheet with items and their sizes. That would help out immensely.

I've also had insane maps with loads and loads of stuff, but didn't get the cap limit. I believe it's an added equation. My issue, for example, I'd stake my life on it, was that my room was massive in size as well. It hit all x, y, z axis limits in size. Then I filled it with items, so that's probably the equation that got me the message.

Either way, I removed some items, fixed it up, playtested it countless times, and now, I believe it is ready. Fellow Goodjers, I give to you:

THE SPHERE ROOM

IMAGE(http://cloud.steampowered.com/ugc/596970529017402400/32779F874FF684EC597A43E0FB834A3A6B9AC974/600x337.resizedimage)
http://steamcommunity.com/sharedfile...

Ok, made my first map. I'm sure the intended solution won't be hard to work out, so if you can break it and solve it in another fashion, I'd appreciate the heads-up!

Consider it a challenge, heh!

IMAGE(http://cloud.steampowered.com/ugc/558689934220527601/4D6622CDCFD0AF202777D4A76CCFD5E7315158F4/)

Edit: Kexx, that last map looks nuts! I'll have to give it a try!

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...