Portal 2

Portal 2

Batcature Design Concept (DEMO part 2)
54 kommentarer
Petutski 23. maj 2018 kl. 18:00 
Ok map. Different look, same puzzles. Interesting! Thanks.
Theezakje  [ophavsmand] 4. sep. 2016 kl. 12:55 
@commander2005 Luckily enough 4 FULL maps have been made with these concepts!
commander2005 4. sep. 2016 kl. 12:54 
fantastic concept!
John Simons 3. juni 2016 kl. 7:45 
hi Batcature I played this chamber on my youtube channel. You can find the video here: https://youtu.be/-aCTXkQg8iE?t=10m46s (with this link it wil start with your chamber) Thanks! I liked it!
Theezakje  [ophavsmand] 19. mar. 2016 kl. 2:33 
@Autismus Maximus what ?
nandz64 19. mar. 2016 kl. 2:29 
bla
nandz64 19. mar. 2016 kl. 2:29 
boom like a boom out
KAKTUS ‡SvK‡ 12. mar. 2016 kl. 1:14 
nice fun
Theezakje  [ophavsmand] 3. mar. 2016 kl. 1:21 
@quatrus I hope you give this one a try: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=631853529 It is the full version
Theezakje  [ophavsmand] 27. feb. 2016 kl. 10:33 
hellokaelan 27. feb. 2016 kl. 10:18 
This is awesome! Can't wait for Batcature! :steamhappy::ship:
Theezakje  [ophavsmand] 24. feb. 2016 kl. 22:30 
Theezakje  [ophavsmand] 12. feb. 2016 kl. 11:02 
@bonkrood thanks!
bonkrood 12. feb. 2016 kl. 10:50 
Fun map, I liked it.
Theezakje  [ophavsmand] 7. feb. 2016 kl. 13:41 
@gillian the 'rope' is a indicator line. And next time I'll make the timer longer
gillianstarr 7. feb. 2016 kl. 13:35 
got killed by them one time only, my grip was that the timer for one of your buttons, on my slower system clicks over to 'TIME OVER" before I can get halfway thru the task I need to do that I never was able to get past the first room. Never got to even try the miniscule 'rope sized' light path. and as I had read that others couldn't even get ON the thing, I stopped trying.
Theezakje  [ophavsmand] 7. feb. 2016 kl. 2:16 
@gillianstarr First time I read this, did you get killed by the spikes?
gillianstarr 6. feb. 2016 kl. 19:07 
timer is a bit fast, for your switches.
The Sapphire Dragon 6. feb. 2016 kl. 5:50 
you know what this should be the template for Portal 3,yes I`m talking to you develepors.Just add blue lasers a new test subject and more dialog for turrets.
Theezakje  [ophavsmand] 5. feb. 2016 kl. 1:59 
@duxk interesting suggestion
Duckk 5. feb. 2016 kl. 1:47 
if THIS becomes a full mod for portal2 i'd buy it! XD
jandlml 4. feb. 2016 kl. 21:22 
very interesting.
Theezakje  [ophavsmand] 4. feb. 2016 kl. 13:37 
@fasteroid I'll make sure to lower the volume. I also tried to make the spikes a bit less pointy and give them more sides but the editor crashed so I lost my progress
Fasteroid 4. feb. 2016 kl. 12:56 
Great map design, but one thing is bothering me: The light bridge spikes are a little loud when activating or de-activating. Otherwise, great map, hope to see more of these soon.
Chr1s 4. feb. 2016 kl. 7:52 
it was to easy but a great design
ФСБ(АЛЬФА) FCB (ALFA) 4. feb. 2016 kl. 2:18 
@Batcature well OK
Theezakje  [ophavsmand] 4. feb. 2016 kl. 2:16 
@space I understand it, but I personally don't like the thought of advertising on other works. I'm not going to Macdonalds to advertise Burger King
ФСБ(АЛЬФА) FCB (ALFA) 4. feb. 2016 kl. 2:03 
@Batcature I have very little views and tests look easy but not everyone will be able to pass them! My friends advised me to spin need to leave a comment I hope you understood me
Theezakje  [ophavsmand] 3. feb. 2016 kl. 15:07 
@Nathanielb I'm currently working on a 'full' version :)
Nathaniel 3. feb. 2016 kl. 14:33 
This is an amazing concept! Keep it up! I wil be watching for new things!
Theezakje  [ophavsmand] 3. feb. 2016 kl. 0:10 
@dmuk I will add a metal stick in the final version so you know what to do. Before harder puzzles show up in the full version, you get a few tutorial levels so you get to knoq how to read the indicators.

And the spikes are indeed similar to the laser field, that's just a different design :)
dmuk 2. feb. 2016 kl. 20:05 
The dynamics of the additions are odd at times (I tried to walk *up* the "wire") but by the tried-and-true method of "poking it with a stick" the mechanix could be figured out quickly enough. The spikes are a different take on a timed laser-grid, which can be just as lethal...
Theezakje  [ophavsmand] 2. feb. 2016 kl. 15:13 
@DeathWish No worries I already have a smal 'base' where I am going to build the testchambers in. I especially liked your reaction to the spikes on the floor, that zoomin was a correct representation to your possible reaction. (Also your death andaccidental destruction of the cube gave me a laugh.)

If you're interested then you can give my screenshot page a look.

Thank you for introducing yourself to Batcature :)
DeathWish808 2. feb. 2016 kl. 14:52 
Yeah, it was different and I liked them for what they were (demos). Needs to be expanded upon and introduce more new things, imho.... which you may have in mind for the full version.

Once you get an alpha or beta worked up then let me know and I'd be happy to playtest it. Cheers!
Theezakje  [ophavsmand] 2. feb. 2016 kl. 14:48 
@Deathwish thank you for playing them and putting them on youtube! Did you like the chambers? :D (interesting sounds positive)
DeathWish808 2. feb. 2016 kl. 14:10 
Interesting.

Played a bunch of front page maps and one from reddit.com/r/PortalMaps

https://youtu.be/G6gyTCH4LEg (This is the 6th of ? maps played)
Theezakje  [ophavsmand] 2. feb. 2016 kl. 2:24 
@dven1 Thank you for your reactiom! Some of these elements are indeed experimental. Most peoplw seem to like it and only a few have tips ro make them better. I am currently working on the 'full version' and will make sure to add the new designs :)
dven1 1. feb. 2016 kl. 17:45 
If you had done this map using traditional elements it would have been a just so-so map with little to separate it from many others. This sort of experimental chamber construction is, IMHO, a great thing that keeps people interested and giving the sort of feed-back you're getting. Not everyone is going to like everything but how will you know if you don't try? Thanks for your work.
Theezakje  [ophavsmand] 1. feb. 2016 kl. 12:45 
@Zachman444 I will make more, don't worry :D

In the meantime you can check out my screenshot page to see new concepts ect.
Zacolian 1. feb. 2016 kl. 12:41 
Please do more
quatrus 1. feb. 2016 kl. 8:39 
@Batcatchure - Chazz expressed eloquently my comment about the "new" design features.
Zephrax 1. feb. 2016 kl. 1:17 
@Batcature don't worry! Deadpool approves this map! Some people can be pleased with this quality from a not supet professional map maker.
Theezakje  [ophavsmand] 1. feb. 2016 kl. 0:33 
@Chazz thanks for poiting put that spike thing. This is simply a demo so I can freely edit the spikes :l I aplogise if the chamber wasn't as much to your liking as I had hoped. I'll look into the things that were confusing :)
Chazz the Elder 31. jan. 2016 kl. 23:25 
@Batcature: The pedestal buttons are... well, confusingly close to the design of the antbeam emitter. The floor button looks like a faith plate target -- even uses the same pattern. I know I spent a lot of time looking for the faith plate. Change for the sake of change is not always a good idea.

If the spikes are light-bridge material, we should be able to set a portal through them, just as you can on a light bridge. Yet when the spikes are showing it's not possible to set a portal low on the end wall. One thing or the other, please.
Theezakje  [ophavsmand] 31. jan. 2016 kl. 22:58 
@Chazz the Elder Perhaps I should have made a nore easy intoduction to the buttona and floorbuttons, there is still a demo #1 that has some sort of introduction. The reason I changed the stuff we already had ia just because I wanted to find out how people would like it if I changed it, I'm simply trying out some stuff.

I will see what I can do about the indicator line on the wall, perhaps change the arrows around, I don't know yet.

The spikes are holograms/lightbuilt so that'a why they appear out of nowhere, just like lightbridges. If I'm going to make an old-aperture map I'll probably make them retractable (and metal).

Thanks for the comment :)
Chazz the Elder 31. jan. 2016 kl. 13:32 
The custom buttons add confusion rather than any particular value. The antline beam is interesting but the solid wall antline is not helpful -- it looks like a path you're meant to follow rather than an actuator. There are already antlines and buttons... and timer indicators... why not use what we're used to? My own preference would be for the spikes to be solid but retractable, so that they are obviously a fatality waiting to happen.
kwinten 31. jan. 2016 kl. 13:18 
I like it ! Love the idea of pics (bridge texture is a very good idea) ;)
AnalogFeelings 31. jan. 2016 kl. 12:33 
Deadpool there are a tool that is called ``Portal 2 authoring tools-beta´´
that use to do that type of maps
Theezakje  [ophavsmand] 31. jan. 2016 kl. 10:26 
@quatrus I am indeed still working on the bridges, fizzlers, I will add something with my own design on it. Which strange textures exactly? (indicators?) And if you perhaps have time, how would you make the player familiar with the new concepts ? (there is a version 1 of this demo that has the spikes and the buttons/doors)

I'm currently not yet working on the finished product (I am actually working on a new design for the laser emitter, watch my screenshot page), but I promise that I'll work very hard on it :)
quatrus 31. jan. 2016 kl. 10:13 
The bridges, fizzler and cube plates were pretty standard in a puzzle? The strange textures and designs were unique. Will need some intro chambers to familiarize the player with the concepts? Look forward to the finished product.....