Portal 2

Portal 2

870 ratings
Ode To Turrets: "The Factory"
   
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45.805 MB
5 Aug, 2012 @ 6:18pm
20 Aug, 2012 @ 9:57pm
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Ode To Turrets: "The Factory"

In 1 collection by Kaleido
Ode To Turrets Collection
2 items
Description
Intro level to the eventual "Ode to Turrets" mappack. Built in 2 weeks for the Super-Mapping Super-Contest over at www.thinkingwithportals.com.
#supercontest2012 Kaleido
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Revision #1: Bug fixes, a few details, etc..
28 Comments
Kaleido  [author] 29 Jan, 2014 @ 9:13pm 
The sequel is out, after years of collecting dust on my harddrive:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=222069360
CATGIR 16 Sep, 2013 @ 3:47pm 
Great map, I like the turret assemblers
PsychoBR 31 Oct, 2012 @ 10:15am 
The glass broken no block physics objects. Put a brush entity "...clip_vphysics..." with texture "tools clip".
PsychoBR 31 Oct, 2012 @ 10:12am 
The portal_cleanser invisible is very stranger.
PsychoBR 31 Oct, 2012 @ 10:11am 
Good map. The puzzle with the funnel and laser is better part. Solve the turrets is fun,
I recorded my gameplay (valve DEM file format): Download [dl.dropbox.com]

Turrets highly explosive. Handle with care
BierPizzaChips 21 Sep, 2012 @ 7:28pm 
Hmmm. I may be blind, but any chance that there is a portal_cleanser left over in the right door where obviously some flinging should happen to get the reflecive cube?
And btw does the last comment below indicate that this is a WIP map?
Kaleido  [author] 20 Aug, 2012 @ 10:00pm 
I just uploaded the first revision. Progression issues are addressed, added a couple details here and there, lighting looks a touch better everywhere... should be far less bugs now. You can still get stuck if you try REALLY hard, but it should also be more reasonable to backtrack now.

I'm working on the final room still... I had a relatively elaborate plan for how the turret room should play out that I never had time to execute, so I will be doing that within the next few weeks...

Thanks for playing, everyone!
SlimeLord 20 Aug, 2012 @ 11:51am 
If you jump onto the railing overlooking the room with the turrets you can jump down and bypass a very big part of the map. The visuals were well done, but it is also extreamly easy to get stuck at many points in the map. I can tell that effort went into the map, just try to iron out the problems next time you make a map like this. Other than that, good job. The atmosphere was nice and it had spectacular visuals.
Komali100 13 Aug, 2012 @ 1:54pm 
You gotta make sure there is no way to get stuck. All it does is frustrate play testers by making them think there is some way to get unstuck and they search for awhile until they just give up. I don't think you want that in a map.
Stagger Lee 12 Aug, 2012 @ 9:32pm 
I finished it. I can certainly appreciate the work put in on the visuals and landscape. The puzzles you had time to put in were more of a "athletic" variety and not so much thinking puzzles though. I look forward to your finished product to see what you do with this very promising idea.