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Portal 2's The Perpetual Testing Initiative

  • selmitto
  • April 27, 2012 at 9:48 PM
  • Zyn
    • May 8, 2012 at 6:53 PM
    • #41

    It's out! Rev up those Steam ... engines.

    http://steamcommunity.com/workshop/browse?appid=620 it begins

  • selmitto
    • May 8, 2012 at 7:11 PM
    • #42
    Quote from Zyndrome

    It's out! Rev up those Steam ... engines.http://steamcommunity.com/workshop/browse?appid=620 it begins

    Thanks for the heads up!

    The game didn't update here, but after trying to play it, the update started.

    I'm excited.

  • Youme
    • May 9, 2012 at 1:11 AM
    • #43

    Here's my first decent one: http://steamcommunity.com/sharedfiles/f ... d=68507378

  • Zyn
    • May 9, 2012 at 1:18 AM
    • #44

    Huh... I am able to load my map into Hammer (Portal 2 Authoring Tools) but won't compile at all, just says finished .. turns out the tools are missing VBSP.exe

    EDIT: Actually never mind, verified the files once and it turns out all files were there ... EXCEPT for vbsp

  • Algor
    • May 9, 2012 at 1:32 AM
    • #45

    Employee of the month moment club!

    http://www.thinkwithportals.com/blog.php?id=7926&p=1

  • selmitto
    • May 9, 2012 at 3:18 AM
    • #46

    Here is the first one created in PeTI, "Competurn":

    http://steamcommunity.com/sharedfiles/f ... d=68497033

    Feedbacks, please!

    And I will probably create lots and lots more test chambers until the last day of submission to the contest. So, I don't know if this one will be one of my officials. Let's see.

  • ElectroSheep
    • May 9, 2012 at 9:02 AM
    • #47

    Tested peti before bed yesterday, very quick to use But there is no extra door ? I suppose they will add some element..

  • SamCom
    • May 9, 2012 at 5:05 PM
    • #48

    I have my first up as well: http://steamcommunity.com/sharedfiles/f ... d=68539657

    Let me know what you think.

    I really like the editor. Nice to immediately see results and make changes on the fly.

  • Jake Gilla
    • May 9, 2012 at 7:10 PM
    • #49

    I feel like a moron, I cant seem to find the editor. Can someone help me out?

  • selmitto
    • May 9, 2012 at 7:16 PM
    • #50
    Quote from Jake Gilla

    I feel like a moron, I cant seem to find the editor. Can someone help me out?

    Update the game.

    Open it.

    At the Main Menu, choose the Community Test Chambers (I believe it is the third button).

    Click on Create Test Chambers

    Have fun

  • Jake Gilla
    • May 9, 2012 at 7:22 PM
    • #51
    Quote from Al Anselmo

    Update the game.

    Open it.

    At the Main Menu, choose the Community Test Chambers (I believe it is the third button).

    Click on Create Test Chambers

    Have fun

    Much thanks, don't know why I was looking in the authoring tools...

  • selmitto
    • May 9, 2012 at 7:28 PM
    • #52
    Quote from Jake Gilla

    Much thanks, don't know why I was looking in the authoring tools...

    Np, you are welcome! ;]

  • Youme
    • May 9, 2012 at 9:43 PM
    • #53

    New one from me:

    [Blocked Image: http://cloud.steampowered.com/ugc/5958443440…37.resizedimage]

    http://%7boption%7d

  • Sentura
    • May 9, 2012 at 11:52 PM
    • #54

    i dont know, right now it really feels like creating levels for portal 2 is much less about portals and much more about funnels and gel and shit. it's just not the same, and it makes the portals feel gimmicky.

  • Youme
    • May 10, 2012 at 1:18 AM
    • #55

    Went and reworked my first chamber into something more sensible. Then I put it into a collection: http://steamcommunity.com/sharedfiles/f ... d=68663625

  • selmitto
    • May 10, 2012 at 3:30 AM
    • #56
    Quote from Sentura

    i dont know, right now it really feels like creating levels for portal 2 is much less about portals and much more about funnels and gel and shit. it's just not the same, and it makes the portals feel gimmicky.

    Well, Portal 2 needed some new puzzle elements to make an impact after the huge success of the first game. Gels of different properties (a mechanic brought after the student game "Tag: the power of paint"), funnels and others were designed to that purpose.

    In fact, they diminish a little the importance of using portals, as the player has a lot more tools to play with. But, it's fair to consider that a good chamber will demand thinking with portals.

    Quote from Youme

    Went and reworked my first chamber into something more sensible. Then I put it into a collection: http://statcounter.com/project/standard ... id=5938497

    What's this stat counter thing? I couldn't access your collection.

  • Sentura
    • May 10, 2012 at 9:04 AM
    • #57

    i disagree, portal didn't need new puzzle elements, and especially not in test chambers. portal would have been fine without the sequel; they even wouldn't have to retcon the ending of portal one then. personally back when i had hopes that episode 3 would be released at some point in time, i was also hoping that it woulc contain the portal gun, and in that way make a semi-sequel in the game. portals in a hl2 setting would be awesome, and would lead to some interesting puzzles or ways of thinking. but best of all, it wouldn't feel gimmicky or trite, because the focus would still be on portals, and not on test chamber 2.0 bullshit.

    and i know how they incorporated a student game to make portal 2, it doesn't justify what they did with the game.

  • Puddy
    • May 10, 2012 at 9:11 AM
    • #58

    Portals are still the vessels for all other puzzle mechanics and portal surfaces still define the puzzles heavily. I can tell you without a doubt that a Portal 2-length game would definitely fall short if no new mechanics were added to the mix. There's only so much you can do with flinging etc...

    But let's argue taste!

  • Chimeray
    • May 10, 2012 at 9:29 AM
    • #59

    I'm with Sentura on this one. I don't like all this mumbo jumbo either, or rather... I dislike people going overboard with it. Not every puzzle needs every mechanic in the game. Sometimes it's fun when one of these new mechanics are the focus of a puzzle though, but I don't think it needs to be mixed with everything. Most vanilla maps do it right because of the progression and all that.

    The player made maps tend to just be overly complex (not necessarily more challenging) because well... you can.

    The puzzle I'm gonna make is gonna be portal 1-ish, one of the movement based ones. I think Portal 2 really lacked in this department, you know... infi-loops to gain speed, shoot portal somewhere else and catapult yourself across the map. Perhaps they got rid of that concept because of the motion-sickness?

    Might not win in the complexity/originality department but I don't care, this is what I think is fun In the end, it's all about taste...

  • Evert
    • May 10, 2012 at 9:32 AM
    • #60

    You have good taste xD

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