Ends in v3. I'm remaking the map and making a new thread in light of recent updates.
Portal Generation was a map designed to take advantage of a huge modding community to add as many aspects of Portal as possible, but due to recent, epic updates, the main functional mods that I had planned to use are no longer necessary for the map to be what was originally planned. Mod requirements will, from now on, will mostly be added for aesthetic reasons. The plan for this is that I will first make the map without mod requirements, back it up, and edit it for use with aesthetic mods. Both versions of the map will be uploaded. Functional mods (such as motion sensor), when implemented, will be required as I will not make two versions for that.
This map is not for the beginner portal player. This map has only one introductory test, and even that can be fatal. The reason for this is that I hate portal maps that have half a dozen tests just to introduce the stuff you already know from playing the original portal game and from playing numerous other maps that include the "novice" levels. If this becomes an issue, I will create several introduction levels before the actual map begins. Or, more likely, I will just tell you to play some other map before you come back to this one.
As there are no mod requirements for the initial release(s), I have decided to utilize the difference in physics between Portal and Minecraft in order to create tests that can ONLY be completed/made in Minecraft.
Screenshots:
Test Chamber 01-3
The Reassembly Chamber
Test Chamber 02-1
Map Rules:
1) The only blocks you may break are Companion Cubes and Weighted Storage Cubes.
2)Play on Peaceful. This is not for damage reasons, but to prevent highly likely creeper bombings.
3)Set the render distance on Tiny This requirement may be temporary, but until I complete the entire exteriour of the map, you will need to use this render distance in order to maintain the proper lighting and look of the map.
Map Notes:
1)While firing into the distance should not have any surfaces you can portal to, please refrain from doing so.
2)If you ignored the above note, please post what surface I forgot to make unportalable and where in the map it is.
3)This is my first map, and I'm still getting used to using "World Edit" commands for large builds like this (still need to seal off each test chamber from the outside while maintaining the illusion of incredible size), so mistakes and bugs are imminent.
4)If I screw up again with the download, please let me know immediately in the thread.
1)Added one more test chamber.
2) Added the 3rd set of (1) test.
3) The last update.
Changes from v1.4-2.0
1) Added 4 new test chambers!
2) Introduced unstationary platforms.
3) Added "Rat's Den"
4) Fixed design of Test Chamber 01-03
Changes from v1.3-1.4
1) (temporarily)Fixed the surprise in test 6
Changes from v1.2-1.3
1) Added "READ ME" text
2) Fixed return to spawn
3) Fixed look so that it works with Precisely Portal v1.6.4
4) Added special surprise for the persistent :wink.gif:
Changes from v1.1-v1.2
1) Fixed sign typos
2) Fixed some issues with test 1-6
Changes from v1.0-v1.1
1) Edited storyline
2) Fixed Test 1-6
Progress:
***Hub*** - 90%
~~Exterior needs to be completed
-------------------------------------
***Test Course 1*** Initial Calibration
Tests 1-6 - 100% COMPLETE
#Checkpoint System - 99%
~~Will add more checkpoints if needed.
#Storyline - 95%
~~Needs refining.
-------------------------------------
***Test Course 2*** Platform Calibration
Unlocking - 100% COMPLETE
Storyline - 100% COMPLETE
Test 1 pt1 - 100% COMPLETE
Test 1 pt2 - 100% COMPLETE
Test 2 - 100% COMPLETE
Test 3 - 100% COMPLETE
Test 4 ~ 100% COMPLETE
Test 4pt2 ~ 100% COMPLETE
Test 5 - Decided to cut this course short as I want to make Faith-Plate/Piston chambers, so *REMOVED*
Checkpoints - Not needed as if you can't get back through it quickly, you've probably flooded a room with lava.
-------------------------------------
***Test Course 3*** Ingenuity Calibration
Unlocking - 100%
Test 1 - 5%
Original Map:
I didn't know about flat-grass maps when I started making this, so this map is built in a randomly generated world! I will not make that same mistake again (unless I feel like it).
Planned storyline (as of July 10, 2011)
A)Portal Generation
1st)You play as Blue/Atlas until you generate 10.1 volts of electricity.
2nd)You try to escape from Aperture as you don't want your memory to be reset for the "co-operative testing initiative."
3rd)Game ends (not sure how yet).
B)Portal Abduction
1st)GLaDOS wakes you (Orange/P-body) up for the sole purpose of "abducting" Blue/Atlas to bring him back to the "co-operative testing initiative" for storage and a full memory-reset (motivivation still in progress).
2nd)GLaDOS submits you to intense, new tests as GLaDOS gave you "Blue's" knowledge of Portals and other "test aparati," before she decides you are. suitably. suited for hunting down "Blue" throughout Aperture.
3rd)You begin to hunt down Blue, but find Wheatly instead, and mistake him for Blue/Atlas.
4th)After finding out Wheatly isn't your target, he promises to help you find Blue as soon as he is in charge of the facility, and you accept as GLaDOS gave you instructions to abduct Blue by "any means necessary."
5th)You replace Chell for Wheatly as you help him break Chell out of GLaDOS's clutches.
6th)GLaDOS finds Wheatly (but doesn't see you), and detonates a localized EMP trying to kill him, but really just erases his memory of the "co-operative testing initiative." You escape, narrowly avoiding being hit by the EMP, and much luckier than poor Wheatly.
7th) GLaDOS says the EMP got a snooping Blue, and destroys you for reasembly and a full memory wipe. If that's true, you'll never know.
C/D)Portal Destruction
--Just a GLaDOS fight I'm working on every now and again.
D/C)A Portal-Themed co-op map that will use a Portal Plug-in as a weak substitute for the actual mod. Don't know if I'll ever make this, just thought I'd mention it.
I've played both Portals, and know the game well. My problem is that I'm stuck at level 6 with all the Portal Innhibitors. Is this where the map isn't finished?
I really wanna play your map, but I've experienced another issue. When I loaded up your world, I spawned near some random beach with no indication of where I was supposed to go. Is this intended?
I've played both Portals, and know the game well. My problem is that I'm stuck at level 6 with all the Portal Innhibitors. Is this where the map isn't finished?
No, it IS possible to complete.
*SPOILER*
You're supposed to place a portal on the ground in front of the wall with the MEG's and another on a wall. Then you jump into the portal on the wall to get over the 2-block high wall.
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.
*SPOILER END*
I really wanna play your map, but I've experienced another issue. When I loaded up your world, I spawned near some random beach with no indication of where I was supposed to go. Is this intended?
Alright, finally got to play it, and there's a couple things I wanna say:
-Your signs are HILARIOUS! You're one of the few people who actually seem to understand GLaDOS's style of humor. I especially love all of the statistics. =P
-A lot of your tests involve annoying mechanics that exploit flaws in the physics system, like the free fall chamber and the Portal Inhibitor chamber. My advice is to focus on test chambers that require the player to view the 3d puzzle at certain angles rather than to abuse the physics system praying that you move your character where you need to.
-What does the checkpoint lever do?
-The "special surprise" at the end doesn't do what it's supposed to do. Is that intended?
Alright, finally got to play it, and there's a couple things I wanna say:
-Your signs are HILARIOUS! You're one of the few people who actually seem to understand GLaDOS's style of humor. I especially love all of the statistics. =P
-A lot of your tests involve annoying mechanics that exploit flaws in the physics system, like the free fall chamber and the Portal Inhibitor chamber. My advice is to focus on test chambers that require the player to view the 3d puzzle at certain angles rather than to abuse the physics system praying that you move your character where you need to.
-What does the checkpoint lever do?
-The "special surprise" at the end doesn't do what it's supposed to do. Is that intended?
1) Thanks! I had to re-write those a few times in order to get her to seem condescending, while maintaining that she knows you're a robot, and not an actual test subject (still don't think I got the robot part right).
2) Thanks for the advice, but I'm focusing on the physics flaws for now as that's what sets apart the minecraft version of portal from the actual game.
3) The checkpoint lever in test 1-6 opens the door to the next set of tests (unstationary platforms).
*I'll work on making that more obvious so players don't just quit when they re-spawn*
*SPOILER*
4) I've been having trouble with the turrets lately. They don't seem to fire well when I save the map and leave. That's my main problem about the map right now. I'm hoping to get it fixed before I release the next set of tests.
Edit: Using dispensers as a temporary fix (what I would've done before iChun added actual turrets).
*SPOILER END*
All in all, I'm just glad you were finally able to play it. Test course 2 (unstationary platforms) should be released in a week or two as minecarts are EXTREMELY unpredictable when it comes to portals. This, however, will be where players will see what I'm really aiming at for Portal Generation.*Edit* Players will see it through out the whole map.
*Edit-I think I also did a MUCH better job with GLaDOS' text in the new tests.*
Add some images ! I'm not playing a map that I can't preview, so I don't download a presumably useless mod (to me)
Oh, and why use vertical redstone when you can just use wireless redstone mod ? No redstone at all :smile.gif:
Btw, what's the motion sensor mod going to be for ?
1) Done.
2) Vertical redstone mod helps with the look of the map and is more focused than wireless redstone (more control over direction and distance), but I may use wireless redstone in the future.
It looks good in the map.
3) Motion sensor mod is currently planned to be used to replace pressure plates in many situations and to keep HEP launchers powered only when the player is in the room without using a series of exposed redstone and crudely hidden circuits.
2) Vertical redstone mod helps with the look of the map and is more focused than wireless redstone (more control over direction and distance), but I may use wireless redstone in the future.
It looks good in the map.
3) Motion sensor mod is currently planned to be used to replace pressure plates in many situations and to keep HEP launchers powered only when the player is in the room without using a series of exposed redstone and crudely hidden circuits.
Oh, I see, it's confusing though, in 3) you said you don't want exposed redstone, while in 2) you said the vertical redstone looks good :unsure.gif:
Oh, I see, it's confusing though, in 3) you said you don't want exposed redstone, while in 2) you said the vertical redstone looks good :unsure.gif:
I meant that motion sensor would help remove excess redstone, and vertical redstone is going to be used to make it clear what each button opens/effects, but wireless redstone mod might be used for future checkpoint systems (those need to travel a longer distance in many cases).
No, it IS possible to complete.
*SPOILER*
You're supposed to place a portal on the ground in front of the wall with the MEG's and another on a wall. Then you jump into the portal on the wall to get over the 2-block high wall.
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.
*SPOILER END*
You know there's an actual function for that, right?
You're supposed to place a portal on the ground in front of the wall with the MEG's and another on a wall. Then you jump into the portal on the wall to get over the 2-block high wall.
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.
[spoiler]You're supposed to place a portal on the ground in front of the wall with the MEG's and another on a wall. Then you jump into the portal on the wall to get over the 2-block high wall.
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.[/spoiler]
But anyways, great map so far (haven't finished yet), but I'm having trouble with one of the very early parts: Test chamber 1-4. I flicked the switch that said "Test 05 Power Controls" but I don't seem to have access to test five. I flicked it on and off a few more times and saw nothing new open up. Is this my blindness, Notch's redstone glitches, or the Portal Mod's 1.8 overhaulment?
Portal Generation was a map designed to take advantage of a huge modding community to add as many aspects of Portal as possible, but due to recent, epic updates, the main functional mods that I had planned to use are no longer necessary for the map to be what was originally planned. Mod requirements will, from now on, will mostly be added for aesthetic reasons. The plan for this is that I will first make the map without mod requirements, back it up, and edit it for use with aesthetic mods. Both versions of the map will be uploaded. Functional mods (such as motion sensor), when implemented, will be required as I will not make two versions for that.
This map is not for the beginner portal player. This map has only one introductory test, and even that can be fatal. The reason for this is that I hate portal maps that have half a dozen tests just to introduce the stuff you already know from playing the original portal game and from playing numerous other maps that include the "novice" levels. If this becomes an issue, I will create several introduction levels before the actual map begins. Or, more likely, I will just tell you to play some other map before you come back to this one.
As there are no mod requirements for the initial release(s), I have decided to utilize the difference in physics between Portal and Minecraft in order to create tests that can ONLY be completed/made in Minecraft.
Screenshots:
Test Chamber 01-3
The Reassembly Chamber
Test Chamber 02-1
Map Rules:
1) The only blocks you may break are Companion Cubes and Weighted Storage Cubes.
2)Play on Peaceful. This is not for damage reasons, but to prevent highly likely creeper bombings.
3)Set the render distance on Tiny This requirement may be temporary, but until I complete the entire exteriour of the map, you will need to use this render distance in order to maintain the proper lighting and look of the map.
Map Notes:
1)While firing into the distance should not have any surfaces you can portal to, please refrain from doing so.
2)If you ignored the above note, please post what surface I forgot to make unportalable and where in the map it is.
3)This is my first map, and I'm still getting used to using "World Edit" commands for large builds like this (still need to seal off each test chamber from the outside while maintaining the illusion of incredible size), so mistakes and bugs are imminent.
4)If I screw up again with the download, please let me know immediately in the thread.
Alpha Final v3
Recommended mod(s):
Hurricaaane's Minaptics
Extra mod(s) requirement:
None
Texture Pack:
Precisely Portal
Change-log:
Changes from v2.0-3.0
Changes from v1.3-1.4
Changes from v1.2-1.3
Changes from v1.1-v1.2
Changes from v1.0-v1.1
Progress:
~~Exterior needs to be completed
-------------------------------------
***Test Course 1*** Initial Calibration
Tests 1-6 - 100% COMPLETE
#Checkpoint System - 99%
~~Will add more checkpoints if needed.
#Storyline - 95%
~~Needs refining.
-------------------------------------
***Test Course 2*** Platform Calibration
Unlocking - 100% COMPLETE
Storyline - 100% COMPLETE
Test 1 pt1 - 100% COMPLETE
Test 1 pt2 - 100% COMPLETE
Test 2 - 100% COMPLETE
Test 3 - 100% COMPLETE
Test 4 ~ 100% COMPLETE
Test 4pt2 ~ 100% COMPLETE
Test 5 - Decided to cut this course short as I want to make Faith-Plate/Piston chambers, so *REMOVED*
Checkpoints - Not needed as if you can't get back through it quickly, you've probably flooded a room with lava.
-------------------------------------
***Test Course 3*** Ingenuity Calibration
Unlocking - 100%
Test 1 - 5%
Mods that must be used;
--iChun's Portal Mod http://www.minecraftforum.net/topic/199391-v166-portal-gun-v1-holy-crap-turrets/
Mods most likely to be used:
--Piston Fixhttp://www.minecraftforum.net/viewtopic.php?t=247686
--Vertical Red stonehttp://djoslin.info/verticalredstone.php
--Motion Sensorhttp://djoslin.info/motiondetector.php
--Elevator Modhttp://www.minecraftforum.net/viewtopic.php?t=229800
--Portal 2 Gel Mod http://www.minecraftforum.net/topic/358225-166-portal-2-repropulsion-gel/
Mods that might be used:
--More Stairs Modhttp://www.minecraftforum.net/viewtopic.php?t=229800
--More TNT Mod (not actual name) http://www.minecraftforum.net/viewtopic.php?t=207765
Mods used for map construction:
--TooManyItems http://www.minecraftforum.net/topic/140684-165-toomanyitems-in-game-invedit-may-28/
--SinglePlayerCommands http://www.minecraftforum.net/topic/94310-165-single-player-commands-v29-1-new-update/
Original Map:
I didn't know about flat-grass maps when I started making this, so this map is built in a randomly generated world! I will not make that same mistake again (unless I feel like it).
A)Portal Generation
1st)You play as Blue/Atlas until you generate 10.1 volts of electricity.
2nd)You try to escape from Aperture as you don't want your memory to be reset for the "co-operative testing initiative."
3rd)Game ends (not sure how yet).
B)Portal Abduction
1st)GLaDOS wakes you (Orange/P-body) up for the sole purpose of "abducting" Blue/Atlas to bring him back to the "co-operative testing initiative" for storage and a full memory-reset (motivivation still in progress).
2nd)GLaDOS submits you to intense, new tests as GLaDOS gave you "Blue's" knowledge of Portals and other "test aparati," before she decides you are. suitably. suited for hunting down "Blue" throughout Aperture.
3rd)You begin to hunt down Blue, but find Wheatly instead, and mistake him for Blue/Atlas.
4th)After finding out Wheatly isn't your target, he promises to help you find Blue as soon as he is in charge of the facility, and you accept as GLaDOS gave you instructions to abduct Blue by "any means necessary."
5th)You replace Chell for Wheatly as you help him break Chell out of GLaDOS's clutches.
6th)GLaDOS finds Wheatly (but doesn't see you), and detonates a localized EMP trying to kill him, but really just erases his memory of the "co-operative testing initiative." You escape, narrowly avoiding being hit by the EMP, and much luckier than poor Wheatly.
7th) GLaDOS says the EMP got a snooping Blue, and destroys you for reasembly and a full memory wipe. If that's true, you'll never know.
C/D)Portal Destruction
--Just a GLaDOS fight I'm working on every now and again.
D/C)A Portal-Themed co-op map that will use a Portal Plug-in as a weak substitute for the actual mod. Don't know if I'll ever make this, just thought I'd mention it.
I think I know what happened. I'll post a new link when I get the chance.Fixed
No, it IS possible to complete.
*SPOILER*
You're supposed to place a portal on the ground in front of the wall with the MEG's and another on a wall. Then you jump into the portal on the wall to get over the 2-block high wall.
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.
*SPOILER END*
Sorry about that, I copied the wrong folder.
Link to what SHOULD be the right one: http://www.mediafire.com/?ojfy1yv6jg6c989
*Edit* and yes, I fixed the link in the post, i hope.
-Your signs are HILARIOUS! You're one of the few people who actually seem to understand GLaDOS's style of humor. I especially love all of the statistics. =P
-A lot of your tests involve annoying mechanics that exploit flaws in the physics system, like the free fall chamber and the Portal Inhibitor chamber. My advice is to focus on test chambers that require the player to view the 3d puzzle at certain angles rather than to abuse the physics system praying that you move your character where you need to.
-What does the checkpoint lever do?
-The "special surprise" at the end doesn't do what it's supposed to do. Is that intended?
1) Thanks! I had to re-write those a few times in order to get her to seem condescending, while maintaining that she knows you're a robot, and not an actual test subject (still don't think I got the robot part right).
2) Thanks for the advice, but I'm focusing on the physics flaws for now as that's what sets apart the minecraft version of portal from the actual game.
3) The checkpoint lever in test 1-6 opens the door to the next set of tests (unstationary platforms).
*I'll work on making that more obvious so players don't just quit when they re-spawn*
*SPOILER*
4) I've been having trouble with the turrets lately. They don't seem to fire well when I save the map and leave. That's my main problem about the map right now. I'm hoping to get it fixed before I release the next set of tests.
Edit: Using dispensers as a temporary fix (what I would've done before iChun added actual turrets).
*SPOILER END*
All in all, I'm just glad you were finally able to play it. Test course 2 (unstationary platforms) should be released in a week or two as minecarts are EXTREMELY unpredictable when it comes to portals.
This, however, will be where players will see what I'm really aiming at for Portal Generation.*Edit* Players will see it through out the whole map.*Edit-I think I also did a MUCH better job with GLaDOS' text in the new tests.*
Oh, and why use vertical redstone when you can just use wireless redstone mod ? No redstone at all :smile.gif:
Btw, what's the motion sensor mod going to be for ?
1) Done.
2)
Vertical redstone mod helps with the look of the map and is more focused than wireless redstone (more control over direction and distance), but I may use wireless redstone in the future.It looks good in the map.
3) Motion sensor mod is currently planned to be used to replace pressure plates in many situations and to keep HEP launchers powered only when the player is in the room without using a series of exposed redstone and crudely hidden circuits.
Oh, I see, it's confusing though, in 3) you said you don't want exposed redstone, while in 2) you said the vertical redstone looks good :unsure.gif:
I meant that motion sensor would help remove excess redstone, and vertical redstone is going to be used to make it clear what each button opens/effects, but wireless redstone mod might be used for future checkpoint systems (those need to travel a longer distance in many cases).
You know there's an actual function for that, right?
After that you place a portal on the wall nearest to the exit doors, and another on any wall (it's going to be 1 block higher than most like), then jump through the lower portal and maneuver yourself into the doorway.
But anyways, great map so far (haven't finished yet), but I'm having trouble with one of the very early parts: Test chamber 1-4. I flicked the switch that said "Test 05 Power Controls" but I don't seem to have access to test five. I flicked it on and off a few more times and saw nothing new open up. Is this my blindness, Notch's redstone glitches, or the Portal Mod's 1.8 overhaulment?