Refractive Anomaly

A Map for Portal 2

Hello world. We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending Caegrim points.
  • Post: Give Caegrim your thoughts on this Map.
  • Vote: Help Caegrim win the Monthly Awards.
  • Rate: Give this Map a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Map.
  • Watch: Get notified when this Map is updated.
Mascot

Stop Lurking!

Sign up

Already a Bananite? Login

Laser themed puzzles.

This is my first attempt at making a Portal 2 map. The puzzles are laser themed by reflecting the beam in different ways. If you like my map, give it a thumps up on Steam Workshop. It would help me greatly! http://steamcommunity.com/sharedfiles/filedetails/?id=324781932 NOTE: I have changed the name from "Cave's Refractive Anomaly" to just "Refractive Anomaly".

Files

Posts

  • 3y
    fakin2 avatar
    fakin2 Offline
    Member Joined 3y
    Hi I'm making a portal 2 mod and I need maps. I am having trouble making them so I decided to go download some. Would I be able to use your map in my mod? It will say that the map was made by you. Thanks fakin2
    Bananite
  • 3y
    Caegrim avatar
    Caegrim Offline
    Member Joined 4y
    > **Posted by will2k**
    >
    > I haven’t played Portal 2 in quite a while and when I saw your map, I had the perfect excuse to fire up the game again. It’s nice to see a polished map after the influx of mostly low-quality maps made in the in-game editor.
    >
    > The puzzles progress nicely as the player advances through the rooms; they’re not easy to be spotted upon entering the room but at the same time they’re not illogical and frustrating to make the player rage-quit. I quite liked the last 2 puzzles with what you did with the “floating” laser cubes – the last one took a couple of minutes of head scratching and another couple of minutes to properly align the floating cube after several “misaligned” tries but it was fun and satisfying to solve it and execute the planned solution without getting furious or frustrated.
    >
    > The usage of Cave’s comments was a nice bonus rarely seen in custom maps; it helped spice things up with a touch of humor and the fact that they played once the puzzle is solved made it all the more satisfying. The various posters from the 60s era scattered around the chambers further added to the humor touch.
    >
    > The background soundtrack was nicely chosen to be playing in a non-intrusive or annoying way.
    >
    > It was enjoyable to see that you used various elements in puzzles such as laser, weighted cubes, hard light surfaces, jump plates, moving panels and spiral beams to make gameplay as varied as possible and to break monotony. Good job.
    >
    > All shiny panels/cubes/plates were reflecting a default overly-bright pink-ish skybox which means you either did not include cubemaps or forgot to build them to get accurate reflections.
    >
    > In the last puzzle/room, I was able to solve the whole thing without using the moving timed-platform (the one right in the front of the final exit door). If this is intentional to allow the puzzle to be solved in more than one way then it is fine. If this not the case, then it is better to remove this platform to avoid confusing players with unneeded puzzle elements.
    >
    > Well done on this map, it was quite enjoyable.
    >
    > Keep up the good work.

    Thank you for the kind and informative comment. I updated the map based on your feedback and all lighting issued should now be resolved.

    I played around with cubemaps but that did not work. Apparently the issue was that I had used some vertex textures on the ceiling, that was why some look flickery/shiny. That is now fixed. Also I fixed some hard edged shadows by replacing those large observation rooms with smaller ones.

    I'm very glad that you liked the map and I have gotten some very positive responds from others so I might do another puzzle in the future.

    Thank you for the feedback!
    Level Design Student
  • 3y
    will2k avatar
    will2k avatar Offline
    Super Moderator Joined 7y
    29,817 points Ranked 142nd
    30 medals 2 legendary 7 rare
    • 1st Place - Tutorials Contest Medal icon
    • 500 posts awarded Exemplary Feedback Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • 100 posts awarded Exemplary Feedback Medal icon
    • 200 posts awarded Exemplary Feedback Medal icon
    • Achieved Super Moderator clearance Medal icon
    will2k avatar
    will2k
    Map Critic
    I haven’t played Portal 2 in quite a while and when I saw your map, I had the perfect excuse to fire up the game again. It’s nice to see a polished map after the influx of mostly low-quality maps made in the in-game editor.

    The puzzles progress nicely as the player advances through the rooms; they’re not easy to be spotted upon entering the room but at the same time they’re not illogical and frustrating to make the player rage-quit. I quite liked the last 2 puzzles with what you did with the “floating” laser cubes – the last one took a couple of minutes of head scratching and another couple of minutes to properly align the floating cube after several “misaligned” tries but it was fun and satisfying to solve it and execute the planned solution without getting furious or frustrated.

    The usage of Cave’s comments was a nice bonus rarely seen in custom maps; it helped spice things up with a touch of humor and the fact that they played once the puzzle is solved made it all the more satisfying. The various posters from the 60s era scattered around the chambers further added to the humor touch.

    The background soundtrack was nicely chosen to be playing in a non-intrusive or annoying way.

    It was enjoyable to see that you used various elements in puzzles such as laser, weighted cubes, hard light surfaces, jump plates, moving panels and spiral beams to make gameplay as varied as possible and to break monotony. Good job.

    All shiny panels/cubes/plates were reflecting a default overly-bright pink-ish skybox which means you either did not include cubemaps or forgot to build them to get accurate reflections.

    In the last puzzle/room, I was able to solve the whole thing without using the moving timed-platform (the one right in the front of the final exit door). If this is intentional to allow the puzzle to be solved in more than one way then it is fine. If this not the case, then it is better to remove this platform to avoid confusing players with unneeded puzzle elements.

    Well done on this map, it was quite enjoyable.

    Keep up the good work.
    cosa dici! avatar
    Mantra
    cosa dici!

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Caegrim
Caegrim
Level Designer

Submitter

Caegrim avatar
Caegrim Offline
Member Joined 4y

Caegrim
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Details

Version
1.1

Attributes

Players
1
Development State
Final/Stable

Stats

Posts
3
Views
3,754
Downloads
1,090
Total Downloads
1,090
Date Added
3y
Date Modified
3y

Scores

  • Not yet rated
Sign up to access this!

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

More from Submitter

bcp.crwdcntrl.net tracking pixel