Mari0: Whole Slice [SE v1.0]/The Return [SE v1.0]

Mapping related threads and questions go in here!
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Turtle95
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Post » 29 Jul 2012, 22:01

This mappack is based on the first Portal game, and features some of the new concepts in SE. The plot is the exact same as Portal, and the enemies (energy balls) are the same. Although turrets could not be made properly, I made a custom koopa that throws hammers and resembles what it would be as a turret. I would like to thank a lot of my friends here on the forums with their help and dedication toward this remake of the old modded Whole Slice. However, you still need a mod to play this one (all it does is make my energy pellet enemies transform properly). I hope you guys do not mind that. Other than that, it is fully compatible with vanilla Mari0. It is also highly recommended to play as Chell.

Mari0: Whole Slice

Screenshots

NOTE: These are from Beta/Alpha
Image

Image

Image

Image
-------------------

Trailer by Mari0Maker:



Mappack:

Image

<Credits>
Renhoex - End Scene tiles
Mari0Maker - Music selections (Mario Paint BGM 3, Super Metroid)
B-Man - Suggesting Cave Story+ Final Boss theme (which was used)
Hatninja - Rocket turret sprite
??? - Idea to make "distance" trigger for bullets
Chase9675 - Animated tiles for the platforms in water, platform tiles
SJB - Animated water and lava
Hatninja - Platform graphic
Alesan99 - Energy Ball sprites
HugoBDesigner - GLaDOS sprite

Mari0: The Return

Intro Test


<Beta Testers>
Hatninja
WillWare
Mari0Maker
Flutter Skye
B-Man99

Graphics in The Return made by:
HugoBDesigner
Last edited by Turtle95 on 17 Mar 2015, 02:37, edited 36 times in total.

FaycalMenouar
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Post » 30 Jul 2012, 00:54

Looks great i'm trying it :)

edit : the mod . i love it that means you can put your own voice and guide the players in your mappack i case you are stuck ! great job .
i found a weird glitch though , glados can't stop talking ! :


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Turtle95
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Post » 30 Jul 2012, 05:26

FaycalMenouar wrote:Looks great i'm trying it :)

edit : the mod . i love it that means you can put your own voice and guide the players in your mappack i case you are stuck ! great job .
i found a weird glitch though , glados can't stop talking ! :

Yes. I tried having automatik fix it, but it seems it did not get fixed for v3..

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Turtle95
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Post » 01 Aug 2012, 07:31

Well, I have once again fixed EVERYTHING that wasn't working. 1-3 and 1-3_1, and chamber 18. Couldn't solve them. Chamber 18, however was that you could finish the level because the flag blocked the way so much. That's fixed too. Redownload the map to enjoy Portal. If you get stuck, watch the walkthrough.

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Flutter Skye
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Post » 01 Aug 2012, 11:15

how did you maked that's when the CC goes through the grill the door opens ?

Gemgamer
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Post » 01 Aug 2012, 14:53

ur mod crashed my game fixit

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BobTheLawyer
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Post » 01 Aug 2012, 15:13

Gemgamer wrote:ur mod crashed my game fixit
You can't open the reg. version when something modded is in another mappack...

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Turtle95
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Post » 01 Aug 2012, 17:18

supermarioportal2 wrote:how did you maked that's when the CC goes through the grill the door opens ?
You simply connect the door to the cube.

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Turtle95
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Post » 10 Nov 2012, 05:55

Mappack has been update, and hopefully, for the last revision! It took me a while to finish with the escape, gather the audios I needed for it, then mod in my GLaDOS boss entity from Extra Entities. But here we are, again, and enjoy.

iAmThEzC
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Post » 16 Sep 2013, 05:00

I won't open mod download page :(

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Automatik
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Post » 16 Sep 2013, 18:56

iAmThEzC wrote:I won't open mod download page :(
You mean "can't"? It work for me.(both links)

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Turtle95
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Post » 24 Jan 2014, 21:18

Updated OP, as I am remaking this for SE

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popcan12
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Post » 24 Jan 2014, 21:28

Awesome.

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Mari0Maker
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Post » 24 Jan 2014, 22:22

I'm with Popcan. This looks great. Can't wait to play it!

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HansAgain
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Post » 25 Jan 2014, 01:24

I think this mappack is gonna be great, if you want that the player doesn't jump too high, put drains in the map, don't worry, now they don't make possible the midair jump.

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Turtle95
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Post » 25 Jan 2014, 02:06

Hans1998 wrote:I think this mappack is gonna be great, if you want that the player doesn't jump too high, put drains in the map, don't worry, now they don't make possible the midair jump.
I would use that, but I used some cool animated panels for that chamber. The one with the gap, and you cross it using the blue portal gun and orange portal. I still have to fix a few things, such as missing dialogue, but some can't 've done unless Maurice were to put in dialogue trigger that have I/O capabilities. Other than that, its the animated tile issue holding me back.

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Turtle95
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Post » 25 Jan 2014, 03:19

Update:

Image

This is test chamber 8, looking better than the original mappack had it.

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Mr.Q.Marx?
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Post » 26 Jan 2014, 15:44

Turtle95 wrote:Update:

Image

This is test chamber 8, looking better than the original mappack had it.
Maybe make the platforms lighter? It doesn't really seen to pop out from the background otherwise.

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Turtle95
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Post » 26 Jan 2014, 17:24

Mr.Q.Marx? wrote:
Turtle95 wrote:Update:

Image

This is test chamber 8, looking better than the original mappack had it.
Maybe make the platforms lighter? It doesn't really seen to pop out from the background otherwise.
Don't worry. I fixed their color.

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Turtle95
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Post » 27 Jan 2014, 05:21

Screenshot update time!

Chamber 12:

http://i.imgur.com/6dppsVm.png

http://i.imgur.com/4qv5krW.png

http://i.imgur.com/ktNRRFt.png

Chamber 14:

http://i.imgur.com/ixctcZq.png

(Links because they are big images)

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Firaga
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Post » 27 Jan 2014, 20:44

It's messing with my eyes. Brighten the tiles, or further darken the background.

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Turtle95
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Post » 27 Jan 2014, 21:06

Firaga wrote:It's messing with my eyes. Brighten the tiles, or further darken the background.
I don't see much wrong with it, honestly. It's prefectly fine for me.

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BobTheLawyer
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Post » 29 Jan 2014, 03:34

Firaga's right.

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Turtle95
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Post » 29 Jan 2014, 04:37

BobTheLawyer wrote:Firaga's right.
Well, don't worry. I fixed it a while ago. It should look better. No screenshots right now, but I will give one soon.

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Turtle95
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Post » 29 Jan 2014, 18:43

Update:

http://i.imgur.com/Ya5ZecK.png

This is how the background non-portalable tiles look. Is this better? If not, let me know, and I'll try again.

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BobTheLawyer
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Post » 30 Jan 2014, 17:31

I think that's better, but it is rather hard to tell with the white outline.
The outline causes strong contrast, making it hard to tell the contrast between the grays.

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Turtle95
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Post » 30 Jan 2014, 19:16

BobTheLawyer wrote:I think that's better, but it is rather hard to tell with the white outline.
The outline causes strong contrast, making it hard to tell the contrast between the grays.
That's because of physicsdebug. I was testing some custom enemy stuff, so that's why those are there.

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Turtle95
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Post » 14 Feb 2014, 05:49

Updated the OP with a trailer made my Mari0Maker. Excuse the tiny parts of video he didn't edit out (like half a second of clips from the original portal video, Move Maker make it a bit hard to do) because I think it's a great video otherwise.

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Áçé Syntax Áçé
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Post » 14 Feb 2014, 13:36

Release a demo!

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Turtle95
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Post » 14 Feb 2014, 20:07

Áçé Syntax Áçé wrote:Release a demo!
It's almost done at this point, although I am waiting for my beta testers to give feedback.

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Turtle95
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Post » 16 Feb 2014, 05:34

Last double post update (about time).

Mappack is fully done, go grab it in the OP! Be sure to read everything there.

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Áçé Syntax Áçé
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Post » 16 Feb 2014, 05:41

Finally it's done

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MissingWorld
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Post » 16 Feb 2014, 05:42

Áçé Syntax Áçé wrote:What''s OP

Sorry for being dumb
Original post, aka main post.
Also I'll get started on this mappack soon enough and post my thoughts.

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Áçé Syntax Áçé
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Post » 16 Feb 2014, 06:15

I'm stuck at 1-2 it was really annoying that it takes more time to make that yellow thing put from the button that unlocks the door

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MissingWorld
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Post » 16 Feb 2014, 17:45

I believe this will elaborate what Syntax is saying.
When the energy pellet comes into contact with a ceiling, it doesn't bounce off but rather gets stuck against it. This requires ridiculously fast reflexes in order to get the portal in the right position before it reaches the other portal.

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Flutter Skye
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Post » 16 Feb 2014, 18:13

The Multi-Directional Transformation Trigger Mod Is needed for it to work.

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Turtle95
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Post » 17 Feb 2014, 00:56

Updated the mappack link, I may have used the wrong one.

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TurretBot
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Post » 17 Feb 2014, 01:02

Er, do I get credit for helping you with the final boss fight?

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Turtle95
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Post » 17 Feb 2014, 01:28

TurretBot wrote:Er, do I get credit for helping you with the final boss fight?
Right, I know I forgot some people. Will fix. Although technically you asked B-Man for music suggestions so does that even count?

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renhoek
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Post » 18 Feb 2014, 16:05

Well I think this map needs more attention and after some encouragement from a friend, I want to make map reviewing (responding?) a thing.

- Before map -
Turtle's been talking to me about this game and from the previews I've seen I'm pretty optimistic that this'll be a good experience.

1-1
- In test chamber five I ran into a solid pole, I understand this would be something hard to work around in the regular mari0 however with the new features in SE this shouldn't be here.
- I notice as I'm exiting test chamber five there's a random door opening in the floor.

well I wasn't expecting this to be a remake of the original portal but from what I've played so far it's pretty faithful. I like the music (I recognize it as a piece from mario paint) The graphics are okay but nothing that stands out from the original portal tile set but this isn't necessarily a bad thing.

Going into level two I'm still holding most of my interest as I'm curious as to whether there's any other interesting changes and how you've handled turning a 3D game into a 2D game.

1-2
- Hello magically appearing door in chamber six how are you?
- and he followed me into chamber seven how sweet.
- suddenly I can go under the pole even though in I can't on the ones above it.
- I can jump through the hole in chamber 9 am I supposed to do that? It feels off to me if it is.

I ran into a few issues here and there with the level but it was still put together really well, by the way I strongly suggest using light bridges instead of doors, they pop out from the wall. Good thinking putting the arrows on where the portal is in chamber 10 by the way.

1-3
- I couldn't see which side of the wall I was meant to portal so I portaled the back and it's in the air.
- I can't see where I placed my portal, it's pretty hard to judge the jump but the walls are close enough to the floor so I guess you can get away with it.
- I'm having trouble seeing the next platform, I ended up portaling the back of a wall again.
- you can get yourself stuck by bringing the cube into the next room and reloading your gun while in the first room, admitedly you'd have to be stupid to do this in the first place but it's an issue no the less.
- there's a hole behind the elevator.
- although hard to do, you can get yourself stuck in this room using the same method I mentioned earlier.
- I was having difficulty getting the door to open but I was able to wedge the thing in the hole at the end, also you missed a wire at the end.
- you missed a window piece in the next room
- I nearly hit the energy pellet on my way to the next room.

this level was the longest one so far, I'm noticing a few inacricies here and there in terms of puzzles and I have noticed a few situation where you're stuck but over all it's pretty relaxing.
Also thank you for not going overboard with the companion cube, if the map were made by someone younger, the pit would probably be some kind of gigantic alter with linkin parks "I don't know why" (or whatever the hell that song is) playing in the background.

Moving on to level 4 my optimism's still where it was around levels 2 and 3 if I recall this should be near the finale by now. Although I'm getting a little sick of the mario paint song now.

1-4
- these hammer koopas are really annoying, am I supposed to jump on them because I can't seem to figure out how else I'm supposed to kill them as none of their hammers reach the portable surfaces. ( I got it on my first try that's the sad part)
- I'm still at this hammer koopa's pit and I'm really disappointed at the lack of a checkpoint right after here.
- The Portal physics aren't enough to make it through to the next room easily and I have to repeat the koopa section again. I'll be using the f key to get back to where I was.
- I can't get out of the portal pit. At least not easily.
- I finally finished the room, it shouldn't have taken this long to do because of the lack of a checkpoint.
- also hi door it's been awhile.
The next part is spoiler material so if you don't want to ruin it I suggest playing the map for yourself.
-Fucking retro remix metroid ridley theme I love you, but the path to this area was a bit short and was missing some of the original puzzles also I'm disappointed at a lack of fire instead of lava but oh well.
- okay the fact I have to repeat this section because I missed a shootable panel off screen's really annoying.
- I can touch the acid, I'd suggest putting a kill region here.
- when I run left in the returned puzzle I can see some coins appear. No idea what that's about.
- http://i.imgur.com/WJNloij.png got had to do everything to get back here.
- there's a portal jump in one of the last rooms and it's really annoying to hit
- why the fuck are there hammer koopas at the end of a path I have no choice but to zoom through?
- every time I die I have to restart the cutscene and wait for the opurtunity to attack, it's really boring.
- I ran out of time and I have to fight the boss again. It's a really long cut scene couldn't it have started in another room?
- Well great I destroyed the guy I'm supposed to keep to kill the boss now I'm screwed.
- some of the boss's hit point aren't actually on the boss.
- boss music's still playing in the final scene.

I found the final boss to be pretty uninteresting, and the enemy that spawns is really annoying to aim, plus the first time it appeared I didn't even notice and got shot. it wasn't fun repeating that cutscene over and over again.
Well that was quick but I can't really blame you for how short it was considering the original portal was pretty short too.
It started off great but at 1-4 I was really starting to notice the sloppiness of the map as I had to repeat large chunks of level to get back to where I was and I had to repeat it after getting stuck.
if I could give my experience a rating I'd have to give it a 7.5/10 it's keeps the original feel of portal but the mistakes and general sloppiness near the end of the game really holds the map back from being a better remake. I'd give it an 8 if the hiccups weren't in the map but it's still worth a play.



So do you guys think I should do these kinda posts more often?

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Mari0Maker
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Post » 18 Feb 2014, 16:41

renhoek wrote:So do you guys think I should do these kinda posts more often?
Absolutely. I really enjoyed reading your review. :)

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Turtle95
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Post » 18 Feb 2014, 22:06

Thanks for the critique, Renhoek. I will be sure to fix what you have mentioned. However, in Chamber 19, I couldn't really pull those puzzles off in Mari0. I could try, but it might not really work. We'll see.

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Turtle95
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Post » 13 Mar 2014, 19:05

Now that a new beta of SE is out, I am going to fix up the problems Renhoek said the mappack had. It will take a while, but should be worth it.

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alesan99
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Post » 13 Mar 2014, 23:05

Do you still need a mod?
I added a "reflects" option to enemies that makes them bounce when they collide at any direction.

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Turtle95
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Post » 14 Mar 2014, 00:58

alesan99 wrote:Do you still need a mod?
I added a "reflects" option to enemies that makes them bounce when they collide at any direction.
I remember you said that, so I will gladly use it and I happily thank you for adding that. :D

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Turtle95
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Post » 09 Apr 2014, 06:06

Updated the OP with a video for The Return's progress. Also, Whole Slice v1.1 is almost done. It's having some issues with region triggers in the new beta. Dunno why.

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OrbitalBlueprint
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Post » 09 Apr 2014, 21:49

Can't wait to see how you execute The Courtesy Call!

Also, what do those red symbols mean? Are those permanent or temporarily?

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Turtle95
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Post » 10 Apr 2014, 00:01

OrbitalBlueprint wrote:Can't wait to see how you execute The Courtesy Call!

Also, what do those red symbols mean? Are those permanent or temporarily?
They were a test of a tile specifically used for being solid until a specific event had occurred. They are temporary, and because I might need them for more stuff in the future, the graphic will still be as it is. The red graphic won't be in the final release though.

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TurretBot
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Post » 10 Apr 2014, 04:19

Turtle95 wrote:Updated the OP with a video for The Return's progress. Also, Whole Slice v1.1 is almost done. It's having some issues with region triggers in the new beta. Dunno why.
they changed, one of the only entities that did from 7fix to 9enemies

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Turtle95
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Post » 10 Apr 2014, 04:20

TurretBot wrote:
Turtle95 wrote:Updated the OP with a video for The Return's progress. Also, Whole Slice v1.1 is almost done. It's having some issues with region triggers in the new beta. Dunno why.
they changed, one of the only entities that did from 7fix to 9enemies
I know they changed, but it errors only in-game and not during test mode. It errors about aabb and one of the arguments being nil. I emailed Maurice but I have no idea if he's seen it yet.

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