Mari0 2 [DEMO] v3.7 Up to Wheatley Chamber #1

Mapping related threads and questions go in here!
User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 02 Aug 2012, 07:25

Hello again,

I have decided on making a Portal 2-based mappack using the GLaDOS voice entity mod (v7). It's pretty self-explanatory. So, without further ado, go enjoy! As with the original Portal mappack, this one will focus on Portal 2's storyline, using various voice clips. Test chambers will be 2D-ified.

Credits go to the guy who made the awesome Portal 2 tile set I am using for the map pack

VERSION 3.7 REQUIRES the mod v8! I updated the Mod to save a potatogun true/false on the level, so the POTaTOS gun will show up in respective levels that need it!

Map
http://www.mediafire.com/?lt3nde9fv2q7wy5

Mod (Chell v8)
http://www.mediafire.com/?4hgx99kiu880ef0

Video Walkthrough:


If you wish to play the original Portal version, check out Mari0: Whole Slice:
viewtopic.php?f=12&t=2166

Please let me know of any problems with the mappacks such as:
Easily broken (going over the top of the whole level to beat it)
Incompletable
Problems.
Last edited by Turtle95 on 08 Aug 2012, 16:07, edited 23 times in total.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 02 Aug 2012, 09:36

I was going to do this when SE came out, so that I could make use of the new features.
Nevertheless nice work.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 02 Aug 2012, 16:43

cavejohnson99 wrote:I was going to do this when SE came out, so that I could make use of the new features.
Nevertheless nice work.
Yea. Some new features will be implemented to this. So, once I get to a certain part, it'll be on hold for SE. I'm not entirely sure if anyone could have replicated what I have done.

FaycalMenouar
Posts: 1069
Joined: 11 May 2012, 18:00

Post » 02 Aug 2012, 17:08

Nice work i love it , but you should have used the Chell sprites . but it's awesome though , you should make a Cavejohnson Mod
.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 02 Aug 2012, 18:50

FaycalMenouar wrote:Nice work i love it , but you should have used the Chell sprites . but it's awesome though , you should make a Cavejohnson Mod
.
Um, you do realize that the GLaDOS voice mod does any sounds. So, that's no problem for Cave's lines. Unless you mean spriting Cave, I dunno about that.

FaycalMenouar
Posts: 1069
Joined: 11 May 2012, 18:00

Post » 02 Aug 2012, 18:52

Turtle95 wrote:
FaycalMenouar wrote:Nice work i love it , but you should have used the Chell sprites . but it's awesome though , you should make a Cavejohnson Mod
.
Um, you do realize that the GLaDOS voice mod does any sounds. So, that's no problem for Cave's lines. Unless you mean spriting Cave, I dunno about that.
no i was talking about cave's line , and i thought since u made a glados mod i'll suit the chell sprites , and turn Mari0 into a 2D portal . idk

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 02 Aug 2012, 18:54

FaycalMenouar wrote:
Turtle95 wrote:
FaycalMenouar wrote:Nice work i love it , but you should have used the Chell sprites . but it's awesome though , you should make a Cavejohnson Mod
.
Um, you do realize that the GLaDOS voice mod does any sounds. So, that's no problem for Cave's lines. Unless you mean spriting Cave, I dunno about that.
no i was talking about cave's line , and i thought since u made a glados mod i'll suit the chell sprites , and turn Mari0 into a 2D portal . idk
Oh, Chell Sprites. That's easy. I might not do that right now. Eventually if others want that.

FaycalMenouar
Posts: 1069
Joined: 11 May 2012, 18:00

Post » 02 Aug 2012, 18:55

yeah just add the sprites to your mod and you're done .

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 02 Aug 2012, 20:28

FaycalMenouar wrote:yeah just add the sprites to your mod and you're done .
Done. It's in the first post.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 03 Aug 2012, 08:36

Turtle95 wrote:
cavejohnson99 wrote:I was going to do this when SE came out, so that I could make use of the new features.
Nevertheless nice work.
Yea. Some new features will be implemented to this. So, once I get to a certain part, it'll be on hold for SE. I'm not entirely sure if anyone could have replicated what I have done.
I guess we can have 2 people working on our own maps, cause it could be interesting what we come up with.
I, for one, am making a fairly different tileset and a different map layout.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 03 Aug 2012, 15:25

cavejohnson99 wrote:
Turtle95 wrote:
cavejohnson99 wrote:I was going to do this when SE came out, so that I could make use of the new features.
Nevertheless nice work.
Yea. Some new features will be implemented to this. So, once I get to a certain part, it'll be on hold for SE. I'm not entirely sure if anyone could have replicated what I have done.
I guess we can have 2 people working on our own maps, cause it could be interesting what we come up with.
I, for one, am making a fairly different tileset and a different map layout.
That's honestly pointless. If I'm already making the mappack, but your idea of how things should be are different, it's just pointless to bother with making your own.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 04 Aug 2012, 06:58

*sad face*
How exactly is it pointless? It's like having 2 opinions on the one topic.
Or, I might make the Wheatley levels instead. How about that.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 04 Aug 2012, 15:36

cavejohnson99 wrote:*sad face*
How exactly is it pointless? It's like having 2 opinions on the one topic.
Or, I might make the Wheatley levels instead. How about that.
You don't realize I'm doing EVERY test chamber. Even the underground and Wheatley ones. That's why it's pointless for you to bother.

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 16:03

It's crashing when i try it. (yes i have the mod and the mappack and the voice folder's)

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 04 Aug 2012, 16:08

supermarioportal2 wrote:It's crashing when i try it. (yes i have the mod and the mappack and the voice folder's)
It takes a while for it to load. Just wait until it works, don't move or click the window otherwise windows will prompt it as 'not responding'.
It can take a few minutes, just be patient.

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 16:10

Jorichi wrote:
supermarioportal2 wrote:It's crashing when i try it. (yes i have the mod and the mappack and the voice folder's)
It takes a while for it to load. Just wait until it works, don't move or click the window otherwise windows will prompt it as 'not responding'.
It can take a few minutes, just be patient.
when i select ''1 player game'' it crashes

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 04 Aug 2012, 16:35

Turtle95 wrote:
cavejohnson99 wrote:*sad face*
How exactly is it pointless? It's like having 2 opinions on the one topic.
Or, I might make the Wheatley levels instead. How about that.
You don't realize I'm doing EVERY test chamber. Even the underground and Wheatley ones. That's why it's pointless for you to bother.
I've done the underground ones already...
And I'm already working on level designs, tiles etc. for the Wheatley ones as well.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 04 Aug 2012, 17:12

supermarioportal2 wrote:
Jorichi wrote:
supermarioportal2 wrote:It's crashing when i try it. (yes i have the mod and the mappack and the voice folder's)
It takes a while for it to load. Just wait until it works, don't move or click the window otherwise windows will prompt it as 'not responding'.
It can take a few minutes, just be patient.
when i select ''1 player game'' it crashes
Get the Chell v7.2. It has a quicker loading time. I'm not entirely sure why it would be crashing for you. Jorichi's works, mine works, auto's works, and TF's works. (BTW, they are map testers). I am not sure. Maybe you're doing something wrong?

@Cavejohnson99 riight. Still pointless. My chambers are actually based on the game and look good. Idk why you still bother with your pointlessness in making the chambers you are making.

User avatar
LightningFire
Posts: 1828
Joined: 10 Mar 2012, 17:24
Contact:

Post » 04 Aug 2012, 18:51

So I just gave this a try, and I've got to say, this is awesome! Keep up the good work!

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 04 Aug 2012, 19:07

@LF Thanks!

In other news, I just updated the map. Only by a little bit. 2 sub-levels. I won't be pushing myself. I'll only REALLY work on it (big updates) if I am REAAALLY up to that.

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 19:37

Image

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 04 Aug 2012, 20:52

supermarioportal2 wrote:Image
Be sure you're downloading this:

http://www.mediafire.com/?sb6a5x64426xjyw

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 21:19

i did donwload this.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 04 Aug 2012, 21:24

supermarioportal2 wrote:i did donwload this.
I dunno what the problem might be.

FaycalMenouar
Posts: 1069
Joined: 11 May 2012, 18:00

Post » 04 Aug 2012, 23:32

he didn't put the voice foler in %appdata%/ LOVE /Mari0 , put them them there SMP2 not in the mappacks folder ok ?

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 23:33

i did gived them into mari0 folder not the mappack folder
EDIT : it does work now. i placed the voice folders into the mappack folder

FaycalMenouar
Posts: 1069
Joined: 11 May 2012, 18:00

Post » 04 Aug 2012, 23:36

supermarioportal2 wrote:i did gived them into mari0 folder not the mappack fodler
you have to delete the turrets mod , it does not work well with this mod .

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 04 Aug 2012, 23:46

also you should give infinite time and lives

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 05 Aug 2012, 00:18

FaycalMenouar wrote:
supermarioportal2 wrote:i did gived them into mari0 folder not the mappack fodler
you have to delete the turrets mod , it does not work well with this mod .
Um. No. That's just at the end of a level without a flag. Something fakeuser did not fix.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 05 Aug 2012, 04:44

Some of the levels are broken, but I'm assuming that's because it's not finished.

And just to tell you, my underground is based on the game, and looks decent. Have you even tried/seen it? It has been released.
Technically I should be saying this to you because my underground came first.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 05 Aug 2012, 05:01

cavejohnson99 wrote:Some of the levels are broken, but I'm assuming that's because it's not finished.

And just to tell you, my underground is based on the game, and looks decent. Have you even tried/seen it? It has been released.
Technically I should be saying this to you because my underground came first.
I did fix the levels that you could get past easily by cheating.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 05 Aug 2012, 08:42

1. The gel entities are upside down. It should be something like this:
Image
2. Level design is slightly different from original. You use the first 'big gel pit' twice, (to get across and to bounce to the cube-release button) and it's non-portalable.
3. Green block after the flag is too close.
4. That's not the end of the level, there's a transition and a second chamber before the elevator. Same with some previous levels.

Nitpicking aside, it's not bad. though it's probably too late to say that
This is because you were telling me that you would make it the same as the actual game, but it's different.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 05 Aug 2012, 17:04

cavejohnson99 wrote:1. The gel entities are upside down. It should be something like this:
Image
2. Level design is slightly different from original. You use the first 'big gel pit' twice, (to get across and to bounce to the cube-release button) and it's non-portalable.
3. Green block after the flag is too close.
4. That's not the end of the level, there's a transition and a second chamber before the elevator. Same with some previous levels.

Nitpicking aside, it's not bad. though it's probably too late to say that
This is because you were telling me that you would make it the same as the actual game, but it's different.
Thanks for the gel tip. I didn't know that. Other than that I cannot just use the pit again. That just screws it up. There is no custom map height which is why it cannot be done.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 05 Aug 2012, 23:30

You can make the pit lower, and put the buttons higher.
Also, there aren't meant to be any gel dispensers in that level.

Since I don't want to make a double post, after the release of v3.4, I'm very sorry to tell you that half the levels can be solved without portals, or not with the intended solution.
Somehow you think your underground is more similar to the game than mine?

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 06 Aug 2012, 16:07

Turtle95 wrote:@Cavejohnson99 riight. Still pointless. My chambers are actually based on the game and look good. Idk why you still bother with your pointlessness in making the chambers you are making.
Maybe because, I dunno but, his could be better than yours?

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 06 Aug 2012, 16:27

Camewel wrote:
Turtle95 wrote:@Cavejohnson99 riight. Still pointless. My chambers are actually based on the game and look good. Idk why you still bother with your pointlessness in making the chambers you are making.
Maybe because, I dunno but, his could be better than yours?
Who are you talking about? But still it doesn't matter who's it better. But overall, he can do as he wants, and I'll do what I want. That's what you're saying.
Last edited by Turtle95 on 06 Aug 2012, 16:37, edited 1 time in total.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 06 Aug 2012, 16:33

You're saying it's pointless for him to even try when his levels are really good and you just seem to have added loads of pointless turrets everywhere.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 06 Aug 2012, 16:39

Camewel wrote:You're saying it's pointless for him to even try when his levels are really good and you just seem to have added loads of pointless turrets everywhere.
I did not do that. At all. That was for chambers where there are supposed to be turrets. Have you not played Portal 2? And I did place the turrets where they should be.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 06 Aug 2012, 17:12

Camewel wrote:You're saying it's pointless for him to even try when his levels are really good
Thanks for getting my point across, but I wouldn't exactly call myself 'really good'. Just 'alright'.
@Turtle95 Anyway, I'm already planning my Wheatley tests. You can still go ahead, I'm just making a (pointless) announcement.
I do disagree with 'turrets all over the place' though. Because, it actually isn't. Unless you're running regular turret mod? Probably not though.

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 06 Aug 2012, 18:02

Nice mappack. also you should mod EF

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 06 Aug 2012, 19:08

supermarioportal2 wrote:Nice mappack. also you should mod EF
No. I've finished the underground chambers, and will release it soon. But I won't be able to go any further with Wheatley's chambers (maybe I'll do 00 and 01) when EF's start.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 08 Aug 2012, 04:20

cavejohnson99 wrote:Unless you're running regular turret mod? Probably not though.
It didn't say 'hey download this mod or it won't work lol' anywhere on the first post when I downloaded it but when I tried to open the mappack it crashed so I assumed that it used the standard turret mod. Whoops.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 08 Aug 2012, 09:16

Why is the new standalone mappack 33 MB's? is it the sound files?
The chambers aren't really the same, and the Wheatley one is... not quite right? Can be solved unintentionally by just jumping to the flag. Also you don't need the 'destroyed' background theme.
You also missed quite a few of the 'climbing-up-to-Wheatley' tests.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 08 Aug 2012, 15:50

cavejohnson99 wrote:Why is the new standalone mappack 33 MB's? is it the sound files?
The chambers aren't really the same, and the Wheatley one is... not quite right? Can be solved unintentionally by just jumping to the flag. Also you don't need the 'destroyed' background theme.
You also missed quite a few of the 'climbing-up-to-Wheatley' tests.
The conversion gel ones? I wasn't sure how to do the rest of them, really.

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 09 Aug 2012, 11:53

so much for recreating the whole game?
It's possible, and not that hard, actually.
No custom Wheatley tiles either? (this isn't so much criticism, it's a suggestion because I can see there's only the one Wheatley level.)

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 09 Aug 2012, 16:32

And this is why it's not so pointless for cave to try after all.

User avatar
Turtle95
Posts: 1246
Joined: 21 Mar 2012, 21:48
Contact:

Post » 09 Aug 2012, 17:19

cavejohnson99 wrote:so much for recreating the whole game?
It's possible, and not that hard, actually.
No custom Wheatley tiles either? (this isn't so much criticism, it's a suggestion because I can see there's only the one Wheatley level.)
No, it's really not. You need to have custom mapheights to do the rest of the conversion gel tests. I can't do them without it.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 09 Aug 2012, 20:21

Turtle95 wrote:
cavejohnson99 wrote:so much for recreating the whole game?
It's possible, and not that hard, actually.
No custom Wheatley tiles either? (this isn't so much criticism, it's a suggestion because I can see there's only the one Wheatley level.)
No, it's really not. You need to have custom mapheights to do the rest of the conversion gel tests. I can't do them without it.
Can't wait till SE

User avatar
cavejohnson99
Posts: 185
Joined: 09 May 2012, 08:37

Post » 10 Aug 2012, 07:54

Turtle95 wrote:
cavejohnson99 wrote:so much for recreating the whole game?
It's possible, and not that hard, actually.
No custom Wheatley tiles either? (this isn't so much criticism, it's a suggestion because I can see there's only the one Wheatley level.)
No, it's really not. You need to have custom mapheights to do the rest of the conversion gel tests. I can't do them without it.
Use vines. They work well here. And you don't necessarily need to go upwards at the same rate the game does, just like how you can't have a flag at the top of the level, you can locate the level at the bottom of the map.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 10 Aug 2012, 14:09

cavejohnson99 wrote:
No, it's really not. You need to have custom mapheights to do the rest of the conversion gel tests. I can't do them without it.
Use vines. They work well here. And you don't necessarily need to go upwards at the same rate the game does, just like how you can't have a flag at the top of the level, you can locate the level at the bottom of the map.[/quote]
Regardless of what he can or can't do, can we agree that SE will make this better?

Post Reply