Portal 2

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White Room (reMiX by josepezdj)
 
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93.657 MB
Aug 13, 2013 @ 9:08am
1 Change Note ( view )

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White Room (reMiX by josepezdj)

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Description
A HARD difficulty map in the destroyed/overgrown theme based in a couple of interesting (and hopefully new) mechanics involving only one funnel and one cube, and the twisted sequence behind a series of buttons that will lead you to open the exit door...

This is a remix of Toncica's White Room awesome map. I like to use the concept of 'remix' specifically and not 'remake' when the whole idea behind the map is to make possible new mechanics that came to my mind while solving the puzzles in the original map... the same that happened to me with Da-Mask: Chander's Test 12 remix... So even though the structure of the map reminds to the original one, the puzzles in this one goes a bit further, making use of the same elements but in a different way, plus some extra stuff ;)

Taking the chance I decided to make this remix, I tried a more Portal2-ish aesthetics approach this time instead of my personal style, so I opted for the destructed/overgrown theme, because apart from being one the themes I like most, for some places it allowed me to cut possible exploits easily by destroying some bits to avoid portal placement :D Overall because my personal challenge for the remix was to keep Toncica's initial idea and spirit of his map by making a white-only room avoiding the usage of black tiles... Just like Toncica described his map:

This is a test in a white room, hence the name of the test, derived from the color - which is white. :lol:

To be completely honest, even though I'm satisfied with the final product and both versions are veeery different, but I still prefer Toncica's original map's twisted simplicity and elegance, thanks for creating mate!

Map's thread at TWP (CAUTION! spoilers abound!):

White Room at TWP[forums.thinkingwithportals.com]

Solution

Solution to main map
Solution to the Easter Egg

Thanks

- First of all, big thanks to my projects mate Vanessa as usual, for being there everytime I need to ask her for a favour and for helping me with custom textures for this map, but specially for beta-testing it even being a portal beginne
- Thanks to my dear friend Greykarel for beta-testing and helping me improve it!
- Thanks as well to Fluppy for his continuous support (and awesome sense of humor :D) and for beta-testing as well!
- Thanks to LoneWolf2056 and Jack Dawson for beta-testing and for helping me on nitpicking ;)
- Many thanks to TWP as usual for being my main mapping teacher :p

Credits

- Omnicoder for his great Chamber Signmaker that allowed me to create the basic background of the entry testchamber lightboard and then customize it.
- Komaock again for his awesome skybox textures.
- Daveastation for letting me use the amazing drawing of Chell upon one of Nekostars' photographs for the 2011 Fan Expo called Exile Vilify.
- Intro song by josepezdj (created on Reason 5.0)

Map song "Massive Destruction"[soundcloud.com]

Save

There are a few checkpoints already present in the map that I set up automatically to save the game. A on-screen message will pop up to let you know the game was saved. And for your information, I made it so the map is always saved in a file called white01.

For those who still doesn't know, you can save your progress while playing any map by entering in the developer console the command save followed by the name you want to give the file; in this map that's: save white01 ... This way, even though the map needs to be played via the workshop, you can have your progress stored for a later resume without the fear to lose it by hitting F6 (quick save) while playing any other workshop map ;)

Whenever you need to load any saved game, just use the console command load followed by the name you gave the file, that's all. Therefore, any time after seeing the message Game Saved on screen while playing this map, you can use the following command to load your progress from that point on: load white01

Changelog (section dedicated to my good friend Shakky) :lol:

- 2013/08/05 - First release v1.0
- 2013/08/06 - v1.1 - Fixes for minor bugs
- 2013/08/07 - v1.2 - Prevented Shakky's unintended solution and cut some ways in order to force/polish the intended solution (thanks to Toncica's video)
- 2013/08/11 - v1.3 - Prevented the maneuver near the panel where the funnel ends that allowed to stay up there waiting...

#twp
46 Comments
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josepezdj  [author] Jan 25 @ 2:21am 
Finally I had the time and inspiration to finish the song I made for the intro to this map. For those interested, it's available to download at my SoundCloud [soundcloud.com] page. I hope you enjoy it.
Talisac Sep 8, 2014 @ 12:42am 
2/2 Compared to your walkthrough, I've never seen that white surface to make the big jump on 1st part (the one you're reaching by walking on the very end corner of floor and jumping). And I've tried a few times to throw that cube then decided to find another way..

The same map with more easy-access portal shots would have been a favorite, because, as I stated before, puzzle are great. I have friends playing portal 2 who think a jump in main campain is difficult because you have to portal somewhere while moving...
Talisac Sep 8, 2014 @ 12:41am 
1/2 Well, I don't know. Of course it's thumbs up, because the design is awesome and the puzzle are complex. But I felt a bit bad with the skillshots/moves we had to do here.. My F6-F7 combo has never been used that much (or maybe in your other map "oxygen station"). I just can't portal a surface at the other side of the map while moving vertically at high speed, and as the design is quite heavy, FPS go down slightly and this is even more difficult. For the first part, I went up finnaly with funnel, and for the last part I threw the cube in goo from funnel place and stuck myself against the wall, preventing me to enter the portal I needed to open the last fizzler.
Tricky Aug 13, 2014 @ 7:40pm 
WHAT A HARM TO MY COMPUTER LAGING GLICHING OMG jk still not bad what was the epic music doing at the end?
Nobody No-one Aug 10, 2014 @ 11:12am 
Oh, that's clever.
P.S. I'm Test Subject #54067 on TWP.
P.P.S. Are you still working on The Enceladus Initiative? You haven't updated the moddb page in so long!
josepezdj  [author] Aug 10, 2014 @ 11:04am 
@dante: yes, I use point_viewcontrols prented to func_tracktrains to create the camera movement; the custom text banners fading-in/out are just a custom animated textures (it has 60-100 frames inside) that I use on func_brushes parented to the camera as well ;)
Nobody No-one Aug 10, 2014 @ 9:06am 
How do you do cinematic intros with custom text in Hammer? Is it a point_viewcontrol? If so, how do you get the custom text.
taplonaplo Jun 26, 2014 @ 5:19am 
Exceptionally well made map both in visuals and puzzle, although the funnel bugged out on me a lot.
grossedout5 Mar 20, 2014 @ 5:22pm 
K, lo siento