The Perpetual Level Sharing Thread!

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#1 Posted by dekkadekkadekka (836 posts) -

Hey all! As you know by now, the Perpetual Testing Initiative has launched and with that, levels are being created throughout the multiverse! Therefore, in the spirit of community, I have created this thread for us to share blueprints, I'll get the ball rolling with mine:

I scrapped about 6 levels before settling in and finishing this one. Anyone else had a go and got something ready to show off?

#2 Posted by Ravenlight (8057 posts) -

@dekkadekkadekka said:

Hey all! As you know by now, the Perpetual Testing Initiative has launched

Has it? I've got to check that out later!

#3 Posted by JeanLuc (3873 posts) -

I've only started messing with it but my god is it cool!

#4 Edited by mandude (2706 posts) -

Damnit. Mine wont load. :'(

#5 Edited by ShaggE (7925 posts) -

It's out? Yay!

Shame it's not standalone, really want to toy with it without having to redownload Portal 2 (for now).

#6 Edited by Moncole (666 posts) -
#7 Posted by supamon (1339 posts) -

Re-downloading Portal 2 right now!

#8 Posted by AhmadMetallic (19302 posts) -
#9 Posted by eeno (3 posts) -

I just finished making this:

Not really a puzzle, but a fun ride i guess.

#10 Posted by SeriouslyNow (8504 posts) -

@ShaggE said:

It's out? Yay!

Shame it's not standalone, really want to toy with it without having to redownload Portal 2 (for now).

It uses Portal 2 assets. Kinda hard to make it standalone.

#11 Posted by ShaggE (7925 posts) -

@SeriouslyNow said:

@ShaggE said:

It's out? Yay!

Shame it's not standalone, really want to toy with it without having to redownload Portal 2 (for now).

It uses Portal 2 assets. Kinda hard to make it standalone.

I never expected it to be, I'm just saying that I'd like it to be. I'd like Batman to be real, too, but I don't expect him to be.

#12 Posted by Mendelson9 (503 posts) -

Finished my first map in about 6 hours. Longer than I anticipated to make a map with a well defined structure. For the longest time I had trouble keeping the light bridge from letting you skip a large part of the map. The editor is great...everyone should at least give it a shot.

#13 Posted by AllisonByProxy (67 posts) -
#14 Posted by FrenchFriedFool (194 posts) -
#15 Posted by Adaurin (198 posts) -
#16 Posted by TMThomsen (2079 posts) -
#17 Posted by Ketchupp (684 posts) -
#18 Posted by Emperor_Jimmu (263 posts) -
#19 Posted by dekkadekkadekka (836 posts) -

Here's my second creation. Not too thrilled with it but maybe it'll be a challenge to someone?

The problem I'm having is that I think the levels I'm making are too easy so I end up scrapping a lot, but I have to keep reminding myself that they're easy because I'm literally walking through them as I make them. It's a habit I need to break.

#20 Posted by Xyber (306 posts) -
#21 Edited by D_W (1657 posts) -
#22 Edited by joachimo (207 posts) -
#23 Posted by Infininja (871 posts) -
#24 Edited by dekkadekkadekka (836 posts) -
#25 Edited by Lokno (422 posts) -

Wow, there are so many levels already! Its going to be impossible to get voted up, which is a shame. There should be a random level queue option, but that would only work if there was at least a requirement to have a solvable level...

Here's my first attempt. Nothing fancy and very short:

Edit: Removed this first level from the server because it was a little too easy. May rethink it later.

#26 Posted by agoaj (41 posts) -

Dare you attempt Testing Participant and the Raiders of the Lost Companion Cube

#27 Edited by gbrading (2618 posts) -

I humbly present: Prototype 97C. Done a lot of playtesting and I'm pretty happy with it apart from the final "problem" which can be rather finicky.

Edit: Finicky-ness now removed from chamber as of Revision 2.

#28 Posted by Confirm4Crit (173 posts) -
#29 Edited by buemba (126 posts) -
#30 Posted by Lokno (422 posts) -
#31 Edited by AllisonByProxy (67 posts) -
#32 Posted by D_W (1657 posts) -

This map I'm rather proud of: [link]
Also I made a little video about the various design chooses I made while making the map:  (I recommend you play the map before watching the video however!)

#33 Posted by mandude (2706 posts) -

@D_W said:

This map I'm rather proud of: [link]

Link's all messed up. :(

#34 Posted by D_W (1657 posts) -
Hrmm.. Works for me! Though earlier I was having a bit of trouble with the Steam Workshop not loading. I had to log out and back into Steam to fix it.
#35 Posted by Lokno (422 posts) -

Love making these levels! I found out something, interesting: The image you see when you publish your level is the last view you had of it when you selected publish from the menu in the editor. So you can be more creative with what image is shown. That was really important to know for my latest level:

Mirror :

#36 Posted by Ossi (1285 posts) -
#37 Edited by theodacourt (590 posts) -

I made this one. I think it's pretty cool for my first try, just messing around with the tools. Then I showed it to a friend and he exploited his way around the only actual puzzle bit without realising it, so now that's fixed! Have a go, I'd love some feedback!

#38 Edited by Lokno (422 posts) -
#39 Edited by Ratcabbage (269 posts) -
#40 Edited by BaneFireLord (3144 posts) -
#41 Posted by Vextroid (1514 posts) -
#43 Edited by Roger_Klotz (821 posts) -
#44 Posted by Ariketh (653 posts) -

I've made 3 so far. Been trying to get some feedback.

The first level was originally a real asshole, so I redesigned it a bit and tried to make it more straightforward. It's probably still a pain in the ass in some way that I'm not aware of. I've tried to make it less of a pain in the ass. There is one minor problem which is partly due to the editor - you can get stuck behind the red beams if you choose to push the button and don't notice the closed door. The beams turn back on, but don't instantly kill you if you're pushed up against the exit door. I've been trying to find a way to kill you, rather than letting you get stuck there (my brother did that - he didn't notice the door was closed). But no luck so far. It was also the first map I made. I also got some suggestions from SimpleSamurai, which include making the stage wider, using two cubes instead of a sphere and a cube, and getting rid of the invisible lasers.

The second level was a bit short, so I lengthened it a bit. I got some suggestions from SimpleSamurai on the this one and did my best to put them into action, though I haven't gotten any feedback on the new level design yet. I added a few things, such as, if you get stuck or hesitate just before the exit, you can get back to the four buttons to try again. And if you lose the cube, you should be able to go back and get a new one, though it seems like forgetting it or overlooking it is more common than actually losing it.

I don't think anyone has gotten to the third level yet. At least, no one has given me feedback on it. It is a bit simpler and easier (I think) than the others, but it's hard to really figure out whether most people will find it as easy as I do.

I'd say the 2nd one is the hardest, purely because of the time pressure. The first level is the second hardest, since you need to be observant. The third level is the easiest, but I have no feedback to go on to actually back up my personal belief. I plan to make more levels. Maybe I can get a full collection made one day, assuming I have the time. I do enjoy designing levels, even if the levels I design are total shit.

#45 Edited by Cirdain (3618 posts) -

Multz 1: Tower Entrance

There's a.. hidden depth.

"You enter the portal-less, AI-less entrance to Multz's Tower. With "NO RETURN" being the warning, will you be able to overcome the ascent?"

The point of this puzzle was for me was to first understand the madness that Valve's created, and secondly introduce concepts that I shall exploit further in the Multz Series...... perpare to tear your hair out.

#46 Posted by Lokno (422 posts) -

Thanks for your comments! I modified "The Glass Pit" so that the lower room is now a side room on the first level. It was a pain getting down there and it should be quicker to traverse now.

#47 Edited by Lokno (422 posts) -
#48 Posted by Cirdain (3618 posts) -

I shall play and review all of these in quick-succession.

#49 Posted by McFace (7 posts) -

here are the three I've made so far. I would appreciate any feedback.

#50 Edited by Armyof1 (12 posts) -

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