[RELEASE] Accident Prone

Postby yikkayaya » Sun Nov 11, 2007 9:16 am

Actually, I managed to cross the mud-pit in the tetherball in another way than anyone here has mentioned.

I did not use the ball, or jump down to the platform fram the wall, I found two places in the mud (one on the starting side of the room, and one on the other side) which was portal-able. So I just jumped down into one and barely managed to land on the edge on other side of the room. I completely ignored both the platform and the ball, placing the cube only on the door-button.

I guess that was not a valid way of solving the final puzzle?
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Postby Shmitz » Sun Nov 11, 2007 2:43 pm

yikkayaya wrote:
I guess that was not a valid way of solving the final puzzle?


Was that with 1.0 or 1.1? You can find the version number in the text file in the zip if you're unsure.
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Postby yikkayaya » Mon Nov 12, 2007 5:59 pm

Oh, sorry. It is fixed quite nicely now.
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Postby taco » Tue Nov 13, 2007 2:37 pm

I really enjoyed this map, it's very well put together and the final puzzle is very interesting - if a bit unorthodox.

I was just wondering, how did you made the mud in the last room behave like mud?
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Postby Astro » Tue Nov 13, 2007 5:38 pm

i dont know how he did it but its in level 17 of the single player in the huge turret room, you could always decompile that and find out for yourself

mappers only take issue when someone steals brush work, entities are not looked down upon
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Postby Shmitz » Tue Nov 13, 2007 6:32 pm

taco wrote:
I was just wondering, how did you made the mud in the last room behave like mud?


The texture is nature/mudfloor004bs. It's not tagged with the portal keyword.
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Postby Yusayoh » Tue Nov 13, 2007 9:33 pm

lol I couldn't even get passed the first one because I tried to go up the lift. I guess that doesn't work.

I'll give you a review when I finish it lol :wink:
Your mom's thinking with portals
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Postby Duffers » Mon Nov 19, 2007 9:27 pm

My video card sucks and I couldn't finish the map because of it. Also~ The piston puzzle made me want to kill you. No offence.
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Postby Duffers » Sun Nov 25, 2007 11:38 am

Just finished it. I like everything except the ball-and-chain thing. It was just too awkward to do. I spent 10 minutes trying to hit the box. Didn't like that part. Other than that, it was quite fun.
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Postby VolumetricSteve » Mon Dec 03, 2007 6:56 am

I saw earlier that someone posted that in order to beat (I wish the areas had names) the big place...after you're done with all the piston junk and you've activated the first energy ball receiver, a door opens and leads into this place with all the stuff sitting around, the acid pit, and the three pillary type things...with the bigger hollow area behind all that which I can only assume is a place put in so you can build up the proper momentum....but anyway, my first point is that whoever it was said they employed a bunny hop technique to get from the three pillary things back to the main area with all the stuff on it.....I'd give a lot to see a video of any proof of bunny hopping at all in portal....the character you play as is so physically limited, I got the feeling that trying a bunny hop actually slows everything down....

but anyway, I've been picking away at that area for a while now, and I can see ways to beat it...but I can't be sure...and it could also just be a total lack of skill on my part...I've been having a hell of a time slamming into walls only to lose all of my motion potential....

(I don't know how the mouse-over font changer thing on this forum works, so, if you want to figure this out on your own, don't read this next part)

I've had some small luck with doing a move that's kind of like a pogo jump....I'd get myself into the big hollow area away from the acid pit, and I'd portal high up on any wall, portal to the floor, and then fall gently through the higher portal (duh), then i'd shoot my "high wall" portal somewhere else and then my motion potential would be preserved as long as I didn't thunk on the floor right next to a portal, so what I ended up doing was ....pogo portaling my way back out of the hollow area, then VERY quickly portaling onto the 45-degree ...thing? whatever it was...and fell through with a good deal of power, but....just barely didn't quite make it....seeing that this way could actually work, but realizing how nuts it was, I thought there had to be a "right" way to solve this part...and I sure as hell wasn't seeing it...or atleast I lacked the skill to act out my other ideas...I wish I could see this tethered ball everyone seems to be talking about...

is there a console in the source engine in which I could write in some noclipping? the challenge of the level is nice and all...but there's only so much failure I can take in a given night :p
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Postby Player1 » Mon Dec 03, 2007 8:27 am

VolumetricSteve wrote:
I'd give a lot to see a video of any proof of bunny hopping at all in portal....the character you play as is so physically limited, I got the feeling that trying a bunny hop actually slows everything down....


Forwards bunny hopping was fixed in the HL2 engine I think. But constantly jumping does allow you to move at an overall higher speed than if you're simply moving without jumping, since there's no sprint button in Portal but jump movement is basically sprint speed.

I think the bunny jump reference you may have stumbled on here was a reference of my video of the initial release version where I could bypass part of the acid room puzzle by simply jumping from the three pistons back to the place with the slanted thingy. It wasn't a bunny hop, just a well timed normal jump (not even a crouch jump). Shmitz changed the positions of the three pistons to rule out that maneuver.

VolumetricSteve wrote:
(I don't know how the mouse-over font changer thing on this forum works, so, if you want to figure this out on your own, don't read this next part)


[ spoiler ] this is how the spoiler tag works (without the spaces of course) [ /spoiler ]

VolumetricSteve wrote:
is there a console in the source engine in which I could write in some noclipping? the challenge of the level is nice and all...but there's only so much failure I can take in a given night :p


There is, but I don't know what it is. This video might help you: http://www.youtube.com/watch?v=4IdjsnrD3YQ
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Postby Adair » Mon Dec 03, 2007 10:31 am

To open the console you have to open the options menu, go to the keyboard controls tab, and click the advanced settings button to enable the console(I think that's how its labeled, but if not just poke around and you'll find it). Then, when your playing or in a menu, just press the ~ key (next to the 1 key).

to no clip first turn on cheats by typing:
sv_cheats 1
then turn on no clip with:
noclip

VolumetricSteve, another method to get up to that ledge over the goo is to put a portal on the slanted tile and then jump off into the goo, but shoot a portal under the goo to fall into, you won't make it on the first try, but if you shoot another portal under the goo to fall into then you should make it on the second shot. You may have to back away from the wall just a bit to fall into the second goo portal.
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Postby VolumetricSteve » Tue Dec 04, 2007 1:08 am

Thanks to you guys who helped! Now, having seen the rest of it, I can say the level was very well put together, but at the end of the level , I actually couldn't get the cube to fall off the button correctly, the physics would always go insane and make it fly forward somehow...

It was a fun level though, I actually remember poking fun at Valve when Portal first came out because they lead into every puzzle so much, and really did a lot of the "solving" for the user.....and now in this level, I wish there'd been a little bit more to go on..maybe I'm just slow on the uptake but this was pretty challenging, I thought, in comparison to the regular Portal levels.

I liked the design in this one though, there was clear attention to artistic detail, as well as incredibly sneaky ways to get around doing certain things....

This is no fault of the level designer, but I always have and always will hate the way the acid looks in this game....when I start making levels...i'm turning it into...something else...really..just anything that doesn't look like bloody vomit would be fine by me, and it's not that it's disgusting...it's that the game had an opportunity to make something really bad for the player look really cool...and they totally ignored it, and made it the dullest ....most barfy looking thing they could...I'm thinking something brighter....maybe like the lava from the Descent series if anyone remembers that...but..ugh...what gives....

Back to the level in question, I liked the size of it, I like being able to make long jumps and end up somewhere really high.

Overall, cool level, I would have just done the last part differently because havok doesn't like vector addition through portals too much i guess, so while the player has cognitively solved the puzzle, the physics are just being wonky.
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Postby Ryanocerous » Mon Dec 17, 2007 10:40 pm

Played this map when it came out and loved it, but replaying it today I found something I never noticed.

http://youtube.com/watch?v=Y9JJgQx3M_8

I deserve cake. :(
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Postby volt » Mon Dec 17, 2007 11:16 pm

haha, very nice, i highly doubt he expected people to do that :)
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