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[WIP] DaMaGepy 01
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gepy
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Joined: 26 Oct 2007
Posts: 50
Location: Hungary

PostPosted: Mon Oct 29, 2007 2:42 pm    Post subject: [WIP] DaMaGepy 01 Reply with quote

I'm planning to make some pretty hard map, that not just based on portals and flings momentums etc. But I need to make a "learning" map before it to show some trick and logic in preparation. This map will be the training level. Will have 8 room with 12 "puzzle". Atm there are 4 puzzle ready, at 33% done I'll use it for the contest, then will continue making it.
Dont worry, the rest of the maps will not be this easy Smile

More info, download and screenshots here:
http://heroes.hardwired.hu/-/portal/portmap.html

FIXED TEXTURE/SURFACE BUG

DaMaGepy 01:


Last edited by gepy on Thu Nov 01, 2007 3:30 pm; edited 4 times in total
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Mapster
Loves Cake


Joined: 16 Oct 2007
Posts: 432


PostPosted: Mon Oct 29, 2007 3:24 pm    Post subject: Reply with quote

I'll check this map out later on when i have the time.
Looks quite interesting i must say Wink

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roger federer
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Joined: 13 Oct 2007
Posts: 82


PostPosted: Mon Oct 29, 2007 3:52 pm    Post subject: Reply with quote

pretty cool, i really like the part where you have to climb the wall for the portal gun i assume the part past the turrets is imcomplete. there are some real nice ideas from your site too. i was hoping someone would do some outdoors portal maps, and maps with more than one portal set (say 4-6 portals open at once), as i've heard people say it's possible.
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Grudge

Buenoman?


Joined: 29 Sep 2007
Posts: 369


PostPosted: Mon Oct 29, 2007 5:05 pm    Post subject: Reply with quote

Looks awesome, i'm going to play it now. It looks like it deserves a review.
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Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.

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Shmitz
The cake is a hat.


Joined: 18 Oct 2007
Posts: 173


PostPosted: Mon Oct 29, 2007 5:27 pm    Post subject: Reply with quote

Wait, you review WIPs? Why did I think it was just release maps?
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1991
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Mon Oct 29, 2007 5:29 pm    Post subject: Reply with quote

Pretty sure he means when it actually is released. Wink
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gepy
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Joined: 26 Oct 2007
Posts: 50
Location: Hungary

PostPosted: Tue Oct 30, 2007 6:34 pm    Post subject: Reply with quote

The map in the current form is redy for cotest, ball, snetry + chemical room now completely works. Will only add some content after the last door (fadeout maybe)
After that, I'll just continue the map... Smile

Update: will upload its contest version in 2 hour, will post here the new link...
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gepy
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Joined: 26 Oct 2007
Posts: 50
Location: Hungary

PostPosted: Wed Oct 31, 2007 5:13 pm    Post subject: Reply with quote

Final version added... with cake!
http://heroes.hardwired.hu/-/por_damagepy_01.zip
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Artesia
Loves Cake


Joined: 13 Oct 2007
Posts: 253
Location: Las Vegas NV

PostPosted: Wed Oct 31, 2007 5:15 pm    Post subject: Reply with quote

not more cake Confused

Wink

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roger federer
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Joined: 13 Oct 2007
Posts: 82


PostPosted: Wed Oct 31, 2007 6:00 pm    Post subject: Reply with quote

i'm getting texture errors:
Quote:

env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall048a

this happens on some maps but not most. not sure if it's your problem or mine. also, i think maybe you have some areas at the end that should not be portalable but are.
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Guitar
New Employee


Joined: 24 Oct 2007
Posts: 19


PostPosted: Wed Oct 31, 2007 10:46 pm    Post subject: Reply with quote

Haha. The ending is great! Finally something unexpected! Smile 10/10
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gepy
Superior Participant


Joined: 26 Oct 2007
Posts: 50
Location: Hungary

PostPosted: Thu Nov 01, 2007 5:25 am    Post subject: Reply with quote

EH, had a bug with textures/surfaces, forgot to rename the txt that bspzip used to include files. Uploaded a fixed version!
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Player1
Test Supervisor


Joined: 24 Oct 2007
Posts: 144


PostPosted: Thu Nov 01, 2007 3:22 pm    Post subject: Reply with quote

I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.)

Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing...
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gepy
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Joined: 26 Oct 2007
Posts: 50
Location: Hungary

PostPosted: Thu Nov 01, 2007 3:35 pm    Post subject: Reply with quote

Player1 wrote:
I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.)

Please tell me where. I tought they all portable (but the noportal thing sometimes fucks things around and even if they not touching the white wall, their (aura) affects them Sad For example at the end of the chemical room, the gray thing should be portable anywhere near the window but it only accepts portals in the center.

Player1 wrote:
Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing...

First I just wanted the game to fade out in 2 sec if the player starts to walk to the cake, but then made that HURT trigger to make sure none gets the cake or if crouch behind the table they still die. How could you kill the guards btw? Very Happy
I should place 2-2 more sentry to the sides then Twisted Evil
ah if you can portal on all wal and getting purple textures, download the zip again, had an error in the morning.
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Shmitz
The cake is a hat.


Joined: 18 Oct 2007
Posts: 173


PostPosted: Thu Nov 01, 2007 3:40 pm    Post subject: Reply with quote

I usually arrange my noportal volumes so that they're always 32 units away from any concrete surface. Since the game won't put a portal on anything less than 64 units wide, it's a "safe" margin that you won't be able to put a portal on.
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