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Astro Superior Participant
Joined: 21 Oct 2007 Posts: 79

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yeah the challenges in the map were good, i also really enjoy the momentum flings
but like he said ooz that doesnt do any damge...you should change it to mud instead |
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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I was trying to make it look like a sewer of sorts when I did it... Oh well, I gave it light freeze damage. Not enough to kill you, but you don't want to stand on it because it's annoying. _________________
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Astro Superior Participant
Joined: 21 Oct 2007 Posts: 79

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Heres the thing, we have been trained that that ooz will kill you on contact. That is like trying to change the types of walls you can portal, no sense in going up hill like you are doing. Also if you want to make it look like a sewer than you need to make it all into a curve instead of square like it is now.
Or just make it mud and make it slippery like in the game and save time from making it actually look like a sewer. |
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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| Astro wrote: | Heres the thing, we have been trained that that ooz will kill you on contact. That is like trying to change the types of walls you can portal, no sense in going up hill like you are doing. Also if you want to make it look like a sewer than you need to make it all into a curve instead of square like it is now.
Or just make it mud and make it slippery like in the game and save time from making it actually look like a sewer. |
I don't mean a sewer like an ACTUAL sewer... I mean like somewhere where all this goo was being kept before it was dumped into the level. Anyway, the floors are now mud.
ALSO~ I encourage anyone to actually try and get stuck. I want to see if my map is idiot-proof. _________________
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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Getting better, but dissconnecting the player because they droped thier cube is harsh. You should only make them restart.
(client_command triggered with 'restart') _________________ Fancy making a payload map?
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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| youme wrote: | Getting better, but dissconnecting the player because they droped thier cube is harsh. You should only make them restart.
(client_command triggered with 'restart') |
I was just about to ask that. Thanks. _________________
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Lorithad Loves Cake

Joined: 22 Oct 2007 Posts: 250
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| Restarting or loading to last made save would work well (provided there are auto saves). |
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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Just doing the sound (voice-overs) while Donut does the lighting, then it will be released. _________________
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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Guys, I'd really like some more feedback on what's alrerady posted. _________________
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Lorithad Loves Cake

Joined: 22 Oct 2007 Posts: 250
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Played through your map once again. Found something strange this time.
On the step-up by the lift (which i'm still not sure why it's there, as it does nothing, I don't even bother with the button that doesn't activate it), near the top of the upper ledge(also can be described as the floor of the cube kick puzzle area), there is an invisible platform. This platform isn't that big, but it's big enough for somebody to stand on. It doesn't give you any advantages, it's just there.
I am kind of hoping that in the final realease of this, you decide to do away with the glass box starting area. It does a bit strange.
On a side note, your map has pretty good replay value. You should be proud of that. |
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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| Lorithad wrote: | Played through your map once again. Found something strange this time.
On the step-up by the lift (which i'm still not sure why it's there, as it does nothing, I don't even bother with the button that doesn't activate it), near the top of the upper ledge(also can be described as the floor of the cube kick puzzle area), there is an invisible platform. This platform isn't that big, but it's big enough for somebody to stand on. It doesn't give you any advantages, it's just there.
I am kind of hoping that in the final realease of this, you decide to do away with the glass box starting area. It does a bit strange.
On a side note, your map has pretty good replay value. You should be proud of that. |
Box replaced with a puzzle of sorts, it also makes the turrets more of a hassle. You can start the map whenever you want with the new start.
I'll also make the lift move (a little). I want it to be broken so you have to think about it a little.
That ledge you're speaking of is a 1 pixel lazy re-texture. I'll fix that right away. _________________
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 519 Location: Canaduh eh
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So this map died a long time ago in favor of Snakepit. I'm thinking of re-making the whole map, because I'm too lazy to create a whole new map. Would this be a good idea? (of course I'd be adding in a few new bits). _________________
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rellikpd
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 902 Location: South Texas, US
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way to necro a thread. asshole. get bent!
but as to your query, i have no idea, there are no screen shots. and no real information in your initial post. _________________
MyPHPsig
"Nope, just naked" |
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