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[RELEASE] Logic Portals [04].beta
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foobar9999
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Joined: 08 Feb 2008
Posts: 5


PostPosted: Sat Feb 23, 2008 3:21 am    Post subject: Reply with quote

I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?

[EDIT]

Ok, I did it in the first room.

I still hate the complete random success oif these type of portal jumps. Speedruns are almost impossible.
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Hurricaaane
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Joined: 29 Sep 2007
Posts: 173


PostPosted: Sat Feb 23, 2008 9:27 am    Post subject: Reply with quote

foobar9999 wrote:
I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?


I just done it in the first try (except the first jump because of the lag of the live recording, I had to adapt my actions with the lag).
http://www.youtube.com/watch?v=Q7pBm1QwBi0

The cube floater now. It's been a while I created it and I don't want to check Hammer to see how I've done it so I'll explain by remembering about it.
The cube floater is made of three things: The visuals, the logic and the physics.

The physics:
There are multiple trigger_vphysics_motion
-One is set on when the floater is off. It allows the cube to grab the cubes/objects when thrown at even if the floater is off. The floater acts like a lesser cube catcher. The other two points acts like the active cube catcher:
-The one that pushes the cube up, or any physics object. This entity is set right up so that the cube spins right. The trigger_physics_motion has a lot of options so it's how it's done.
-Four others or eight, I don't remember, that are done to recenter the cube when it goes to the edges. In other words, it pushes the cube to the inside when it goes too far out.
-A physics explosion env_physexplosion. That one is special: It wakes up the cube. The trigger_vphysics_motion itself does not wake the cube when it's activated afterwards. The cube goes into a sleep state when it doesn't move for i don't know how many seconds. The explosion is a way to wake up the cube.

The visual:
-A custom prop_dynamic_override. It's an override because the sphere is meant to be a physics object. It's a custom model because the sphere is meant to be in the cake room of Portals, in a blue room, so the cubemap/pseudo-reflections are blue. When you play chamber 17 advanced, you notice that the sphere glows anormaly blue. So I fixed it with a custom model.
-A prop_dynamic_override or a prop_static, don't remember. It's the platform trail laser emitter. It's fictionnaly merged with the sphere, and it does the work!
-A point_spotlight for the blue volumetric light.
-An env_citadel_energy_core or something like that for the particle effects. It would be nice if it was a particle system because too many floaters in the same room = we don't see the particles anymore.
-All of those *3 forming a triangle on the ground, or like in Level 03: as we like (two... or something else)

The logic:
-Two logic_relays triggering each the on and the off state of the floater.
-A logic_timer with an oscillator or not that triggers each of those relays one after the other.

Okay, I think that's all :)

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iamafractal

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Joined: 15 Nov 2007
Posts: 218
Location: Complex Plane, Iterative System, aka NY

PostPosted: Sat Feb 23, 2008 1:14 pm    Post subject: Reply with quote

it would be really nice to post the source for any of those kinds of things you want to share in the tutorials section... or map source/prefabs section if there is one...
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Frostyfrog
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Joined: 22 Feb 2008
Posts: 28


PostPosted: Sun Feb 24, 2008 5:43 pm    Post subject: Reply with quote

Thank you, Hurricaaane. Smile I'll have fun trying the different things.
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Bosf
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Joined: 21 Feb 2008
Posts: 50


PostPosted: Tue Feb 26, 2008 9:27 am    Post subject: Reply with quote

Best custom map of i ever play!WOW!Do you amke some maps like this or some maps containing things on youtube in videos portal design?
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FISHY CRACKERS
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Joined: 26 Apr 2008
Posts: 23


PostPosted: Tue May 20, 2008 9:31 pm    Post subject: Reply with quote

Though from the video i saw, the angular flings do look not so complicated themselves, but just hard to pull off. Of course i have not played it yet, and i doubt i will ever, not because i don't want to, wtih the comments i've seen i'd love to try this map, but every so often i come across a download that i cannot do anything with, because my computer decides to be an asshole and put it into some type of file that i don't know shit about. I'm used to zipped folders, but whenever this happens, i can't even make out the 'technical' name for the map. Am i ranting about my metal peice of crap? I apologize to everyone.
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rellikpd

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Joined: 10 Jan 2008
Posts: 903
Location: South Texas, US

PostPosted: Tue May 20, 2008 9:43 pm    Post subject: Reply with quote

first make sure you have a program that will understand .rar files..

then click the download link for this thread...

then its gunna screw up cuz its over 6mb? you'll get something that looks like this:

TWP DLDB wrote:

Your file should begin downloading shortly!
If the file lp_b04_packbeta1.rar does not begin automatically, click here to download:

Download Now


click the download now link and name it whatever you want (ie: lp_b04_packbeta1.rar) and if you have installed said .rar compatable program... you're good to go!

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Kinkycuff
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Joined: 24 May 2008
Posts: 39

BANNED

PostPosted: Sat May 24, 2008 5:31 am    Post subject: Reply with quote

User has been banned for this post. --msleeper
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pestchamber
Loves Cake


Joined: 10 May 2008
Posts: 252
Location: Earth

PostPosted: Sat May 24, 2008 12:34 pm    Post subject: Re: [RELEASE] Logic Portals [04].beta Reply with quote

because of i cant play portal on the computer im currently on can you explain what this new fling thing (lul) is? i mean how it works... how you do Razz ill try it later when im able to play portal
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uXs
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Joined: 09 Mar 2008
Posts: 14


PostPosted: Wed Jul 09, 2008 1:39 pm    Post subject: Reply with quote

How do you get the cube down in the last room of this map ? I can get up there pretty easily, but once up there I can only see one way out, which is totally covered by an emancipation grid. I don't see a way to portal out of there either. Help Sad

Edit: nvm, got it.

Awesome maps. Difficult, but awesome.
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Doomsday192
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Joined: 18 Feb 2008
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PostPosted: Wed Jul 09, 2008 4:06 pm    Post subject: Reply with quote

why is everyone bumping everything lately...

Posted: Sat May 24, 2008 12:34 pm

Posted: Wed Jul 09, 2008 1:39 pm

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FISHY CRACKERS
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Joined: 26 Apr 2008
Posts: 23


PostPosted: Thu Jul 10, 2008 9:48 pm    Post subject: Reply with quote

I finally got around to playing it and i was dissapointed in my own computer, there were so many missing textures to the point where it actually detracted from the game play, since about three quarters of the walls were covered in the pink and black checkerboard, and a number of sections of the walls had white lines crossing over them all, and in the starting and ending rooms you could barely see a thing for me. I ended up noclipping most of my way through it not understanding what i was supposed to do.
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Doomsday192
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PostPosted: Thu Jul 10, 2008 10:00 pm    Post subject: Reply with quote

wait what? did you even extract the materials that came with it?
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the_grim
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Joined: 12 Aug 2008
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PostPosted: Tue Aug 12, 2008 4:54 pm    Post subject: Reply with quote

An interesting map, I must say... The angular fling is a very nice new gameplay mechanic, but it takes practice to master. By restricting the placement of portals so strictly, you've managed to transform Portal (a logical puzzle game) into a reflex and jumping skill test, contradictory to the very name of the map.

There really weren't any puzzles to solve, save for occasionally having to figure out where to put that one (1) blue portal, after which you have to trial-and-error jump and fling around to reach your goal. In the first chambers there was literally only one possible spot to place the portal, which was made so obvious that it took away all the fun of figuring out the puzzle. Having control of only the blue portal and making the orange one be controlled by script, reduced the options even more.

The timed triple-fling really got on my nerves. After several dozen tries and failures I gave up. Getting high enough would have been hard enough without the timed portal. I really got frustrated about doing everything over and over again; missing the first jump by an inch, and immediately returning to the button to wait for the portal to close so I can try again...


I like Portal for its puzzle-based, slow-pace gameplay, not for reflex test flings and bunny-jump practice.
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appunxintator
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Joined: 03 Mar 2008
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PostPosted: Tue Aug 12, 2008 5:16 pm    Post subject: Reply with quote

wow, I forgot how old LP 4 was.

Funny thing is, I never actually beat it. I was always getting stuck on the last room.

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