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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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| volt wrote: | Ah, that's fair about not wanting to use BSPzip. How about tagging them with a different keyword, then? Maybe your name. No offense intended, but as a map developer, it just feels obtrusive for you to forcibly put your textures in my list of Portal textures...
/reads PMs
//facepalm
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I sent you a private message in case you don't see this post. For all the others, here's a material fix that removes Logic Portals Materials from the keyword "portal".
http://forums.thinkingwithportals.com/dload.php?action=file&file_id=108 _________________
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MrTwoVideoCards
 Loves Cake
Joined: 23 Nov 2007 Posts: 481 Location: Lancaster, CA
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| volt wrote: | Ah, that's fair about not wanting to use BSPzip. How about tagging them with a different keyword, then? Maybe your name. No offense intended, but as a map developer, it just feels obtrusive for you to forcibly put your textures in my list of Portal textures...
/reads PMs
//facepalm
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Oh dont be a baby, geez doesnt really matter anyways, not like they get in the way, plus once you use all the textures you need in a single map you can just check, "used Textures" box. _________________
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 532 Location: Canaduh eh
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| MrTwoVideoCards wrote: | | Oh dont be a baby, geez doesnt really matter anyways, not like they get in the way, plus once you use all the textures you need in a single map you can just check, "used Textures" box. |
Not everyone's a genius like you.
MASSIVE sarcastic quotes. _________________
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Browen Superior Participant

Joined: 25 Nov 2007 Posts: 79
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| can someone link a youtube video for this , the part with the stair portals in level 3 i cant do, i can almost get high enough |
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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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| Browen wrote: | | can someone link a youtube video for this , the part with the stair portals in level 3 i cant do, i can almost get high enough |
crouch |
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cyk New Employee
Joined: 30 Nov 2007 Posts: 2
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| Alright, I feel like a complete moron for having to post this, but I can't figure out how to get out of the first room of Chamber 3. I press the button, cube falls down, Portal opens, and...nothing. I don't see any way out. |
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Adair
 Test Supervisor

Joined: 10 Nov 2007 Posts: 115 Location: Android Hell
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answer for cyk:
If its where I'm thinking of then there's some glass wall where you can see into the next room.
There is a ledge on the glass wall. Examine that ledge. |
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Crooked Paul
 Test Supervisor

Joined: 20 Oct 2007 Posts: 236 Location: San Francisco
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I examined the whole first room inch by inch. The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler.
Maybe I'm missing something totally, ahem, logical, and it will seem obvious after it's pointed out. I hope that's the case. However, I fear that this puzzle requires some particular placement of the blue portal, which you then use to tunnel to the next room. ...if that is the case, then I'm pretty much done with this map.
Anyone care to spill the secret? No more hints. Being stuck in one small room is just not entertaining. At all. Ever.
Very, very cool effect with the floating cube machine, though.  _________________ Cr00ked. |
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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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| Crooked Paul wrote: | | The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler. |
Get up there so you can shoot a portal down it to hit the floor so you can move on to the next room.
Getting up there (probably) requires the usage of portals. |
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xitooner Test Supervisor

Joined: 19 Oct 2007 Posts: 139
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Crooked Paul wrote:
The only possibility I can see is the narrow ledge to the left of the orange-portal-countdown-timer that looks like a grate rather than glass. I still can't figure out a way to shoot a portal through it, much less shoot a portal through it that won't hit the fizzler
If I remember right, you are on the right track, but the trick is
You can portal on top of a nearby ledge, and then jump over onto the 2-inch top of the sign with the numbers on it and walk over to the grate. Even funnier you can leap over and land on the tip-top of one of those two edges that borders the fixed-position portal, and then jump up onto the sign. And all the while, if you look down, you are walking in mid-air.
Call me picky, but that was cheap-trick puzzle; the kind I hate most. I play the game to portal, not levitate. Once you get past that and get to the rest of the puzzles, its decently challenging and fun (if you like timed puzzles). |
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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| xitooner wrote: | xitooner said:
You can portal on top of a nearby ledge, and then jump over onto the 2-inch top of the sign with the numbers on it and walk over to the grate.
Call me picky, but that was cheap-trick puzzle; the kind I hate most. |
You can stand on something else that will require you to do a very simple jump to get there. A simple portal placement is needed, but you need to think where, and I don't think it's hard. In the next release I will probably add a glass ceiling somewhere you can guess to help. _________________
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marble New Employee

Joined: 01 Dec 2007 Posts: 3 Location: Austin, TX
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Wow, I didn't do that part that way...
I had no idea that there were ledges up there you could stand on, so I shot blue in the ceiling and made a very tricky mid-air shot through the grate while falling. I had to place blue in just the right area at a certain angle so that I'd have a chance of hitting the floor and not the fizzler. It took many tries and I had just about given up when trying with careful aim, and just sort of did a "what the hell" random-type attempt and that's when it went in :).
I didn't finish the rest though. |
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volt Test Supervisor

Joined: 22 Nov 2007 Posts: 124
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| Hurricaaane wrote: | | You can stand on something else that will require you to do a very simple jump to get there. A simple portal placement is needed, but you need to think where, and I don't think it's hard. In the next release I will probably add a glass ceiling somewhere you can guess to help. | Will you please spoil the correct way to do the entrance to 3? Its bugging me, all I can think of is standing on the edge of the sign, etc
Note: While I was trying to find a solution, I did this, which gave me some pretty weird results.
1.) Enter room and press button when available to open orange portal
2.) Go back and stand directly under the camera
3.) While looking in the direction of the orange portal, look directly up and place a portal on the ceiling against the wall that the camera is mounted on
4.) Walk (not crouched) into the orange portal at normal walking speed, then as soon as you get through the portal let go of forward.
This launched me out of the orange portal at a pretty good speed. |
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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Niels Gade New Employee
Joined: 06 Oct 2007 Posts: 6 Location: Denmark
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A thing that pisses me off into unrecognition is the "developer maps" thumbnails. They're useless for the user and the only purpose they could serve is showing off how developer you are.
I don't know how you make a map, but how I usually do is that if I get a good idea I can use in my map, I make it in my map and save it there for later use. I don't go create a seperate map. (Unless of course you have a shit PC and it takes forever to load) It's like, 2 out of 6 icons are usable? Why the hell would I want my map selection cluttered up with maps I can't play?
Release properly, not some "oh, look at me, I'm a developer" shitbreak release. _________________
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