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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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| Hurricaaane wrote: | EDIT: For some reason, I wonder if all my portal maps will only use the blue portal gun. I think that controlling one portal is a contribution on reflexion puzzles, as my maps won't be really oriented on amazing jumps.
Of course, It doesn't mean that each level will have only one static portal. |
Meh I don't like that :/
It's okay for tutorial levels, but other than that it just feels limiting... |
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espen180
 Loves Cake

Joined: 15 Oct 2007 Posts: 370
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Just played through. I mostly like it, except for these points:
1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.
2. I don't like your "half-portal" technique. _________________ http://www.dpgames.co.uk/
Sanity is not statistical. |
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Panda On Smack New Employee
Joined: 19 Oct 2007 Posts: 1
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| I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on! |
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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| Panda On Smack wrote: | | I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on! |
I already know about that (found it myself), I even wanted to create something like inner achievments like "Dissolve the box in the room 00" ^^.
| espen180 wrote: | Just played through. I mostly like it, except for these points:
1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.
2. I don't like your "half-portal" technique. |
1. I need to force the player at finding the exit.
2. Hmmm? I don't know what I can really do... If that's the reason, it even pisses me off when I keep going through the same portal. I don't know if that's what you're talking about. I'm thinking about it... I may simply not use this technique anomore in my future maps.
Edit: If anyone's interested, here what I'm working on:
http://www.youtube.com/watch?v=0eEI33jgJEs&feature=PlayList&p=33FC9D4B59587CD4&index=5
Unfortunately, if I copy this same scene, it seems that the pulleyconstraints do crash the game if you type disconnect in the console. I'm working on it. Hope it doesn't break savegames or changelevels.
Last edited by Hurricaaane on Tue Nov 06, 2007 11:51 am; edited 3 times in total |
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xitooner Test Supervisor

Joined: 19 Oct 2007 Posts: 139
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| espen180 wrote: |
2. I don't like your "half-portal" technique. |
Well, the quirk does exist, so you cant ignore it. But I sort of agree, since I look at it more as a mistake that mappers need to account for and eliminate, rather than as something a player would use.
I dont think I would ever design a map that could only be solved in that manner. It just seems sorta like bad map design, IMO; but I could be convinced differently if a clever mapper could find a way to put it to effective and entertaining use. |
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espen180
 Loves Cake

Joined: 15 Oct 2007 Posts: 370
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I just saw your video.
It looks like magic! :O
If you manage to execute it without it becoming tedious or annoying, you just might become the next Portal mapping god. _________________ http://www.dpgames.co.uk/
Sanity is not statistical. |
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Crooked Paul
 Test Supervisor

Joined: 20 Oct 2007 Posts: 236 Location: San Francisco
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I agree, the floating cube is awesome. I wish I had the first clue how you did it.
After seeing that, it took me all of 1 minute to wonder whether that technique could be used to make a 'trampoline' for the Companion Cube. Please say it can. _________________ Cr00ked. |
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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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| I don't get it. What use would a floating cube be? I mean I understand the physics implication here (and implementation), but I just don't see how that can be made into logical puzzles... |
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taco
 Loves Cake

Joined: 30 Oct 2007 Posts: 345 Location: Ontario, Canada.
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| Floating cube = delayed button presses. |
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Rivid31 Test Supervisor

Joined: 18 Oct 2007 Posts: 170 Location: Rochester NY

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Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.
I think several cool puzzles could be made using this... we'll just wait and see what he does with it. |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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| Rivid31 wrote: | Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.
I think several cool puzzles could be made using this... we'll just wait and see what he does with it. |
It's a little harder than that, trust me. I had the hardest time faking "floating" for Source Chariots. What I think he is using is a phys_pulleyconstraint, but I might be mistaken. _________________
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JunkInThetrunk New Employee
Joined: 08 Nov 2007 Posts: 4
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| Apparently I'm the first to have this problem, but I had major texture problems. none of the Step 1/2/3 dominoes appear and none of the action tiles appear leaving only the pink check texture. Also, some of the walls were white wire frames still. And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room. Oh, also the light boxes were only pink checks. I liked this map as far as I could get into before the half finished look made me wanna stop playing it. |
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Lorithad Loves Cake

Joined: 22 Oct 2007 Posts: 250
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I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.
I'm pretty sure this is it:
http://forums.thinkingwithportals.com/viewtopic.php?t=203
I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out. |
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Hurricaaane Test Supervisor

Joined: 29 Sep 2007 Posts: 173
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| Lorithad wrote: | I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.
I'm pretty sure this is it:
http://forums.thinkingwithportals.com/viewtopic.php?t=203
I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out. |
I really don't think so. What he is describing has somthing to do with lp_hurricaaane CUSTOM TEXTURES MADE BY MYSELF. The custom textures I will use for all my maps are contained here: materials/lp_hurricaaane/
I don't know if it's that, but did you not install the materials folder from the pack because you don't like VGUI icons that shows up on bonus maps? I often do that myself, so I'm wonderin'.
| Quote: | | And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room. |
If you get the map to show textures, you will understand what happened to you. Your situation is certainly screwing the world out. |
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youme GLaDOS Module

Joined: 18 Oct 2007 Posts: 912 Location: Suffolk, Uk
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Nice map, I guess its a training level so itsnt too hard, you're info signs have way too much info on them, it makes it feel like you are being told what to do not figuring it out yourself.
Also, I do not like the half portal idea, It seems just silly. I went through the first half of the portal and got stuck in a wall or something, so it's glitchy too.
The floating cube video lookes awesome. truely awesome.
It's kinda harsh to leave the player hanging at the end of the map, untill the next chamber is ready and in the download pack you should either put a message on the screen or disconnect the player, or both. _________________ Fancy making a payload map?
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