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[RELEASE]Portal: The Flash Version mappack
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Nameless
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Joined: 06 Feb 2008
Posts: 40


PostPosted: Tue May 06, 2008 3:06 pm    Post subject: Reply with quote

How long were you working on this map? I imagine it took quite a while.
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rellikpd

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Joined: 10 Jan 2008
Posts: 902
Location: South Texas, US

PostPosted: Tue May 06, 2008 3:24 pm    Post subject: Reply with quote

Ricotez wrote:
....First of all there are a few places where you often die a few times before you find out why you did, and have to die a few more times before you find out how to prevent yourself of dying.
i don't remember any of these? coarse maybe i was just more careful? not sure.

A lot of people wrote:
....Finally, the big portal-through-hole-fire puzzle at the end got very annoying at some point, though I made it through.
I pretty much disagree with anyone who says this.. i HATE "maze" type puzzles. but this was just portally enough for me to enjoy. seemed.... resonable. most maze puzzles look the same "everywhere you go" so its confusing as hell. this one made you revisit alot of the same areas. but each area looked different so you could actually get your bearings.

and i didn't want to add many "spoiler" tags in my orriginal post for fear of ruigning it for someone who just COULDN"T leave the spoiler tags alone.... but now i will. 2 parts in this map scared the living jeezuz out of me... and that was great: the part where you shoot a portal on a downward facing platform and it falls down on/near you, jeezuz it scared the shit out of me. and made me REAL apprehensive about shooting on the next one and the boss battle when i saw the mechbot i think i crapped myself and ran like speedy gonzales hoping the fucker would follow me cuz i was sure as hell not waiting around to make sure he did... very Half-Life1ish imo (of that mini-boss you had to plant an air-strike on)

i still have nothing bad to say, except maybe a request of sorts... Advanced Chambers, and Challenges.

add/make those. and you sir will have a COMPLETE episodic style TC/mappack

Portal EP2?

edit: also, in this puzzle

you can beat it without using the ball launcher/catcher not sure if you are aware or even care. but what i did was platform multi portal (like in logic portals) where you put a portal on a ledge, and another on a lower ledge and keep jumping from the higher one to the lower one (a couple of times) and get alot of air, then i placed my "upper" portal near the cube platform and got up there, then placed another one near the other cube platform and jumped off/then up the other one. after i got the cubes and was about to walk out i decided to go see what was in the side hallway, then was like "wtf? ah damn it." and beat it the "right way" just to see which was easier... for me the "first way" was easier. but just letting you know (incase you make advanced chambers Wink) *hint hint*

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Hober

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Joined: 13 Oct 2007
Posts: 832
Location: Raleigh, NC

PostPosted: Tue May 06, 2008 4:30 pm    Post subject: Reply with quote

Hen7 wrote:
Btw did someone experienced in creating BMZ files?


In my experience, bmz files are useless for such a large-scale release.

The BMZ is an uncompressed ZIP, with whatever file structure you want. Let's take the main RAR for this file as an example: you have four folders (maps, sounds, models, and scripts).

Importing a BMZ creates a sub-folder in portal/portal/maps, with the same name as the BMZ, and extracts the BMZ contents into the folder. So let's say you make your RAR a BMZ instead. So "importing" ptfv.bmz would create:

portal/portal/maps/ptfv/maps
portal/portal/maps/ptfv/sounds
portal/portal/maps/ptfv/models
portal/portal/maps/ptfv/scripts

Obviously, this means that all your materials would be in the wrong place. It is perhaps possible to use relative pathnames ("./models/props/de_nuke/truck_nuke.mdl") but I have no knowledge of how one would do that.

I hope this is clear, it's hard to explain without demonstrating.

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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1966
Location: Atlanta, Jawjuh
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PostPosted: Tue May 06, 2008 4:36 pm    Post subject: Reply with quote

Spotlighted.
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mazk1985

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Joined: 02 Mar 2008
Posts: 51


PostPosted: Tue May 06, 2008 9:08 pm    Post subject: Reply with quote

WHAT!!! How did I miss this over the last couple of days?

I've not played it yet but this is a massive pack.

Mate. Thats determination. Nice one for making this its just what the custom Portal community needs.

Awesome. Just finished downloading
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cbrain
New Employee


Joined: 26 Apr 2008
Posts: 18


PostPosted: Wed May 07, 2008 11:47 am    Post subject: Reply with quote

infernet89 wrote:
Quote:
Requires Steam with Half-Life 2
Ok, that's is a good reason to buy hl2, i need money Evil or Very Mad


I believe it'll work if you have the "Source SDK" installed, allongwith the "Source SDK Base Orange Box".
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bizob

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Joined: 13 Nov 2007
Posts: 185
Location: Florida

PostPosted: Wed May 07, 2008 12:46 pm    Post subject: Reply with quote

This is definitely a "must play". Talk about an abundance of fun content. I had almost as much fun playing this as I did the original Portal. Props to all who worked on this project for a great map pack!
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FISHY CRACKERS
Test Participant


Joined: 26 Apr 2008
Posts: 21


PostPosted: Wed May 07, 2008 12:57 pm    Post subject: Reply with quote

I'm not sure where to put this file, can someone help me? I'm used to taking the map file from zipped folders but i'm not sure how to get this one going.
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Browen
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Joined: 25 Nov 2007
Posts: 79


PostPosted: Wed May 07, 2008 3:09 pm    Post subject: Reply with quote

i have HL2 but i still see alot of errors and missing textures. for example i see an "error" where there is supposed to be a ship.

edit: a lot of doors wouldnt open, like the one in the room the game starts in that goes to the puzzle(not the one right in the cube you start in) and i did not start with a portal gun for some reason, so i was stuck in the cube.
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Ricotez
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Joined: 13 Jan 2008
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Location: Somewhere between the 3rd and 4th dimensions.

PostPosted: Wed May 07, 2008 3:41 pm    Post subject: Reply with quote

I believe that ship is the Borealis-prop of HL2:Ep2. You probably also need Ep1 and Ep2 to make it work completely correctly.
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Megadude
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Joined: 31 Jan 2008
Posts: 162
Location: UK

PostPosted: Wed May 07, 2008 3:51 pm    Post subject: Reply with quote

I've only got HL2 and I could see everything fine and everything worked perfectly for me.

Great map pack BTW. Could be called Portal 2 Very Happy

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Cyclone
Test Participant


Joined: 13 Nov 2007
Posts: 48


PostPosted: Wed May 07, 2008 5:29 pm    Post subject: Reply with quote

This map broke Portal for me. Seriously, my reticle has disappeared. I got through the first couple tests, noticed that it was gone. Saved, quited, reloaded... still gone. Fired up a different map; no good. My reticle is gone completely. Even the main chambers (the original 0 to 19 that came with the game) now do not show any reticle at all. The maps look great, but honestly, this sucks. I can't play without seeing where I'm aiming.

Can anyone tell me how to reverse the damage?


Last edited by Cyclone on Wed May 07, 2008 5:32 pm; edited 2 times in total
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taco

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Joined: 30 Oct 2007
Posts: 345
Location: Ontario, Canada.

PostPosted: Wed May 07, 2008 5:30 pm    Post subject: Reply with quote

Open you console using the ~ key and type "crosshair 1".
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Cyclone
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Joined: 13 Nov 2007
Posts: 48


PostPosted: Wed May 07, 2008 5:35 pm    Post subject: Reply with quote

Ah, thank you, that worked. Not sure why that happened, but when you have a community good enough to reply within one minute with a working fix... that's more than awesome enough to forget it.

Now, to the maps!
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dvlstx
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Joined: 21 Nov 2007
Posts: 124


PostPosted: Wed May 07, 2008 6:37 pm    Post subject: Reply with quote

Hooooly crap...
My map was about to be one of the 'biggest' custom map, (it has 8 test chambers and a 'special' ending,) and then you!! YOU come along, making me feel puny!!

Btw, how long did this take you to make? Like a year perhaps?

With Great Respect Towards You,
-DvlStx

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