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Ben and August’s Extended Editor (BEEMOD) & BEE2

I've seen these, but they dont really add much more PUZZLE opperotunities, if I make a 2.0 I'll add things like the catapult cube, and bumble ball

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Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I have an instance for a catapult-cube dropper if you want that eventually. I agree, though, the animal king and hover turret are less of puzzle elements and more for unique maps, sort of like a rotating portalgun. It can make a nice puzzle once or twice, but it's not in every test.

Falsi sumus crusto!

right, if people want those detail pieces they can use hammer... I'm just trying to expand puzzle opportunities
and yah, I've looked into making catapult cubes, but I'll save that for later, I may want your instance when the time comes

ImageImageImage

Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

This will solve a problem I'm experiencing right now. I have moving platforms that I want to go to multiple levels, therefore, I have to use multiple moving platforms. I would like them to automatically start moving as soon as you step from one to the other. This could easily be done with a trigger_once, so this is perfect! I tried putting them in in Hammer, but PTI makes maps so detailed, everything goes completely choppy. That's really the only thing I would really use Hammer for, except I would like to add a few bottomless pits. So this fixes almost all of my problems!

I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

Falsi sumus crusto!
FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

TOUCHDOWN :hi5:

Big Mood

Will the triggers be stretchable? I can't really see one square triggers being very helpful tbh.

Ah, think of the death maps and roller coasters other people could create with this thing.. Personally I'm going to make a map where you're flinging, it looks like you're going to land on some grating in front of an open exit, and then you hit a trigger and the wall opens up and you fly through that :blah:

Thank you for visiting Thinking With Portals!
Alexander Bell wrote:
Ah, think of the death maps and roller coasters other people could create with this thing..

Perhaps there could be a hidden line of code that detects when someone makes a rollercoaster map, responding by surreptitiously downloading lots of kiddie porn and alerting the authorities.

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My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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FelixGriffin wrote:
I don't know if bottomless pits are possible, unless...

Wait...

I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.

I was thinking I could fill the pit with the blocklight texture and have a trigger_hurt overlapping it.

But you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?

Falsi sumus crusto!