Cave's Caves
Quote from RubbishyUsername on August 11, 2012, 7:42 pmLike others, I noticed that some areas were horrendously dark - but then I realised that in a lot of cases these were where the chambers were connected with - of all things - world portals. Was there some visual glitch in these corridors that you were covering up by making it too dark to see?
Anyway, despite noclipping through most of it, this is still one of my favourite entries.
Like others, I noticed that some areas were horrendously dark - but then I realised that in a lot of cases these were where the chambers were connected with - of all things - world portals. Was there some visual glitch in these corridors that you were covering up by making it too dark to see?
Anyway, despite noclipping through most of it, this is still one of my favourite entries.

Quote from SpAM_CAN on August 12, 2012, 4:28 amYeah, this was simply the easiest way of building these massive rooms into one map to fit the deadline. Also its not possible to cross through the science sphere model the way I did with world portals.
Lighting wise, its easier to have two world portals be consistently dark than consistently lit, so I I did that to save time.
Yeah, this was simply the easiest way of building these massive rooms into one map to fit the deadline. Also its not possible to cross through the science sphere model the way I did with world portals.
Lighting wise, its easier to have two world portals be consistently dark than consistently lit, so I I did that to save time.
Quote from Jepp on August 12, 2012, 5:31 pmI often use worldportals to link between chambers when I'm lazy and for what I've experienced and after I've played your map I just want to say that it's way easier to put them halfway through a non-transparent doorframe. That way you wont experience ugly lighting differences. Also keep in mind that all people don't play on high shader quality and therefor you should try to prevent having worldportals open where people can get far away from them as it will appear super-white. Best way is to close it as the door is closed.
I saw your chamber 2 video, I tried that and it didn't work and it didn't look like it should've worked, I'd have a threshold catapult enabled there if I was you.
I often use worldportals to link between chambers when I'm lazy and for what I've experienced and after I've played your map I just want to say that it's way easier to put them halfway through a non-transparent doorframe. That way you wont experience ugly lighting differences. Also keep in mind that all people don't play on high shader quality and therefor you should try to prevent having worldportals open where people can get far away from them as it will appear super-white. Best way is to close it as the door is closed.
I saw your chamber 2 video, I tried that and it didn't work and it didn't look like it should've worked, I'd have a threshold catapult enabled there if I was you.
Quote from SpAM_CAN on August 12, 2012, 7:14 pmThere is a threshold catapult, I was just a tad rushed in tweaking it. Most of the world portals are disabled a little way away, and putting a world portal in a sliding door tends to screw over collisions (like in the first test, the world portal is inside the door, but i had to add other brushes to allow collisions)
I'm working on another version that fixes all these bugs, though it obviously won't be the same Workshop page to keep with contest rules.
EDIT:
http://www.youtube.com/watch?v=dRYMFYmMebs&feature=youtube_gdata_player
There is a threshold catapult, I was just a tad rushed in tweaking it. Most of the world portals are disabled a little way away, and putting a world portal in a sliding door tends to screw over collisions (like in the first test, the world portal is inside the door, but i had to add other brushes to allow collisions)
I'm working on another version that fixes all these bugs, though it obviously won't be the same Workshop page to keep with contest rules.
EDIT:
http://www.youtube.com/watch?v=dRYMFYmMebs&feature=youtube_gdata_player
Quote from SpAM_CAN on September 26, 2012, 3:32 amFor those who don't know: Version 3 of Cave's Caves is out and fixes many bugs and issues people had with the original. A quick changelog follows:
New extensions to two endings, many bugs fixed, Chamber 2 test raised to make dropping the cube through easier, Chamber 1 modified to make it flow better, crashes on ending elevator fixed, disclaimer replaced with logo, final timer reduced to 4 mins, Cave Core room totally re-done to make both the switch harder to get to and to not just look like a rubbish room with a box in the middle.Grab it from the Workshop (release page has been updated to link to the new Workshop page)
For those who don't know: Version 3 of Cave's Caves is out and fixes many bugs and issues people had with the original. A quick changelog follows:
New extensions to two endings, many bugs fixed, Chamber 2 test raised to make dropping the cube through easier, Chamber 1 modified to make it flow better, crashes on ending elevator fixed, disclaimer replaced with logo, final timer reduced to 4 mins, Cave Core room totally re-done to make both the switch harder to get to and to not just look like a rubbish room with a box in the middle.
Grab it from the Workshop (release page has been updated to link to the new Workshop page)
Quote from FelixGriffin on September 26, 2012, 8:33 amWhoa, you included the Cave Core? Meaning the cut part where you need to go kill Cave?
Whoa, you included the Cave Core? Meaning the cut part where you need to go kill Cave?
Quote from SpAM_CAN on September 26, 2012, 9:19 amFelixGriffin wrote:Whoa, you included the Cave Core? Meaning the cut part where you need to go kill Cave?Yeah, but I've implemented it differently to the original script.
Yeah, but I've implemented it differently to the original script.