Down The Rabbit Hole
Quote from metroid101 on August 18, 2013, 5:34 pmChell suddenly finds herself in an alternate dimension.
Things go from simple minded to having no mind at all.
This first chamber is just a basic idea of what I have planned.
Lemme know what you think of the concept.File Name: First Test.zip
File Size: 65.96 KiB
Click here to download Down The Rabbit Hole
Chell suddenly finds herself in an alternate dimension.
Things go from simple minded to having no mind at all.
This first chamber is just a basic idea of what I have planned.
Lemme know what you think of the concept.
File Name: First Test.zip
File Size: 65.96 KiB
Click here to download Down The Rabbit Hole
Quote from metroid101 on August 18, 2013, 5:36 pmNOTE:
This is a very, very very early version of this map, it just runs you through the base thought process that will be featured in the tests.
That said, it's kinda amateur-ish, then again, that's what I am, so don't be too harsh >_<'
NOTE:
This is a very, very very early version of this map, it just runs you through the base thought process that will be featured in the tests.
That said, it's kinda amateur-ish, then again, that's what I am, so don't be too harsh >_<'
Quote from User on August 18, 2013, 6:18 pmFirst: - When its a Work In Progress map, next time upload your map in the WIP Category
- You need a lot of more mapping skills ^^
- And we only need the .bsp to play your map ^^
- Fullbright (Maps without any Light Source) are not allowed in TWP. For Help: LightFor Concept: dont know why at start was a portal gun, and the gun was removed behind the door and when a 2th portal gun was in another room o.O ^^
But, I'm looking forward to your next maps
First: - When its a Work In Progress map, next time upload your map in the WIP Category
- You need a lot of more mapping skills ^^
- And we only need the .bsp to play your map ^^
- Fullbright (Maps without any Light Source) are not allowed in TWP. For Help: Light
For Concept: dont know why at start was a portal gun, and the gun was removed behind the door and when a 2th portal gun was in another room o.O ^^
But, I'm looking forward to your next maps
Quote from metroid101 on August 18, 2013, 7:58 pmTheTobbell wrote:First: - When its a Work In Progress map, next time upload your map in the WIP Category
- You need a lot of more mapping skills ^^
- And we only need the .bsp to play your map ^^
- Fullbright (Maps without any Light Source) are not allowed in TWP. For Help: LightFor Concept: dont know why at start was a portal gun, and the gun was removed behind the door and when a 2th portal gun was in another room o.O ^^
But, I'm looking forward to your next maps
That's the concept of the map series lol
1: Solve part of the test with the portal gun, this is usually only the first step.
2: Something happens that makes you lose your portal gun (usually a fizzler but I'm working up other ideas for later to keep the player surprised. If you have any ideas lemme know!)
3: The remainder of the test is getting your gun back and portaling around the room to complete the second half of the test. Then using the new elements to reach the exit.
4: Later tests you will retrieve a 'new' portal gun with only one portal, extra steps will be taken to get the other portal back and then reach the exit. Which will always require two portals to reach. (well more or less, some levels having two portals will just make reaching the exit easier.)
Receiving the portal gun with both portals at the start is mainly to taunt you into thinking it'll be easy.
Putting your only means of escape right in front of you (but just out of reach) limits your ability, therefore you have to solve part of the test alone.
As for lights, I'll add those when I've got those figured out, this was basically just to see if what I had so far worked on other peoples computers. (And if anyone gets the concept/likes the concept) The next update with the true version of the first level (which will also look prettier and be more challenging hopefully) will include lights.
I plan to add an actual story and an antagonist(and at some point a final boss!) to the map set at some point, but I need to get custom content working first, especially sounds, textures and music. Also, in case you didn't notice I put 0.01 beta for a reason, the readme says its 'very very very unfinished' and that ascetics such as lights and atmosphere will be added soon. XP
So....yeah...it took a lot for me to get that far, kinda surprised I did actually.... lol once I get something I usually remember it well though, with practice. Now that I got a hang for the mechanics I want to use in the first room I can start with the actual level design.
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Are there any really good video tutorials(written ones are good too, but I learn better visually) on using the vector tool properly? The carve tool is really frustrating me, and as I've heard it's kinda bad idea to use anyway...
- You need a lot of more mapping skills ^^
- And we only need the .bsp to play your map ^^
- Fullbright (Maps without any Light Source) are not allowed in TWP. For Help: Light
For Concept: dont know why at start was a portal gun, and the gun was removed behind the door and when a 2th portal gun was in another room o.O ^^
But, I'm looking forward to your next maps
That's the concept of the map series lol
1: Solve part of the test with the portal gun, this is usually only the first step.
2: Something happens that makes you lose your portal gun (usually a fizzler but I'm working up other ideas for later to keep the player surprised. If you have any ideas lemme know!)
3: The remainder of the test is getting your gun back and portaling around the room to complete the second half of the test. Then using the new elements to reach the exit.
4: Later tests you will retrieve a 'new' portal gun with only one portal, extra steps will be taken to get the other portal back and then reach the exit. Which will always require two portals to reach. (well more or less, some levels having two portals will just make reaching the exit easier.)
Receiving the portal gun with both portals at the start is mainly to taunt you into thinking it'll be easy.
Putting your only means of escape right in front of you (but just out of reach) limits your ability, therefore you have to solve part of the test alone.
As for lights, I'll add those when I've got those figured out, this was basically just to see if what I had so far worked on other peoples computers. (And if anyone gets the concept/likes the concept) The next update with the true version of the first level (which will also look prettier and be more challenging hopefully) will include lights.
I plan to add an actual story and an antagonist(and at some point a final boss!) to the map set at some point, but I need to get custom content working first, especially sounds, textures and music. Also, in case you didn't notice I put 0.01 beta for a reason, the readme says its 'very very very unfinished' and that ascetics such as lights and atmosphere will be added soon. XP
So....yeah...it took a lot for me to get that far, kinda surprised I did actually.... lol once I get something I usually remember it well though, with practice. Now that I got a hang for the mechanics I want to use in the first room I can start with the actual level design.
Are there any really good video tutorials(written ones are good too, but I learn better visually) on using the vector tool properly? The carve tool is really frustrating me, and as I've heard it's kinda bad idea to use anyway...
Quote from metroid101 on August 19, 2013, 10:38 amTheTobbell wrote:Maybe the player falls of something and loses the gun ^^Maybe >=3
Orrrrr
The player turns on a gel dispenser only to have the portal gun disolved by the gel >=3 (by trigger of course, I actually have a decent idea on how to set that up.)Is there a way to trigger a turret self destructing, and if the turret is picked up or not? Maybe when the player picks up a turret...boom! And the gun goes along with it xD
Seriously, I got so many ideas for this way of losing your portal gun going all of a sudden o.o;
I suppose I should get to designing the levels first though, also learning how to make lights work....
Maybe >=3
Orrrrr
The player turns on a gel dispenser only to have the portal gun disolved by the gel >=3 (by trigger of course, I actually have a decent idea on how to set that up.)
Is there a way to trigger a turret self destructing, and if the turret is picked up or not? Maybe when the player picks up a turret...boom! And the gun goes along with it xD
Seriously, I got so many ideas for this way of losing your portal gun going all of a sudden o.o;
I suppose I should get to designing the levels first though, also learning how to make lights work....
Quote from User on August 19, 2013, 3:38 pmYou can just send an Input to the Turret.
(Theres an Input names "Self Destruct")Or: (The Turret)
OnPhysGunPickup -> !self -> SelfDestruct^^
You can just send an Input to the Turret.
(Theres an Input names "Self Destruct")
Or: (The Turret)
OnPhysGunPickup -> !self -> SelfDestruct
^^

Quote from TeamSpen210 on August 19, 2013, 3:42 pmOnPickup > SelfDestructImmediately (selfDestruct sets it on fire for a second before exploding). Probalby better to do that with a trigger, since the player could just knock over the turret instead.
OnPickup > SelfDestructImmediately (selfDestruct sets it on fire for a second before exploding). Probalby better to do that with a trigger, since the player could just knock over the turret instead.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Joe the Stickfiddler on November 15, 2013, 4:32 pmIs this for Portal 1 or 2? You have it uploaded in the WIP section for Portal 1, and I can't run it in First Slice...
Is this for Portal 1 or 2? You have it uploaded in the WIP section for Portal 1, and I can't run it in First Slice...
Quote from User on November 15, 2013, 6:24 pmJoe the Stickfiddler wrote:Is this for Portal 1 or 2? You have it uploaded in the WIP section for Portal 1, and I can't run it in First Slice...Portal 2
Portal 2