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Gear Portal Map Released!

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Rivid31 wrote:
I just replayed this map, trying to break it (getting stuck, putting portals in bad places... etc) I couldn't really 'break' it, the only thing I found that might want to be fixed is
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The first moving platform puzzle, theres no need to actually get on the moving platform. If you move right up to the edge, you can shoot a portal up to the above area without ever getting on the platform.

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You can also ignore that platform by tunneling on the wall, shooting a portal at the wall up there

<3 @ the megafilng/fizzler

Not thinking without portals at the very least...

Hahah thanks, right now im bout to release our next tech demo, having to do with Gravity.

Currently working on Darksiders 3.

can't wait to see some cool gravity puzzles.

i liked this level a lot. i'm stuck, though on the

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moving platform section. I think you should be a tiny bit more forgiving and have more moving platforms come along.

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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I didn't really have any problems with the moving platform. I mean, yeah, I died once or twice trying to get my portal onto the part in that most people are apperantly not seeing, but that was just because of the lack of portal bouncers.

Admittedly, it could do without that glass bit in between the grates.

i'm a little slow, but i finally beat the level. the

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part right after that grate, with the energy balls, was a relaxing end and i got through that very quickly with a couple strategically placed portals. i guess the moment you push the button makes a huge difference since either you can have lots of those cylinders in your way, or not...

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The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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iamafractal wrote:
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part right after that grate, with the energy balls, was a relaxing end and i got through that very quickly with a couple strategically placed portals.

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Portal tunnelling o/

I must admit that I really really disliked that section of the map. So when I finally got to the energy ball bit I looked at it once and thought "oh I can put a portal there... and one here... oooh whaddayaknow". And then it was over.

iamafractal wrote:
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i guess the moment you push the button makes a huge difference since either you can have lots of those cylinders in your way, or not...

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Not really. You can jump over them... usually... There's one constellation that's a problem (and that should be fixed) where the last high cylinder can be out with no lower ones available for the entire duration you're in range. But it's pretty rare.

And really, there wasn't any reason for me to reply all encapsulated in spoiler tags, but it seemed to fit the rest of the thread by now :P

Player1 wrote:
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Not really. You can jump over them... usually... There's one constellation that's a problem (and that should be fixed) where the last high cylinder can be out with no lower ones available for the entire duration you're in range. But it's pretty rare.

And really, there wasn't any reason for me to reply all encapsulated in spoiler tags, but it seemed to fit the rest of the thread by now :P

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hehe... actually no i didn't do any portal tunneling, although i could have. i instead simply placed a high orange one on the wall where the u-turn is, then put blue ones wherever the energy balls were, thus shunting them harmlessly to near the ceiling. and i took a relaxing ride on the Aperture Science Unstationary Scaffold.

as for the pins, if you press the button at the right moment, then there is only one you need to deal with, and all the others are retracted as you go by them. that would be right when the closest one is just starting to extend.

i never actually used standing on the pins as a cruch for finishing that level. what i did, is i came into the room, saved. then shot an orange portal to the concrete wall panel at the right/end of the area. then when i finally arrived there i jumped over the one extended pin, ducked, shot the wall past the grate then passed through the portal in time to land on the arriving platform.

that worked, after at least a dozen failures. if not more heh.

i would say that a little polishing is necessary for the level though. for example, more checkpoints. there should be one for right before pushing that button, for example if there isn't one already. i'd like to see more voice overs. shmidt did the best job with that so far that i have seen...where did you get that voice anyway shmidt? i'd still be happy to offer my hal-like male voice for voice overs if anybody wants...

--

The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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I solved the 45 degree thing as I hink its not intended:

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carefully licked the right wall and moved forward, just to not slip down to the acid. From there I can see a very distant visible portalable floor on the other side. I placed one there, then I easily passed this part.

I also have areaportal errors on my maps since the new sdk. It worked before, but after it arrived (I changed nothing) I had the nodraw effect. So I just completely deleted them.

-= Check out my maps: workshop, and their .vmf sources: homepage =-

Yeah we fixed the areaportal problem already, but now looks like theres another way around that puzzle, nice find!

Currently working on Darksiders 3.

This is the picture Hurricaaaane already posted:

http://pix.nofrag.com/b/8/b/fd2aa33fb14 ... c7c2e.html

I get a no draw texture (I think that's what its called) there, but I only notice it after getting to the angled wall and then backtracking to that point.

Hope that helps.

Great map.

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