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Logic Portals : Levels [00-03]+NEW[04].beta

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Umm...

How does that Turret thing work?

I have NO idea.
(chanber 4)

Atlantisrobo wrote:
Umm...

How does that Turret thing work?

I have NO idea.
(chanber 4)

Okay, here's how the "angular fling" works.

Spoiler
The turret doesn't shoot at you, the laser is just to help guide your path. The way it works is you jump through the floor portal, entering at an angle. When you go through, you have to keep moving through the air in the direction you're going, otherwise it won't work (that is, if you enter the portal from the left, moving right, keep moving right as you pass through, don't stop once you're in mid air above the portal and just fall through, or your momentum won't be in the right direction). Try to follow the laser's path all the way through.
Once you're through the floor portal, you need to crouch so that you can land on the platform. If you crouch before you go in it won't work.

I've only gotten to the room with the conveyer belt so far, so I haven't had a chance to play past that. Once I figured out how to do the angular fling in the first room though, it was just a matter of trial and error to get it for the next room. I'm presuming the rest of the map will follow in a similar fashion.

Edit: Okay, I finally beat the chamber. As I said, once I figured out how to do the angular fling it wasn't terribly difficult to do the rest. Until the final fling. I knew what I was supposed to do, but it still took me around 20 minutes to actually pull it off. Every time I would come within mere inches of landing on the platform, but I never could seem to make it. Finally, I had to watch Iamafractal's video and position my portal *exactly* where he positioned his, and I finally made the fling.
I think something should be done about the blue portal placement for the last fling, because intuitively you just aim for the "X", but unfortunately if you do that you're not going to make it.

Ralen wrote:
Once you're through the floor portal,
Spoiler
you need to crouch so that you can land on the platform. If you crouch before you go in it won't work.

Spoiler
Crouching before going thru isn't necessarily a problem. If you start out crouching and try to jump in then you probably won't make it to the ledge, but if you simply move forward and jump while standing and then crouch while in mid air before going into the orange portal then you should be fine. I think that's easier than crouching after you've gone thru the portal.

In the room with the conveyor belt I think its best to start from a crouched position though.

hey just played (and beat) this lp4, i had played and beat 00-03 before. but replayed them anyway. i (mostly) love your level design and look. but i DO agree that your indicator strip sucks :( i can never tell where its going or if i have it activated, not enough contrast and the colors are TOOO bright to notice any contrast.

but. lp4. i do NOT consider myself a ninja portal'er but i had no difficulty understanding lp4, i beat this without reading any of the spoilers or info in this forum, all the puzzles gave you a clear cut idea where and how you would end up flinging (i mean the damn lasers pointed to RIGHT where you would go if you follow their trajectory) but thats not to say i solved any puzzle the first time, heavens no lol it took a few times. but once i figured out what was going on i had FUN in the map. ironically enough i hate the first few "angle fling" tutorial sections and LOVED the final angle-fling section. but i understand the need for them, to teach us how angled flings move

all in all you have an amazing mapping skill, and the new idea with the float-buttons, and angle-fling promise for some crazy mapping in the future, just um. fix that damn indicator strip ;-P

do NOT click this

Hi,
I moslty have read all the comments but I really can't answer all of them. I have a huge examen to pass in three months and in order to pass it I need to work hard these times. I won't probably update the map for the next three months and a half or so.

I took a risk with the design, and this is one of the reasons this is a beta. I couldn't know if the hot atmosphere compared to the cold atmosphere of Portal would please the player. Also, I'm teaching a completely new thing to the player and I don't damn know how to transcript that into a small floor sign, seriously. If I got any other idea I will update it, but the most important hint is the laser as in the first rooms the laser point to the exit, so the player mostly do link laser with fling direction and exit. This is what I intended. And Yes, i heard that I should add a extra room where the player is forced to place the blue portal on the floor in the reverse direction so the player can understand the need to position rightly the blue portal so that the laser point towards the exit.

Ok, don't expect updates but I can still answer a global question. :D

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

Well, I can tell you one thing:
I like the "hot" atmosphere in your maps far more than the cold atmosphere of the original maps. It gives you a far more comfortable feeling (should also be nicer for Chell, seen the fact she's got to walk on bare feet).

As far as the angular fling, maybe you only need a few more hints on where to place the blue portal, for example the red cross decal somewhere on the wall in the first chamber.

Oh, and btw, I'm using a concept similiar to the flash chambers in my Airboat portal map (the airboat won't fit in the elevator :P ). Do you mind that? I will of course give all credit to you, and the chambers will have a slightly different look. If you don't want it, I'll try something else (maybe extra big freight elevators? Or no elevators at all...).

Image

"Duct Tape is the answer."

we stand on the shoulders of giants ricotez.

if you want to expand on an idea, why not?

some mappers have their sources available so you can copy-paste things.

i'm sure that sharing results in better end results anyway. that's what a mapping community is about, imho.

--

The cake is a PI

--

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

--

Hmm, the only thing I don't like is that you have to turn the airboat around in the chamber which is quite difficult, plus you don't see the chambers special effect (door closes, BEEEOOOMMM-sound, door opens, another area, in 2 seconds). Like I said I will think something out...

Flash Corridors?

Image

"Duct Tape is the answer."
Ricotez wrote:
Hmm, the only thing I don't like is that you have to turn the airboat around in the chamber which is quite difficult, plus you don't see the chambers special effect (door closes, BEEEOOOMMM-sound, door opens, another area, in 2 seconds). Like I said I will think something out...

Flash Corridors?

Ricotez, perhaps you ought to start your own thread about this stuff since this is the LP-04 thread.
...but since I'm already posting: If the elevators in your airboat map are for changing levels you could have the player get out of the boat, go on the elevator and get in a new one in the next level(or somehow let the player watch the boat being transported to the next level).
If the elevator is in the middle of a level then you could have it open one way when you get on and then the back of it would open where you need to get off.

You're right, I will continue this in my own topic (already got one about the airboat).

Image

"Duct Tape is the answer."
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