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

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I just saw your video.

It looks like magic! :O

If you manage to execute it without it becoming tedious or annoying, you just might become the next Portal mapping god.

http://www.dpgames.co.uk/

Sanity is not statistical.

I agree, the floating cube is awesome. I wish I had the first clue how you did it.

After seeing that, it took me all of 1 minute to wonder whether that technique could be used to make a 'trampoline' for the Companion Cube. Please say it can.

Cr00ked.

I don't get it. What use would a floating cube be? I mean I understand the physics implication here (and implementation), but I just don't see how that can be made into logical puzzles...

Floating cube = delayed button presses.

Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.

I think several cool puzzles could be made using this... we'll just wait and see what he does with it.

Rivid31 wrote:
Creating a floating cube is really easy, I would think
Just set a trigger_push up that enables / disables every x seconds using a logic_timer and presto! floating cube.

I think several cool puzzles could be made using this... we'll just wait and see what he does with it.

It's a little harder than that, trust me. I had the hardest time faking "floating" for Source Chariots. What I think he is using is a phys_pulleyconstraint, but I might be mistaken.

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Apparently I'm the first to have this problem, but I had major texture problems. none of the Step 1/2/3 dominoes appear and none of the action tiles appear leaving only the pink check texture. Also, some of the walls were white wire frames still. And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room. Oh, also the light boxes were only pink checks. I liked this map as far as I could get into before the half finished look made me wanna stop playing it.

I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.

I'm pretty sure this is it:
viewtopic.php?t=203

I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out.

Lorithad wrote:
I'm pretty sure the only reason you're having the problem, is because you haven't downloaded one of the fixes that was required for a lot of maps before the sdk was released.

I'm pretty sure this is it:
viewtopic.php?t=203

I doubt any more maps will be made that require it, but it's handy if you're going through any releases that were made before the sdk came out.

I really don't think so. What he is describing has somthing to do with lp_hurricaaane CUSTOM TEXTURES MADE BY MYSELF. The custom textures I will use for all my maps are contained here: materials/lp_hurricaaane/
I don't know if it's that, but did you not install the materials folder from the pack because you don't like VGUI icons that shows up on bonus maps? I often do that myself, so I'm wonderin'.

Quote:
And everytime I entered a new room it sort of went crazy, and I had to back up back the way I came... but then I just ended up in the new room.

If you get the map to show textures, you will understand what happened to you. Your situation is certainly screwing the world out.

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).

Nice map, I guess its a training level so itsnt too hard, you're info signs have way too much info on them, it makes it feel like you are being told what to do not figuring it out yourself.

Also, I do not like the half portal idea, It seems just silly. I went through the first half of the portal and got stuck in a wall or something, so it's glitchy too.

The floating cube video lookes awesome. truely awesome.

It's kinda harsh to leave the player hanging at the end of the map, untill the next chamber is ready and in the download pack you should either put a message on the screen or disconnect the player, or both.

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