Map Won't Load...
Quote from metroid101 on August 10, 2013, 1:13 amFinally got it working (and I got the portal gun pedestal working in game too)
I had some of the stuff set up wrong in the build program.
So I selected the files that were the right executable for the right section and it worked...
Damn...why is it always the LAST thing you think to try and never the first![]()
I feel like I wasted a lot of peoples time ere o.o;
I don't handle being frustrated easy, but I'm glad at least a few people here are willing to help.What confuses me is how the things got changed around like they did ... hum.... *shrug*
Now I can finally get back to building levels.
Expect some nasty tests from me sometime soon >=3
Well not 'soon' soon...lol more like by winter or something XPQuick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?
Finally got it working (and I got the portal gun pedestal working in game too)
I had some of the stuff set up wrong in the build program.
So I selected the files that were the right executable for the right section and it worked...
Damn...why is it always the LAST thing you think to try and never the first
I feel like I wasted a lot of peoples time ere o.o;
I don't handle being frustrated easy, but I'm glad at least a few people here are willing to help.
What confuses me is how the things got changed around like they did ... hum.... *shrug*
Now I can finally get back to building levels.
Expect some nasty tests from me sometime soon >=3
Well not 'soon' soon...lol more like by winter or something XP
Quick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?
Quote from Dafflewoctor on August 10, 2013, 8:47 ammetroid101 wrote:Quick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?It depends. Usually what I do is I build the entire map in PTI first and then start it in Hammer (from scratch, no exporting). If you're asking about puzzles, all you need is a general idea of what the trick of the puzzle is going to be, or the concept, or several tricks to the puzzle. Then you just work from there.
It depends. Usually what I do is I build the entire map in PTI first and then start it in Hammer (from scratch, no exporting). If you're asking about puzzles, all you need is a general idea of what the trick of the puzzle is going to be, or the concept, or several tricks to the puzzle. Then you just work from there.
Quote from metroid101 on August 10, 2013, 12:53 pmDr.Toaster Waffles wrote:metroid101 wrote:Quick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?It depends. Usually what I do is I build the entire map in PTI first and then start it in Hammer (from scratch, no exporting). If you're asking about puzzles, all you need is a general idea of what the trick of the puzzle is going to be, or the concept, or several tricks to the puzzle. Then you just work from there.
PTI? Explain Dis Thing of which you speak o.o
And huh, so the trick for my tests are just about the same.
Step 1: Lose Portal Gun
Step 2: Solve half the test to get portal gun.
Step 3: Use portal gun to enter next part of the test and reach the exit. (And/or solve more parts of the puzzle)
It depends. Usually what I do is I build the entire map in PTI first and then start it in Hammer (from scratch, no exporting). If you're asking about puzzles, all you need is a general idea of what the trick of the puzzle is going to be, or the concept, or several tricks to the puzzle. Then you just work from there.
PTI? Explain Dis Thing of which you speak o.o
And huh, so the trick for my tests are just about the same.
Step 1: Lose Portal Gun
Step 2: Solve half the test to get portal gun.
Step 3: Use portal gun to enter next part of the test and reach the exit. (And/or solve more parts of the puzzle)
Quote from Dafflewoctor on August 10, 2013, 1:20 pmmetroid101 wrote:PTI?Perpetual Testing Initiative...the built-in puzzle editor.
Perpetual Testing Initiative...the built-in puzzle editor.
Quote from Lpfreaky90 on August 10, 2013, 5:47 pmmetroid101 wrote:Quick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?I would say working back from the exit is better;
How do I open the door?
- by putting a cube on a buttonHow do I get to the button?
- Deactivate the laserfield that is between you and the buttonHow do I de-activate the laserfield?
Etc... that way you can build a nice complex puzzle.
but yea; that's one way to do it
you can of course also start from the beginning:
What's the first thing I have to do in the room?
- Press a buttonWhat does the button do?
- Give a cube.Where does the cube have to go?
- To the buttonHow does the cube go to the button?
- By deactivating the laser-fieldEtc
just make it logical
I would say working back from the exit is better;
How do I open the door?
- by putting a cube on a button
How do I get to the button?
- Deactivate the laserfield that is between you and the button
How do I de-activate the laserfield?
Etc... that way you can build a nice complex puzzle.
but yea; that's one way to do it you can of course also start from the beginning:
What's the first thing I have to do in the room?
- Press a button
What does the button do?
- Give a cube.
Where does the cube have to go?
- To the button
How does the cube go to the button?
- By deactivating the laser-field
Etc
just make it logical
Quote from metroid101 on August 11, 2013, 3:08 amLpfreaky90 wrote:metroid101 wrote:Quick question when designing levels. Is it better to start from the last thing that activates the doors and work toward the first step, or the other way around?I would say working back from the exit is better;
How do I open the door?
- by putting a cube on a buttonHow do I get to the button?
- Deactivate the laserfield that is between you and the buttonHow do I de-activate the laserfield?
Etc... that way you can build a nice complex puzzle.
but yea; that's one way to do it
you can of course also start from the beginning:
What's the first thing I have to do in the room?
- Press a buttonWhat does the button do?
- Give a cube.Where does the cube have to go?
- To the buttonHow does the cube go to the button?
- By deactivating the laser-fieldEtc
just make it logical
Pffttaaahahaha
Nothing about me is "Logical" bro xD just a fair warning for when you start trying my maps.![]()
I should have a few done soon, not sure how soon, but yeah......pretty unusual stuff planned. They won't be very pretty in their 0.5 state, but they'll at least be playable. Quoting Cave Jhonson, four walls, a cieling and a floor...good enough for science!Though that thought process is a good idea.
I would say working back from the exit is better;
How do I open the door?
- by putting a cube on a button
How do I get to the button?
- Deactivate the laserfield that is between you and the button
How do I de-activate the laserfield?
Etc... that way you can build a nice complex puzzle.
but yea; that's one way to do it you can of course also start from the beginning:
What's the first thing I have to do in the room?
- Press a button
What does the button do?
- Give a cube.
Where does the cube have to go?
- To the button
How does the cube go to the button?
- By deactivating the laser-field
Etc
just make it logical
Pffttaaahahaha
Nothing about me is "Logical" bro xD just a fair warning for when you start trying my maps.
I should have a few done soon, not sure how soon, but yeah......pretty unusual stuff planned. They won't be very pretty in their 0.5 state, but they'll at least be playable. Quoting Cave Jhonson, four walls, a cieling and a floor...good enough for science!
Though that thought process is a good idea.