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[PTI] Baboona

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A three chamber map that should be easy to execute. Don't mind the turrets -- they're mostly harmless.

Click here to download Baboona

Roger, I'm still making it

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(I'm taking the cubes to the their final position in the main corridor)
but you should revise at least the following things:

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1. Where you have to grab the spahere that runs down the ramp heading to a fizzler, the player can get stuck below the fizzler as he can place only 1 portal on that wall but cannot place the other portal anywhere. I guess you meant to put there a grate wall instead of a glass wall.

2. You can pass the cubes under the fizzlers when you are on top of the moving platforms at the main coridor: you can keep them grabbed low making them not to touch the water or the fizzlers :wink:

3. Maybe a bit more space between the side part and the middle one in the main corridor would avoid the cube-throwing that's very possible now and also easy to perform without being too much ninja (I did it).


More feedback upcoming...

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@josepezdj Thanks for the feedback. There is actually a seam between the glass partition and the wall that you can fire a portal through, but I see your point, especially since it is unnecessary. So, that has been changed as you suggested. I'm not sure what to do about the fizzler/water gap. The editor won't let me lower the fizzler or raise the water. And I'm such an amateur when it comes to Hammer. But I'll look into it.

OK, solved.... Pfew! Man, you wanna know what? somehow this has been the most difficult solution video I've recorded so far!! :lol: My God! A few things because of the structure of some areas themselves, but mostly because there are many weird bugs ofc caused by the PTI, dude! It took my like 3 hours to record the run!

For example the white walls near to fizzlers: do not pass a cube through portals near the fizzler or your cube is dead! It's not the first time I see this (I don't even know if it's a bug in the game or proper of the PTI maps, because I saw it in hammer maps...).

Sometimes the cubes fizzle themselves all of a sudden without touching anything (one of them is shown in this solution video)

Other times the lifters are activated by physics and go without me stealing my cube! :angrysquare:

Wow... I think I'll revise all the material I've recorded and see if I can make a compilation of outtakes with all strange things that occured to me playing this evening, lol.

Roger, sorry for all that but I had to say. I loved the map! Really, I liked the main puzzle a lot. It takes some time until you can make yourself a general idea of how everything works and what order will you do your steps to finally get out. Good job :thumbup: Clever and with a twisted touch!

The 2 side puzzles, well, they are also funny, not dificult, but they're ok. However the one where the sphere run down the ramp is a bit annoying, I fizzled like 50 spaheres! no joke... at least the way I decided to solve it (I think there are a few more ways of making it though)

Regarding the height of the fizzlers in the walk over the goo, the only thing I can think of is that you raise the moving platform 32 units creating a sort of steps at its 2 sides... but I'm not sure if you could do that with the puzzle creator (I don't think so indeed)

Damn it, you should learn hammer, I cheer you up! It'll be so easy to improve this map. It's a pity I haven't got much free time atm to make it with you... but I can give you a hand, do not hesitate to ask me for help, k? :thumbup:

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Interesting solution to the puzzle in the main room, josepezdj. There is actually a simpler solution, but it involves only the two cubes. I would never force a player to balance a sphere on a lightbridge. I'm sorry that parts of it were frustrating for you; I might make some changes after I watch your video again. I wanted to make something sophisticated, but not difficult to execute, and I certainly didn't want to make it frustrating. But the fizzling of cubes for no reason often baffled me as well, and I'm not sure what, if anything, I can do about it. Anyway, thanks for your extensive comments, and I'll try to make it better.

RogerL wrote:
Interesting solution to the puzzle in the main room, josepezdj. There is actually a simpler solution, but it involves only the two cubes. I would never force a player to balance a sphere on a lightbridge

Hmmm.... really? simpler solution with less elements? You should know I firstly tried to do with the 2 cubes only,

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somehow the fact that yuo placed 1 cube_floor_button at each of the entries for the side puzzles, made me think I should collect 1 cube at each area and place them on the button to deactivate the fizzlers and get them out... but when I started messing around with the main puzzle, and I spent like half an hour in it coming and going, I suddenly remembered of the sphere and thought it could halp me out!

Lol... while I was written the above, I just played the map in my mind thinking how to make it only with 2 cubes, and I think I'VE GOT IT!! This way:

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The cube onto the bridge right above the button on right part; I let it fall on the button so the moving platform on the right side start with me along; I jump off to the right side (at the 2nd "stop") where there's a portalable wall; I let the platform reach the top end, then I shoot a portal on the wall the way that I go where the cube is on the floor button that controls the moving platfform, I grab the cube and quickly enter the portal, I appear at the other side, wait for the platform to pass near me and jump in, cross the goo to reach the other side, BAM!! I'm at the other side with the cube :D

Awesome! much more clever than the previous solution!! :thumbup: I may record a new run.

My solution envolving the spahere has to make you prevent it indeed. I can only think of building a grate around the sphere_button with a hole to enter the sphere in; then you should lock the prop_button that spawns the sphere from the dropper, can you do that in the PTI?

Man, if you can't, and if you can't either think anything to solve the other things I pointed out, I offer myself to help you out and modify it in hammer, ok? :thumbup:

Just go thinking on all the changes that you want to introduce, what do you want to do with every piece, how do you want each area to be, and once you've got all that pm me and I'll try to have it finished this week, ok? :)

PS: there is an annoying thing that can be easily changed: if you checked my video, the lifter's position in the left area is too close to the white panel, and that white panel is into a so small mini room 128x128x128... it's very annoying to jump in there safely without dying smashed by the lifter or without losing a cube. I think it can be positioned a bit (128 units) further from that corner, or you can make the ceiling where the white walls are a bit (128 units) higher :wink:

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I've replaced the fizzler over the water in the main room with a glass panel. That makes it slightly more obvious what the intended solution is, but gets rid of the problem of using the gap between water and fizzler to move the cube. I've also changed the area around the left-side lift to prevent the problems you pointed out. I'm still thinking of ways to lock down the sphere so it can't be used in the main room.

Your two-cube solution, josepezdj, is almost right. But you also need to use the moving platform on the left side (I hope).

Ofc I still need both platforms. Please check what I described above:

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Regarding the sphere problem, that glass you place around is not really much, as you always can press the button again and get another one. Indeed you can make the player get stuck in there if he goes by the catapult, or opening a portal on that white wall above... On the other hand, this can happen easily:

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(lol... but anyway, the cube was spawned)

I guess you can't disable the button with the PTI, right? If I can think of any solution, other than removing the sphere from the map, I'll let you know! Cheers!

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Yes, that is basically the correct solution, though it is possible to do it in fewer steps; in a couple of days I'll post a video of my solution. Yeah, the glass box isn't much of a solution, but it is only temporary. I figured out that changing the water level isn't difficult in Hammer, so I'll be making some more changes with that and at the same time fix the sphere problem. Thanks again for all of your help and suggestions.

Nice map, played with 2 cubes - guess the sphere was removed? All worked fine, except I got stuck in the side chamber pit - lost portalgun too. Couldn't repeat it though...?
Would have liked to see something other than the "clean" textures... Not sure about the need for the light bridges - cube could be dropped and jump onto the moving platforms..?

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In the side chamber with the central portal surface; I jumped from the top of the ramps into a portal and up into the turret area then strafe-jumped down from there to the central portal to fling over to the cube
.
thanks for creating.

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