Please or Register to create posts and topics.

[RELEASE] Accident Prone

PreviousPage 3 of 5Next

one thing I would like to suggest, to everyone actually but I noticed it in this map...

When making stairs, or anything you step up on, make an angular player clip brush. it makes it feel a lot smoother. :wink:

[insert visually obtrusive graphic or witty comment here]

Shmitz, were those the intended solutions for those puzzles in that youtube video? (Except the tether ball, of course)

Spoiler
for the piston part i failed to think with portals and just ran through them, and for the flinging I used tunneling, didn't even notice that grate there
just curious.

Rivid31 wrote:
Shmitz, were those the intended solutions for those puzzles in that youtube video?

Essentially, yeah, the first two were more or less "correct". There's a quicker way to do the first one, if a little riskier, but if you're not going for any of the challenges, his way is just fine.

Also, I must really suck at jumping, because he pulled off some jumps I always failed at. -_-

Shmitz wrote:
Also, I must really suck at jumping, because he pulled off some jumps I always failed at. -_-

Other than the tetherball room?

Lorithad wrote:
In response to people saying they actually did something with the piston area:

Spoiler
I didn't actually use portals in that spot. My puny mind just said Hm... I bet if I time it right, I can run straight through. And I did.

Same with me both ways with not portal, died once or twice but it seems more fun than using portals there...

I thought the ball thing is just to not allow the ball to leave a certin distance so I tried to use portals to keep it in the distance but still push the button. but
everytime I tried it killed me :|

After using god mod to not get killed I tried some more till I gave up :O

Anyway, really awsome map.

Made a small update to the map, mainly to get it compiled with the updated SDK, but also a few other minor additions/changes.

personally i found it to be easier once i got to the energy ball to just run straight through the pipes than to use portal tunneling

I actually did the second challenge a different and possibly quicker way than I have seen described in this thread...maybe its somewhere else, I haven't really looked.

Spoiler
I spent a long time in that area and couldn't figure anything out until I happened to look down into the green goo and noticed that the floor under the goo could hold a portal. At first I thought "NO WAY", but I tried putting portal1 on the slanted tile and portal2 in the goo and then took the plunge...I almost made it. Quickload, look around, and find that there are 2 vertical platforms with wheels attached that you can jump onto from the slanted tiles. So I got that extra little height, replaced the portals, and flung myself up to the ledge...only to find the last room to be even more difficult!

So given the "under maintainance" theme of the level I just thought maybe that room normally had a walkable floor, but a pipe got busted and it flooded. Basically, once I figured out how to fling through the goo I thought, "Hey good puzzle, it totally fits the theme."

So, Shmitz, did you mean to make that a possible way of getting through that challenge?

Shmitz wrote:
Made a small update to the map, mainly to get it compiled with the updated SDK, but also a few other minor additions/changes.

Meh you ruined my shortcuts! :P

Anyways, I had to spend some more time in the big fling room to figure out what was needed. In the end it made a lot of sense (since I had to use more of the geometry) and

Spoiler
it sorta introduced the concept of a flying portal-in-portal if you will
which I hadn't tried before.

I don't like the tetherball room though. I hadn't actually solved it using the tetherball before so now that I had to it was just kinda annoying since the bounce was pretty unpredictable. I mean I could still just reset and try again, but it was timeconsuming and ultimately unsatisfying :S

Adair wrote:
So, Shmitz, did you mean to make that a possible way of getting through that challenge?

No, I think you found a good example of why we can't entirely abandon our noportal_volumes that we had to use before the SDK update. After removing them from the map, I didn't think to

Spoiler
recheck the floor of the goo-pit
.

Still, pretty neat idea, and you were able to pull it off. I might leave it in there for now, until I make a sequel and have to update this map to include a changelevel.

PreviousPage 3 of 5Next