[SP] 10-turret Bowling
Quote from angelsl on January 24, 2012, 9:37 amA simple bowling map. Press the left button (with the hint) to start a game and end a round if your ball gets stuck.
Press the right button to show your score. Rules and scoring are the same as typical 10-pin bowling.
A turret will register as tipped when its side touches the floor or it falls into the gutter. When it is dissolved, it has been counted as tipped, and the corresponding indicator will tick.Once the ball is dissolved, you have 1 second before the shot ends and score is recorded. Any turrets fizzled after the 1 second will be counted in the next shot/frame.
Have fun!
Oh.. and for objective.. GET SCORE 300.
Update 1.6:
* Some tweaks to triggers and stuff. Nothing much.Update 1.5:
* Fixed bug where a spare on 10th frame doesn't give you the bonus ballUpdate 1.4:
* Unbroke mapUpdate 1.3:
* Completely rewritten script
* Made ball bounce less (by a trigger_push down); should be easier to score?
* Something happens when you hit 300.Update 1.2:
* Turrets now register immediately when tipped.
* Un-inverted the dropper. It still has a nograv field for it though.
* Painted the left runway with propulsion gel as well, to make it less troublesome for runners.
* Delay reduced to 1 second after 1st shot, and 2 seconds after a frame.Update 1.1:
* Wall texture changed.
* Ball dropper now dispenses up, preventing ball from rolling around.
* End round button now emancipates ball immediately on press.
* Turrets that fall into the pit/gutter now count as tipped immediately (turrets that tip on the alley must still go through the retire animation)
* Target overlay added above aerial faith plate.
* And other things I may have forgotten.File Name: bowling_1.6.zip
File Size: 1.43 MiB
Click here to download 10-turret Bowling
A simple bowling map. Press the left button (with the hint) to start a game and end a round if your ball gets stuck.
Press the right button to show your score. Rules and scoring are the same as typical 10-pin bowling.
A turret will register as tipped when its side touches the floor or it falls into the gutter. When it is dissolved, it has been counted as tipped, and the corresponding indicator will tick.
Once the ball is dissolved, you have 1 second before the shot ends and score is recorded. Any turrets fizzled after the 1 second will be counted in the next shot/frame.
Have fun!
Oh.. and for objective.. GET SCORE 300. ![]()
Update 1.6:
* Some tweaks to triggers and stuff. Nothing much.
Update 1.5:
* Fixed bug where a spare on 10th frame doesn't give you the bonus ball
Update 1.4:
* Unbroke map
Update 1.3:
* Completely rewritten script
* Made ball bounce less (by a trigger_push down); should be easier to score?
* Something happens when you hit 300.
Update 1.2:
* Turrets now register immediately when tipped.
* Un-inverted the dropper. It still has a nograv field for it though.
* Painted the left runway with propulsion gel as well, to make it less troublesome for runners.
* Delay reduced to 1 second after 1st shot, and 2 seconds after a frame.
Update 1.1:
* Wall texture changed.
* Ball dropper now dispenses up, preventing ball from rolling around.
* End round button now emancipates ball immediately on press.
* Turrets that fall into the pit/gutter now count as tipped immediately (turrets that tip on the alley must still go through the retire animation)
* Target overlay added above aerial faith plate.
* And other things I may have forgotten.
File Name: bowling_1.6.zip
File Size: 1.43 MiB
Click here to download 10-turret Bowling
Quote from lhamil64 on January 24, 2012, 11:01 amThis was pretty fun. I didn't get how to throw the ball at first but I figured it out. Was the faith plate meant as another method of throwing the ball?
One bug I found while playing though is that sometimes the ball doesn't get emancipated. It just gets stuck where the turrets were, preventing you from moving on to the next frame. I guess that's what the "End current round" button is for, but doesn't that move you on to the next frame or not? I found it easier just to turn on godmode and noclip in to emancipate the ball so that I could finish that round.
This was pretty fun. I didn't get how to throw the ball at first but I figured it out. Was the faith plate meant as another method of throwing the ball?
One bug I found while playing though is that sometimes the ball doesn't get emancipated. It just gets stuck where the turrets were, preventing you from moving on to the next frame. I guess that's what the "End current round" button is for, but doesn't that move you on to the next frame or not? I found it easier just to turn on godmode and noclip in to emancipate the ball so that I could finish that round.
Quote from doud_ftc on January 24, 2012, 1:35 pmQuote:I didn't get how to throw the ball at first but I figured it out. Was the faith plate meant as another method of throwing the ball?[spoiler]Not sure if really a spoiler, but what I did was place a portal on the ceiling above the plate and a second portal on the wall facing the turrets. Then I dropped the ball on the faith plate.[/spoiler]
Quote from angelsl on January 26, 2012, 5:25 amlhamil64 wrote:This was pretty fun. I didn't get how to throw the ball at first but I figured it out. Was the faith plate meant as another method of throwing the ball?One bug I found while playing though is that sometimes the ball doesn't get emancipated. It just gets stuck where the turrets were, preventing you from moving on to the next frame. I guess that's what the "End current round" button is for, but doesn't that move you on to the next frame or not? I found it easier just to turn on godmode and noclip in to emancipate the ball so that I could finish that round.
I tried to work around that but in the end I decided it'd be easier to allow the player to decide when to end the round. The button fires the same event as when the ball is emancipated so it does end the round.
I should probably have put a target plate above the aerial faith plate. And make the button emancipate the ball immediately.. Okay. I'll make an update when I get home. Any other suggestions? Thanks!
EDIT: Update 1.1 1.2 released.
Quick note: the end round button simply forces the ball to emancipate, exactly the same as if the ball fell into the pit/gutter.
One bug I found while playing though is that sometimes the ball doesn't get emancipated. It just gets stuck where the turrets were, preventing you from moving on to the next frame. I guess that's what the "End current round" button is for, but doesn't that move you on to the next frame or not? I found it easier just to turn on godmode and noclip in to emancipate the ball so that I could finish that round.
I tried to work around that but in the end I decided it'd be easier to allow the player to decide when to end the round. The button fires the same event as when the ball is emancipated so it does end the round.
I should probably have put a target plate above the aerial faith plate. And make the button emancipate the ball immediately.. Okay. I'll make an update when I get home. Any other suggestions? Thanks!
EDIT: Update 1.1 1.2 released.
Quick note: the end round button simply forces the ball to emancipate, exactly the same as if the ball fell into the pit/gutter.
Quote from Djinndrache on January 26, 2012, 8:22 amI believe this map is kinda funny. Not sure if anyone would care to see a blindrun on a "minigame" map, but here I got one:
sdyFU1A2klI
(Link: http://www.youtube.com/watch?v=sdyFU1A2klI)
I believe this map is kinda funny. Not sure if anyone would care to see a blindrun on a "minigame" map, but here I got one:
sdyFU1A2klI
(Link: http://www.youtube.com/watch?v=sdyFU1A2klI)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from soad667 on January 26, 2012, 5:47 pmHaha, nice one! I imagine this being ten times better in coop. Two separate rooms, maybe a bit smaller and more detailed, some versus stuff so there is actually a competition and voila: Another awesome coop minigame!
Anyway, cool map. Keep it up.
EDIT: Is there an actual end on the map when you reach 300 points? Any hint what it might be, as i don't think i'll ever get to see it?
So far, i couldn't get more than 70-80 points.
Haha, nice one! I imagine this being ten times better in coop. Two separate rooms, maybe a bit smaller and more detailed, some versus stuff so there is actually a competition and voila: Another awesome coop minigame!
Anyway, cool map. Keep it up. ![]()
EDIT: Is there an actual end on the map when you reach 300 points? Any hint what it might be, as i don't think i'll ever get to see it?
So far, i couldn't get more than 70-80 points.
Quote from angelsl on January 27, 2012, 7:14 amsoad667 wrote:Haha, nice one! I imagine this being ten times better in coop. Two separate rooms, maybe a bit smaller and more detailed, some versus stuff so there is actually a competition and voila: Another awesome coop minigame!Anyway, cool map. Keep it up.
EDIT: Is there an actual end on the map when you reach 300 points? Any hint what it might be, as i don't think i'll ever get to see it?
So far, i couldn't get more than 70-80 points.
I might make a co-op map for this soon, if I have the time. But I need to clean up the script first. This is my first time using Squirrel so I'm not too sure what it can/cannot do. But it seems a lot like other scripting languages I know now, so I can stop worrying things won't work..
Also, good idea.. I'll add one in. Hehe. Thanks!
EDIT: Update 1.3 released
EDIT 2: I forgot to bzpsip 1.3. So, 1.4.
And 1.5 and 1.6.
Anyway, cool map. Keep it up. ![]()
EDIT: Is there an actual end on the map when you reach 300 points? Any hint what it might be, as i don't think i'll ever get to see it?
So far, i couldn't get more than 70-80 points.
I might make a co-op map for this soon, if I have the time. But I need to clean up the script first. This is my first time using Squirrel so I'm not too sure what it can/cannot do. But it seems a lot like other scripting languages I know now, so I can stop worrying things won't work..
Also, good idea.. I'll add one in. Hehe. Thanks!
EDIT: Update 1.3 released
EDIT 2: I forgot to bzpsip 1.3. So, 1.4.
And 1.5 and 1.6.
Quote from KennKong on February 10, 2012, 9:53 pmSurprisingly realistic; I suck as bad at this as the real thing. I also think this map begs for a coop version. 4/5 from me (I'm saving the 5 for the coop version!)
Surprisingly realistic; I suck as bad at this as the real thing. I also think this map begs for a coop version. 4/5 from me (I'm saving the 5 for the coop version!)
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