[SP] Angrybombs
Quote from MissStabby on June 30, 2011, 12:18 amWhile waking up from a cryosleep she thought it was a good idea to go on a "adventure" with Rick the adventure sphere.
Things you can expect:
EXPLOSIONS!!!
Rick the adventure sphere, fully animated with his witty comments.
Turrets flying all over the room, from the EXPLOSIONS!!!
Companioncubes taking to the sky, because of EXPLOSIONS!!!
A witty maze where you have to avoid... EXPLOSIONS!!!
A interactive scanner that lets you scan all things in the room.
Some behind the scene moments.This map is like chr!stmas, no its better than chr!stmas!
Try it out, and be sure to let me know what you think in the thread.
Have fun playing!!!
[img]http://img195.imageshack.us/img195/7852/angrybombswp2.jpg[/img]
Playthrough video
[spoiler]StI11uB8LoM[/spoiler]BUGS FIXED:
V1.06 (03-07-11)
Fixed an exploit where players could portal on the bts ceiling and bypass a trigger.
Added a hidden door leading the player to the bts area.
Added a cutting effect for the emergence of the maze puzzle.
Added windows infront of the hint area to prevent players wanting to get there. (caused more confusion than help)V1.05 (01-07-11)
fixed an exploit where you could send a bomb through the grates.
Added sparks on different locations to attract attention
the hint panel is triggered imidiately insteaf of after 20 mins.
Added a fizzler to the entrydoor so you cant get stuck anymore.
Added a playerclip to the hardlightbridge "gate" to prevent players getting stuck
Fixed an bug with players getting stuck after jumping off the scanner generated hardlightbridgeV1.04 (01-07-11)
Fixed an exploit where you could place a portal at the cube receptacle.
Added a subtle hint system for players getting stuck for longer than 7 minutes (and staying alive aswell).
(it is known that the demo funnel is rotating/stopping in sync with the puzzle funnel, this is to avoid visual glitches)V1.03 (30-06-11)
The trigger closing the door behind you at the start of the game wasnt fully covering the briefing room, so it could get players stuck behind closed doors if they ventured too far.V1.02 (30-06-11)
A invisible wall that prevents you from using the second catapult didnt deactivate at mapswawn... Version 1.02 has it fixed!File Name: sp_angrybombs_v106.rar
File Size: 8.94 MiB
Click here to download Angrybombs
While waking up from a cryosleep she thought it was a good idea to go on a "adventure" with Rick the adventure sphere.
Things you can expect:
EXPLOSIONS!!!
Rick the adventure sphere, fully animated with his witty comments.
Turrets flying all over the room, from the EXPLOSIONS!!!
Companioncubes taking to the sky, because of EXPLOSIONS!!!
A witty maze where you have to avoid... EXPLOSIONS!!!
A interactive scanner that lets you scan all things in the room.
Some behind the scene moments.
This map is like chr!stmas, no its better than chr!stmas!
Try it out, and be sure to let me know what you think in the thread.
Have fun playing!!!
[img]http://img195.imageshack.us/img195/7852/angrybombswp2.jpg[/img]
Playthrough video
BUGS FIXED:
V1.06 (03-07-11)
Fixed an exploit where players could portal on the bts ceiling and bypass a trigger.
Added a hidden door leading the player to the bts area.
Added a cutting effect for the emergence of the maze puzzle.
Added windows infront of the hint area to prevent players wanting to get there. (caused more confusion than help)
V1.05 (01-07-11)
fixed an exploit where you could send a bomb through the grates.
Added sparks on different locations to attract attention
the hint panel is triggered imidiately insteaf of after 20 mins.
Added a fizzler to the entrydoor so you cant get stuck anymore.
Added a playerclip to the hardlightbridge "gate" to prevent players getting stuck
Fixed an bug with players getting stuck after jumping off the scanner generated hardlightbridge
V1.04 (01-07-11)
Fixed an exploit where you could place a portal at the cube receptacle.
Added a subtle hint system for players getting stuck for longer than 7 minutes (and staying alive aswell).
(it is known that the demo funnel is rotating/stopping in sync with the puzzle funnel, this is to avoid visual glitches)
V1.03 (30-06-11)
The trigger closing the door behind you at the start of the game wasnt fully covering the briefing room, so it could get players stuck behind closed doors if they ventured too far.
V1.02 (30-06-11)
A invisible wall that prevents you from using the second catapult didnt deactivate at mapswawn... Version 1.02 has it fixed!
File Name: sp_angrybombs_v106.rar
File Size: 8.94 MiB
Click here to download Angrybombs
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from historyboi on June 30, 2011, 1:30 amas you enter the secconed puzzle, the right throwy thingy dose not let you get on (inviziwall?)
as you enter the secconed puzzle, the right throwy thingy dose not let you get on (inviziwall?)
Quote from MissStabby on June 30, 2011, 3:16 amI dont know exactly what you mean,
I assume you are talking about the deliberate "misalignment" of the portalable panel on the far upper right of the puzzle with the excursionfunnel "in front" of it???That is part of the puzzle, figure out how you can both get a bomb to the puzzle while standing on a good place to solve it...
Note that the map is focused on logic puzzle solving, so its not required to jugle props or do any midair portal manouvres or anything like that. so, trying to fling those bombs straight from that panel into the excursionfunnel won't get you anywhere....
Ill give a hint if you are stuck:
[spoiler]Chase the bomb through the map![/spoiler]Note that i do intend to actually modify the end scene (the one with the fadeout to a disconnect)
So not a elevator room, but this will be something more typical to rick, ill put it in a later release, currently the puzzle is playable from start to finish, it has lots of triggers to detect and keep players from getting themselves stuck (except when they try to jump down on one of the turret platforms, ill fix that one in a later release). Also the map has incorperated most applicable quotes of Rick.
If youre still stuck, let me know...
I dont know exactly what you mean,
I assume you are talking about the deliberate "misalignment" of the portalable panel on the far upper right of the puzzle with the excursionfunnel "in front" of it???
That is part of the puzzle, figure out how you can both get a bomb to the puzzle while standing on a good place to solve it...
Note that the map is focused on logic puzzle solving, so its not required to jugle props or do any midair portal manouvres or anything like that. so, trying to fling those bombs straight from that panel into the excursionfunnel won't get you anywhere....
Ill give a hint if you are stuck:
Note that i do intend to actually modify the end scene (the one with the fadeout to a disconnect)
So not a elevator room, but this will be something more typical to rick, ill put it in a later release, currently the puzzle is playable from start to finish, it has lots of triggers to detect and keep players from getting themselves stuck (except when they try to jump down on one of the turret platforms, ill fix that one in a later release). Also the map has incorperated most applicable quotes of Rick.
If youre still stuck, let me know...
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from iWork925 on June 30, 2011, 3:29 amGreat map, had alot of fun purely because of the concepts. Just a few pointers though.
1) Cube dropper in laser room needs a respawn button. Quite annoying to [spoiler]kill all the turrets again[/spoiler] to get the cube again.
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.
3) The [spoiler]cube maze puzzle[/spoiler] needs ALOT more explanation. Unless its just me I could not figure it out for the life of me. [spoiler]I got over there using the funnel and dropped down just short of the laser grid[/spoiler] but other then that idk.[spoiler]The bombs and the sphere. OMG awesome.[/spoiler] Really got map but needs more work
Invisiwalls
[spoiler][/spoiler]
Great map, had alot of fun purely because of the concepts. Just a few pointers though.
1) Cube dropper in laser room needs a respawn button. Quite annoying to
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.
3) The
Invisiwalls


PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from MissStabby on June 30, 2011, 3:38 amiWork925 wrote:Great map, had alot of fun purely because of the concepts. Just a few pointers though.1) Cube dropper in laser room needs a respawn button. Quite annoying to [spoiler]kill all the turrets again[/spoiler] to get the cube again.
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.Invisiwalls
[spoiler][/spoiler]
Why would you have to kill all the turrets "again" in order to get a new cube???
as soon as the cube is fizzled, it gets respawned.The invisiwall near the catapult is there to [spoiler]prevent the WCC from getting launched into a fizzler field straight after retrieving it[/spoiler] because it is just done with physics, once every few games that would happen, and it looks quite stupid. That wall is deactivated, then get's activated for 2 seconds after [spoiler]the glass breaks[/spoiler], after wich it gets removed from the game.
The other invisiwall, near the exit is there [spoiler]because the curled up mesh doesnt have a proper collision model[/spoiler]
If you didnt decompile my map, you wouldn't even know they were there...For the "cube maze"... partial solution:
[spoiler]try getting a bomb to run through the maze while shooting portals from the hardlight walkway, look at the template in the scanner to see the "bomb" being a requirement, the blast of the bomb will push the WCC out of the maze.[/spoiler]
1) Cube dropper in laser room needs a respawn button. Quite annoying to
2) Whats with the invisiwalls? I thought they were there to block me, which would have been stupid, should use visable walls/panels to block. But they are as effective as a flyscreen door on a submarine. See pic below.
Invisiwalls

Why would you have to kill all the turrets "again" in order to get a new cube???
as soon as the cube is fizzled, it gets respawned.
The invisiwall near the catapult is there to
The other invisiwall, near the exit is there
If you didnt decompile my map, you wouldn't even know they were there...
For the "cube maze"... partial solution:
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from iWork925 on June 30, 2011, 3:49 amOk thanks for the last part. I thought i was just me.
The invisiwall doesnt activate/deactivate. its always on. You need to change it to a func_clip_vphysics. a startdisabled won't effect a func_brush.
Ok thanks for the last part. I thought i was just me.
The invisiwall doesnt activate/deactivate. its always on. You need to change it to a func_clip_vphysics. a startdisabled won't effect a func_brush.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from MissStabby on June 30, 2011, 4:04 amOMG WTF... that that i didnt notice that... OMG... fixing NAOW!!!
EDIT: Fixed it, it's uploaded and processing, it should be up any moment now.
Thanks btw for noticing me, i didnt know that func_brushes couldn't deactivate.I actually added that box as one of the last things, because i kept seeing those cubes getting fizzled.
didnt got around testing that part properly though...
OMG WTF... that that i didnt notice that... OMG... fixing NAOW!!!
EDIT: Fixed it, it's uploaded and processing, it should be up any moment now.
Thanks btw for noticing me, i didnt know that func_brushes couldn't deactivate.
I actually added that box as one of the last things, because i kept seeing those cubes getting fizzled.
didnt got around testing that part properly though... 
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from ChickenMobile on June 30, 2011, 6:29 amI have to say that I loved playing this! Making Rick like Wheatley was just an awesome idea, and you used the default sounds that came with him so well! It was also very fun and different to [spoiler]blow up the turrets with the bombs[/spoiler].
A couple of things you could improve:
When you [spoiler]have to put the bomb through the funnel in the maze[/spoiler] either make a place on the wall to portal back up to the lightbridge so that when you spawn the bomb you can get back up (I had to noclip up there to do it properly) OR make the other button to spawn the bombs sink into the ground and have the button appear from the wall at the end of the lightbridge. If there was an obvious way to do it, I didn't notice it :SAlso too, it took ages for the bomb to [spoiler]float across the room on in the funnel into the maze[/spoiler]. So it might have been better to have the roof (just behind the laser grid thing) to be portable rather than making it [spoiler]float across the room.[/spoiler] If you are to do that then make sure it is obvious with a target or something that you can place a portal on it.
Overall your ambience was fantastic! It was humorous like Portal should be, and you felt rewarded when Rick said things when you [spoiler]blew up the turrets etc.[/spoiler] Love to see more like this, especially exploding things
. A 4/5 from me
I have to say that I loved playing this! Making Rick like Wheatley was just an awesome idea, and you used the default sounds that came with him so well! It was also very fun and different to
A couple of things you could improve:
When you
Also too, it took ages for the bomb to
Overall your ambience was fantastic! It was humorous like Portal should be, and you felt rewarded when Rick said things when you
Quote from infernet89 on June 30, 2011, 7:07 amWoha, that was fun!
But.. The door that lead me to the turret room, can be used only as it open.. If you wait some time before entering it will close and stay close forever.
Woha, that was fun!
But.. The door that lead me to the turret room, can be used only as it open.. If you wait some time before entering it will close and stay close forever.
(I'll stop recording if i die.)
Quote from MissStabby on June 30, 2011, 7:09 amChickenMobile, Thanks for you review!
About that point where you had to get the bomb into the maze, its actually pretty simple.
Though it requires some logic!!!intended solution
[spoiler]you need to jump in through the same portal that you use to get the bomb in the bottom of the funnel, then aim the funnel in the maze and jump off when hovering over the lightbridge[/spoiler]
ChickenMobile, Thanks for you review!
About that point where you had to get the bomb into the maze, its actually pretty simple.
Though it requires some logic!!!
intended solution
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
