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[SP] Asbestos is harmless!

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This is my first map release ever using the Source Engine.
Basically it's the result of me trying to get to know the Hammer editor with as many facettes as possible.

Why the name? "Asbestos is harmless!" is the marketing slogan for the Aperture Science Excursion Funnels, which this map uses in various ways.

General gameplay (Let's say 2 1/2 chambers, while learning wtf Hammer Editor is about in general) was done pretty fast.
After that, I fooled around from time to time, resulting in scripted "little stories" that I think make the map come alive.
And in explosions, because those make everything better.

## Ver1.1 Changes ##

- Adjusted the positions of the cube buttons in room one
- Added Indicator lights for the excursion funnels in room one
- Made the grid in the sphere room more transparent for better visibility
- Learned wtf a func_detail in the editor is and put that knowledge to use excessively (performance improved)
- Added a few minor graphical details
- Fixed visual glitches caused by my previously flawed usage of area portals

## Ver1.2 Changes ##

- Hopefully fixed some physics/script-related problems some people experienced
- Fixed a brush that blocked players when it wasn't supposed to
- Fixed a brush that didn't block stuff when it was supposed to (x_X)
- Players with sv_cheats turned on now also die when they're supposed to
- Even more func_detail goodness

## Ver1.3 Changes ##

The Map is 25MB smaller now. Guys, if you use a new engine, don't be like me and learn how to optimize your levels first.

## Ver1.4 Changes ##

- Improved the behavior of some clipping brushes
- Improved the looks of the pillars at the last test
- Improved visibility of the fizzlers in the sphere room
- Minor optical details added
- Minor optimization

## Ver1.5 Changes ##

- Minor texture and lighting improvements
- Updated the lightbridge in the first room to behave more intuitively
- Workshop compatibility

Click here to download [SP] Asbestos is harmless!

I think you should use func_detail more often. Some visleafs look really ugly.
http://cloud.steampowered.com/ugc/59469 ... BAC3B16E8/
http://cloud.steampowered.com/ugc/59469 ... AAFFFB965/

Impressively put together for a first timer, features two nice Wheatley chambers (with added minicutscenes) focused on quite unorthodox item manipulation. :thumbup: None of the puzzles are easy and at least one rule-bending (see below), but the time to do so remains contained.

Not devoid of issues: the invisible wall

Spoiler
covering the topmost cube
certainly serves the puzzle, but one might wonder what it is that stops him from getting the thing himself; at the remotely controlled ball puzzle, the net is so thick you can barely spot the fizzlers beneath. How about higher funnels and a slightly more transparent net? Outer vistas are just middle ground (these being the best yet) and I think you'd be able to make far better cube-catcher pillars.

the hills are alive... with the sound of music

Thanks for the positive feedback so far.

I didn't stumble over the func_detail stuff in my tutorial odysseys, and having practically no clue how "good" visleafs are supposed to look like: I suppose it would be useful to turn the entire part on the outside, including the platform carrying the player itself, into func_detail? Does that work with the brushes that get turned into physics objects later?

Metafrank wrote:
Thanks for the positive feedback so far.

I didn't stumble over the func_detail stuff in my tutorial odysseys, and having practically no clue how "good" visleafs are supposed to look like: I suppose it would be useful to turn the entire part on the outside, including the platform carrying the player itself, into func_detail? Does that work with the brushes that get turned into physics objects later?

Brush entities don't affect visleaves. So that means that only world brushes need to be func_detail. But remember one thing: you need world brushes to seal the map.

xI highly enjoyed this and the turrets were so cute!

Spoiler
especially the one that says 'gotcha!' then falls into the pit
:D

I'm not sure if I did the last chamber right because it felt like I had to rush to get both cubes into their places. In the end I

Spoiler
made the redirection cube fall into its crib thing quickly went back and stood on the button to get the other cube. Then put the redirection cube onto the funnel button and threw the other cube into the funnel so I could put it onto the button which lowers the panel.

Video (dont watch if you wanna play it)

?????????????????????????????TWP Releases | My Workshop
chickenmobile wrote:
I'm not sure if I did the last chamber right because it felt like I had to rush to get both cubes into their places

What I did is:

Spoiler
1) Pushed the button, first lasercube fell down but the companion I caught through a portal;
2) Placed the companion on the button, funnel brought the lasercube on its pedestal (white floor);
3) Quickly reopened the portals as in 1) to get the respawned companion again.
Then calmly portaled the lasercube to me.

the hills are alive... with the sound of music

I didn't even know

Spoiler
that you can fling the reflecto cube that far up. I portaled the funnel to a lower level, stood on the cube, jumped into the funnel and "handed" the cube from one level of the funnel to the higher one

Anyway, I figured the filesize of my map is very large compared to other ones. Is it because people only render in LDR or only in HDR or something?

Vey nice for a first map! I really liked the first part, but i have some regret for other ones.

Spoiler
when the button break the door, and you have to kill turrets, i don't like the part when you need to shot blindly at a wall just to see there is a portalable area behind that. Maybe add a hole?

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

Anyone having that same problem? Actually that should NOT happen because

Spoiler
When the button doesnt open the door, it should blow a hole in the wall, didn't it do that for you? if not, could you replay that part and tell me if it still doesnt work?

Also, thanks for the tip with the func_detail - being a noob and all, I didn't have a single one of those in my map. Adding them cut down compiling time from ~50 mins to ~4 mins :lol:

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