[SP] Banzai !!!
Quote from greykarel on March 17, 2013, 9:06 amDespite the name of the map no ninja skills are required. But there's a couple of moments when you should shout out "Banzai !" and jump towards your fate.
This map provides you to have fun solving three different tasks:
- Main puzzle in regular chambers.
- Behind The Scene (BTS) area Easter Egg. Find your way to Easter Egg observation room.
- Side quest BTS Alternative solution. Find and get in the BTS area something that will help you to solve main puzzle in an easier way.In this map I've introduced new custom power field that only destroys cubes not affecting set portals when player cross it.
IMPORTANT.
To have the fog in regular chamber work properly (not apear) when you're playing the BTS part make sure you have your video shaders parametre set to HIGH or VERY HIGH. Besides, with lower settings water looks not so cool too.KNOWN BUGS.
Gel is known to be buggy thing.
- It may not appear on loading quicksave that is annoying. (Met in early testing)
- It may not turn in funnel cross.CREDITS.
First of all to Josepezdj. But for him this map wasn't half the thing as it is now. For technical support, beta testing with many ideas to improve the map, custom textures and script.
To PixeledFace for original elevator video.
To Omnicoder for TestChamberSign maker.
Despite the name of the map no ninja skills are required. But there's a couple of moments when you should shout out "Banzai !" and jump towards your fate.
This map provides you to have fun solving three different tasks:
- Main puzzle in regular chambers.
- Behind The Scene (BTS) area Easter Egg. Find your way to Easter Egg observation room.
- Side quest BTS Alternative solution. Find and get in the BTS area something that will help you to solve main puzzle in an easier way.
In this map I've introduced new custom power field that only destroys cubes not affecting set portals when player cross it.
IMPORTANT.
To have the fog in regular chamber work properly (not apear) when you're playing the BTS part make sure you have your video shaders parametre set to HIGH or VERY HIGH. Besides, with lower settings water looks not so cool too.
KNOWN BUGS.
Gel is known to be buggy thing.
- It may not appear on loading quicksave that is annoying. (Met in early testing)
- It may not turn in funnel cross.
CREDITS.
First of all to Josepezdj. But for him this map wasn't half the thing as it is now. For technical support, beta testing with many ideas to improve the map, custom textures and script.
To PixeledFace for original elevator video.
To Omnicoder for TestChamberSign maker.
Quote from quatrus on March 17, 2013, 7:05 pmTough map. Got through 1 and 2 now trying to get the cube into chamber 3 area with the funnels...
Edit 1: no, sorry, can't figure it out will have to wait for someone more skilled....
Tough map. Got through 1 and 2 now trying to get the cube into chamber 3 area with the funnels...
Edit 1: no, sorry, can't figure it out will have to wait for someone more skilled....
Quote from Shakky on March 17, 2013, 8:02 pmI have a unintended solution which almost works but you seem to have placed a portal bumper which prevents it. It also requires [spoiler]pushing the cube[/spoiler] and one pretty ninja jump.
Problems so far:
-The end elevator didn't disconnect me.
-I don't see you disabled saving after getting to the end part. Only reason I see for this would be that [spoiler]I had already done something wrong (pretty likely)[/spoiler]. If this is the reason disregard this oneSo far looking like a pretty cool map. I'll get more indepth tomorrow once I have cleared my buzz and got some sleep.
I really have to go to bed now but I will continue with this tomorrow.
EDIT: You also misspelled community in the easter egg area. Removed some missinformation I had here which was also spoiling a potential solution.
I have a unintended solution which almost works but you seem to have placed a portal bumper which prevents it. It also requires
Problems so far:
-The end elevator didn't disconnect me.
-I don't see you disabled saving after getting to the end part. Only reason I see for this would be that

So far looking like a pretty cool map. I'll get more indepth tomorrow once I have cleared my buzz and got some sleep.
I really have to go to bed now but I will continue with this tomorrow.
EDIT: You also misspelled community in the easter egg area. Removed some missinformation I had here which was also spoiling a potential solution.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from Lpfreaky90 on March 18, 2013, 8:44 pmI was scared of the difficulty of the map, and it's quite hard! Haven't even solved room one yet but found a few bugs that might be interesting to look at:
I was scared of the difficulty of the map, and it's quite hard! Haven't even solved room one yet but found a few bugs that might be interesting to look at:

Quote from josepezdj on March 19, 2013, 3:35 amThis is kind of offtopic, but... The water bug is reaaaally weird
I just watched this morning your video Lp (not completely yet, sry) and I ran to load the map from the workshop, and I recheck that the water is working prefect to me. Check:
[spoiler]
(I couldn't make a video since I'm in the process of uploading all the videos for the "No Elements" collection, but I swear that even if I move around I see no glitch at all)[/spoiler]
my settings
[spoiler][/spoiler]
I used this water in Da-MaSK, and I made a pinky-broken-hearted version of it for "Aperture Valentine -TAC" and both are working good in EVERY shader details setting. What's weirdest is that what it is shown in the video is not a lack of water material (in the case that pakrat didn't embed it properly), but the typical effect you see when your shader details are Medium or Low and your water is not prepared for those settings (I discovered that in the Second Exodus). But I introduced conditionals to the water already.
- Code: Select all
"GPU<2?$forceenvmap" 1
"GPU<2?$envmap" env_cubemap
"GPU>=2?$reflecttexture" _rt_WaterReflectionI can only think of one possibility after decompiling the map this morning, I've written a pm to Grey about it...
Did anyone else experience the same bug?
This is kind of offtopic, but... The water bug is reaaaally weird I just watched this morning your video Lp (not completely yet, sry) and I ran to load the map from the workshop, and I recheck that the water is working prefect to me. Check:

(I couldn't make a video since I'm in the process of uploading all the videos for the "No Elements" collection, but I swear that even if I move around I see no glitch at all)
my settings


I used this water in Da-MaSK, and I made a pinky-broken-hearted version of it for "Aperture Valentine -TAC" and both are working good in EVERY shader details setting. What's weirdest is that what it is shown in the video is not a lack of water material (in the case that pakrat didn't embed it properly), but the typical effect you see when your shader details are Medium or Low and your water is not prepared for those settings (I discovered that in the Second Exodus). But I introduced conditionals to the water already.
- Code: Select all
"GPU<2?$forceenvmap" 1
"GPU<2?$envmap" env_cubemap
"GPU>=2?$reflecttexture" _rt_WaterReflection
I can only think of one possibility after decompiling the map this morning, I've written a pm to Grey about it...
Did anyone else experience the same bug?
Quote from greykarel on March 19, 2013, 12:29 pm@Lpfreaky90 Thanks for your video, Ann. I see I have to fix some things here. The water bug is realy wierd. Jose has pointed to me where I was wrong with cubemaps and that might have caused that bug, but it does work ok for me and Jose and I wonder if anyone else have this issue.
As for the elevator video, it's a fake. It is a func_brush with an animated texture. I've converted the original video into .png files then load every second one in VTF Edit and got, as an output, animated .vtf file with about 230 frames and size 19MB (original video is about 7MB). If you interested I will post an instance of elevators later.
I regret the puzzle is too tough for you. I can give you a little hint: [spoiler]can you "shoot" three portals within a second while flinging?[/spoiler]
I'd like to see your further trying. It's so funny. Thanks again.
@Lpfreaky90 Thanks for your video, Ann. I see I have to fix some things here. The water bug is realy wierd. Jose has pointed to me where I was wrong with cubemaps and that might have caused that bug, but it does work ok for me and Jose and I wonder if anyone else have this issue.
As for the elevator video, it's a fake. It is a func_brush with an animated texture. I've converted the original video into .png files then load every second one in VTF Edit and got, as an output, animated .vtf file with about 230 frames and size 19MB (original video is about 7MB). If you interested I will post an instance of elevators later.
I regret the puzzle is too tough for you. I can give you a little hint:
I'd like to see your further trying. It's so funny. Thanks again.
Quote from Lpfreaky90 on March 19, 2013, 12:32 pmWater issues: In the video you can also see my video settings; the shaders where on very high, maybe I should give high a go later. I don't know...
As for the elevevator: That'd be cool
And it looked smooth enough and ~20mb for a video like that should be okay
greykarel wrote:[spoiler]can you "shoot" three portals within a second while flinging?[/spoiler]I'd like to see your further trying. It's so funny. Thanks again.
[spoiler]sv_cheats 1
host_timescale 0.01
I can now![/spoiler]
I'll be trying more soon
Water issues: In the video you can also see my video settings; the shaders where on very high, maybe I should give high a go later. I don't know...
As for the elevevator: That'd be cool And it looked smooth enough and ~20mb for a video like that should be okay
I'd like to see your further trying. It's so funny. Thanks again.
host_timescale 0.01
I can now!

I'll be trying more soon
Quote from RogerL on March 19, 2013, 1:16 pmgreykarel wrote:I regret the puzzle is too tough for you. I can give you a little hint: [spoiler]can you "shoot" three portals within a second while flinging?[/spoiler]I thought that would be the solution for the first room. It may not be strictly speaking ninja, but its beyond my capabilities -- I tried about a dozen times and failed (and since quick loads don't preserve gel in funnels, you basically have to start all over again from the beginning, which gets annoying fast). I might try LP's technique.
EDIT: BTW, I didn't have any problems with the water.
I thought that would be the solution for the first room. It may not be strictly speaking ninja, but its beyond my capabilities -- I tried about a dozen times and failed (and since quick loads don't preserve gel in funnels, you basically have to start all over again from the beginning, which gets annoying fast). I might try LP's technique.
EDIT: BTW, I didn't have any problems with the water.
Quote from quatrus on March 19, 2013, 1:54 pmLP..
Not sure about the hint [spoiler]'fire 3 portals quickly'[/spoiler]. I saw that might be possible, but not for me using my trackball, so I got out of chamber 2: [spoiler]by painting the front part of the permanent bridge then painting an upper bridge above the area of the permanent bridge - then a jump up from the upper bridge to the lower bridge gave enough height to hit the funnel[/spoiler]. Never used the faith plate...other than for fun. Then my problems arose in the back room - can't solve...
LP..
Not sure about the hint
Quote from Shakky on March 19, 2013, 2:12 pmIt seems I did that room the intended way. Honestly the timing isn't that bad but it might take few tries. The placement helpers are good and big which makes it much easier.
It seems I did that room the intended way. Honestly the timing isn't that bad but it might take few tries. The placement helpers are good and big which makes it much easier.
My maps: Bits , Color Me Rainbow and Spank Me Skyward