[SP] Bits
Quote from Shakky on April 14, 2012, 7:01 pmHere is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future.
See if you can find the secret area and the companion cube!
Thanks alot for playing!
-CHANGELOG-
V1.0 Portals fizzling when not intended to.
V1.1 Fixed. Potato trick didn't work
V1.2 Texture fixesPictures:
http://tinypic.com/r/4lo94z/5
http://tinypic.com/r/2yvs5yh/5
http://tinypic.com/r/xq9sfd/5PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work
I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
File Name: sp_bits_v1-2.rar
File Size: 3.18 MiB
Click here to download Bits
Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future.
See if you can find the secret area and the companion cube!
Thanks alot for playing!
-CHANGELOG-
V1.0 Portals fizzling when not intended to.
V1.1 Fixed. Potato trick didn't work
V1.2 Texture fixes
Pictures:
http://tinypic.com/r/4lo94z/5
http://tinypic.com/r/2yvs5yh/5
http://tinypic.com/r/xq9sfd/5
PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
File Name: sp_bits_v1-2.rar
File Size: 3.18 MiB
Click here to download Bits
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from NeoDinian on April 14, 2012, 10:17 pmGreat look. Some texture alignment issues, but I love the "Open" look.
I am having an issue still.
[spoiler]Is it intended to shoot a portal through the grate from the second half back to room 1? If so, I can't seem to get it to work.[/spoiler]
Also, [spoiler]Trying to fling from the section between rooms (to go back to room 1) using the lower level panel in room 2, but when I fall to the panel, I seem to go through an invisible fizzler and my portals are lost... Is this supposed to happen? It's probably better to let the player try and fail rather than not allow them to try.[/spoiler]
Great look. Some texture alignment issues, but I love the "Open" look.
I am having an issue still.
Also,
Quote from NeoDinian on April 14, 2012, 11:27 pmOk, found the secret room...
[spoiler]Still can't get the laser to that surface and allow me to return to the second part without loosing portals.[/spoiler]
Ok, found the secret room...
Quote from Lpfreaky90 on April 15, 2012, 5:15 amPS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
Create a point_client_command and call it potato
Then create a logic_auto and have it fire onmapspawn; potato; RemovePotatosFromPortalgun with a delay of 0.40 or 0.50 seconds. That should do itOn the map itself; gonna look into that one later.
PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
Create a point_client_command and call it potato
Then create a logic_auto and have it fire onmapspawn; potato; RemovePotatosFromPortalgun with a delay of 0.40 or 0.50 seconds. That should do it
On the map itself; gonna look into that one later.
Quote from Shakky on April 15, 2012, 6:22 amOh how embarrassing. That fizzle bug makes the map unsolvable. Fixing it now. I will upload new version as soon as I can.
Oh how embarrassing. That fizzle bug makes the map unsolvable. Fixing it now. I will upload new version as soon as I can.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from Shakky on April 15, 2012, 6:48 amI fixed the fizzling bug so now it should work fine. I tried the potato gun trick you said but it didn't work. I already have global_ents instance in the map and I tried both throught thats point_clientcommand and new one like you said but it didn't work. :/
Please redownload it and Im sorry for this hassle. I hope you enjoy!
I fixed the fizzling bug so now it should work fine. I tried the potato gun trick you said but it didn't work. I already have global_ents instance in the map and I tried both throught thats point_clientcommand and new one like you said but it didn't work. :/
Please redownload it and Im sorry for this hassle. I hope you enjoy!
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from KyloX on April 15, 2012, 8:32 amThe map would look ideed nicer if the textures would be fixed. The map has a interesting look.
The map would look ideed nicer if the textures would be fixed. The map has a interesting look.
http://steamcommunity.com/profiles/7656 ... shopfiles/
Quote from Shakky on April 15, 2012, 9:37 amI've been adjusting the textures but I'd like to ask for more spesific info. Where do the textures misalign? I fixed few spots but I'd like to get them all. I would appriciate feedback telling me how could I improve the map.
I've been adjusting the textures but I'd like to ask for more spesific info. Where do the textures misalign? I fixed few spots but I'd like to get them all. I would appriciate feedback telling me how could I improve the map.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from sicklebrick on April 15, 2012, 11:00 amGood shit Shakky! Now that it's solveable anyway >.<
It took a good while to figure out the [spoiler]jumping back in the portal, and then there was that little surprise behind the second door
[/spoiler] Good puzzle, pretty solid, well thought out, and I kinda liked the broken wall panels that look like Lego bricks.
The only issue I had was holding the cube an pointing it at the laser receptacle while backing myself into the door... got trapped, but that's my own fault :pOh, and that [spoiler]decoy setup with the first exit door switch pointing at the exit laser, and the portalable wall pointing at it was diabolical![/spoiler] Can't wait for more
Good shit Shakky! Now that it's solveable anyway >.<
It took a good while to figure out the

The only issue I had was holding the cube an pointing it at the laser receptacle while backing myself into the door... got trapped, but that's my own fault :p
Oh, and that

Quote from NeoDinian on April 15, 2012, 2:30 pmMiss-aligned texture.
Basically this whole wall from the outcropping to the far right corner.
http://steamcommunity.com/id/neodinian/screenshot/541798870717541171
Miss-aligned texture.
Basically this whole wall from the outcropping to the far right corner.
http://steamcommunity.com/id/neodinian/screenshot/541798870717541171