[SP] BubbleNut Zero
Quote from sicklebrick on November 29, 2011, 11:34 pmDescription
Bubblenut Zero rotates, letting you walk on the walls and ceiling as you complete it.It's essentially a proof-of-concept, and I hope that others will re-use the script for their own maps. It's also my first map and attempt at .nut scripts so any tipspointers are always welcome.
Update 1:
Some people have reported issues caused by the game not reading the texturesmodelsscripts zipped into the map, as such the download has been updated with the loose files to install yourself. (PiratePre-DLC copies in particular)Update 2:
Addressed the known bugs, and altered the geometry to avoid cubes getting stuck in awkward places.
Also added a video walkthrough.FAQ:
-Why the odd name?
Named after the script that rotates it.-Why the gnomes?
...-Where can I get the script?
Rename the .bsp file to whatever.zip and open it with winrar.
You'll find a copy of bubble.nut in the vscriptsscripts folder.-Where can I get the source?
PM me, or decompile the map.Bugs:
Unfortunately, there are a few bugs introduced by rotating the map,
which you probably won't see.. but here's a heads up:
-Nauzea - Look at the ground and get over it.
-Disorientation - Again, get over it.
-Lag - As above.
-Phantom geometry... Just restart the map.
-Occasionally getting stuck in corners - Jump a little.
-Moving panels resetting themselves - Should be accounted for. (let me know if it's not)
-Re-spawned cubes becoming confused - They are sentient you know.And probably a good few for which I am responsible..
And in closing...
The map's none too polished, but I hope you get some fun out of it. =)File Name: bubblenut_44.rar
File Size: 1.13?MiB
BubbleNut ZeroEdit:
Thought I'd list some other fun concepts I'd like to see that could be accomplished with rotation..-A ball in a maze that you lead to the end with portals and by rotating the map.
-Two halves (or more parts) which rotate independantly to allow and disallow access.
-A button which rotates the map, but doesn't rotate. Eg. make your way to the button several times.
-A map which rotates back and forth to finish the same puzzles.
-A completely spherical map.
-World portals to simulate areas with regularaltered gravity.
-Coop version. (currently doesn't work).
-Moar paint and lasers and faith plates.
Description
Bubblenut Zero rotates, letting you walk on the walls and ceiling as you complete it.
It's essentially a proof-of-concept, and I hope that others will re-use the script for their own maps. It's also my first map and attempt at .nut scripts so any tipspointers are always welcome.
Update 1:
Some people have reported issues caused by the game not reading the texturesmodelsscripts zipped into the map, as such the download has been updated with the loose files to install yourself. (PiratePre-DLC copies in particular)
Update 2:
Addressed the known bugs, and altered the geometry to avoid cubes getting stuck in awkward places.
Also added a video walkthrough.
FAQ:
-Why the odd name?
Named after the script that rotates it.
-Why the gnomes?
...
-Where can I get the script?
Rename the .bsp file to whatever.zip and open it with winrar.
You'll find a copy of bubble.nut in the vscriptsscripts folder.
-Where can I get the source?
PM me, or decompile the map.
Bugs:
Unfortunately, there are a few bugs introduced by rotating the map,
which you probably won't see.. but here's a heads up:
-Nauzea - Look at the ground and get over it.
-Disorientation - Again, get over it.
-Lag - As above.
-Phantom geometry... Just restart the map.
-Occasionally getting stuck in corners - Jump a little.
-Moving panels resetting themselves - Should be accounted for. (let me know if it's not)
-Re-spawned cubes becoming confused - They are sentient you know.
And probably a good few for which I am responsible..
And in closing...
The map's none too polished, but I hope you get some fun out of it. =)
File Name: bubblenut_44.rar
File Size: 1.13?MiB
BubbleNut Zero
Edit:
Thought I'd list some other fun concepts I'd like to see that could be accomplished with rotation..
-A ball in a maze that you lead to the end with portals and by rotating the map.
-Two halves (or more parts) which rotate independantly to allow and disallow access.
-A button which rotates the map, but doesn't rotate. Eg. make your way to the button several times.
-A map which rotates back and forth to finish the same puzzles.
-A completely spherical map.
-World portals to simulate areas with regularaltered gravity.
-Coop version. (currently doesn't work).
-Moar paint and lasers and faith plates.
Quote from Yorgn on November 30, 2011, 6:54 amThis map does weird things. When you interrupt the laser, depending on how many times in a row you interrupt it the panels do different things. When you push the only button I was able to reach you are teleported, but there is no flash or special noise so I am not sure this is intended. The funnel gets out on some of the portable surfaces but not others. The test chamber sign seems to turn off at some point...
I don't know if any of these things are intended or bugs, but as they seem very random without any discernible logic I opted for the latter and gave up. I never actually managed to rotate the map (I am guessing perhaps this is what the 'teleport' button was for).
This map does weird things. When you interrupt the laser, depending on how many times in a row you interrupt it the panels do different things. When you push the only button I was able to reach you are teleported, but there is no flash or special noise so I am not sure this is intended. The funnel gets out on some of the portable surfaces but not others. The test chamber sign seems to turn off at some point...
I don't know if any of these things are intended or bugs, but as they seem very random without any discernible logic I opted for the latter and gave up. I never actually managed to rotate the map (I am guessing perhaps this is what the 'teleport' button was for).
Quote from benvent on November 30, 2011, 8:26 amThis is not working for me either. I put the companion cube in the cube holder below the moving panel and pressed the button same result as Yorgn. No map rotation at all.Has anyone actually got the map to rotate besides the poster.
Edit: Ok redownloaded and put files in the right places. Was able to complete but was very disorientating when you have the map crooked. Up,down,left,right seemed off. Also when rotating the map the cubes can get stuck in weird places.
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After completing, I read your solution. The gnomes didn't explode for me with the laser. I had to trigger the light bridge first and walk over and drop the cube on them through the hole.
Overall, I didn't like the "little/seriously squint" effects. 3/5
This is not working for me either. I put the companion cube in the cube holder below the moving panel and pressed the button same result as Yorgn. No map rotation at all.Has anyone actually got the map to rotate besides the poster.
Edit: Ok redownloaded and put files in the right places. Was able to complete but was very disorientating when you have the map crooked. Up,down,left,right seemed off. Also when rotating the map the cubes can get stuck in weird places.
After completing, I read your solution. The gnomes didn't explode for me with the laser. I had to trigger the light bridge first and walk over and drop the cube on them through the hole.
Overall, I didn't like the "little/seriously squint" effects. 3/5
Quote from sicklebrick on November 30, 2011, 2:02 pmEdit:
Sorry guys, looks like some copies of the game flat out refuse to load the texturesmodelsscripts embedded in the map. I've updated the game to reflect this.
So far it's only been a problem on a pre-dlc1 copy, and an ancient pirated copy, but that's taken care of.
By way of an appology, I've hammered out a quick tutorial in the first post.
Cheers!
Edit:
Sorry guys, looks like some copies of the game flat out refuse to load the texturesmodelsscripts embedded in the map. I've updated the game to reflect this.
So far it's only been a problem on a pre-dlc1 copy, and an ancient pirated copy, but that's taken care of.
By way of an appology, I've hammered out a quick tutorial in the first post.
Cheers!
Quote from Yorgn on November 30, 2011, 5:16 pmOK the map seems to work now, although I am not entirely sure I reached its 'official' end. Is it when you [spoiler]press the 4th button and explode with the 6 remaining gnomes[/spoiler], and it says 'le fin' (EDIT: yes I see from your walkthorugh this is the end) ? I was left unsure because you die and then it automatically load a save, instead of going back to the menu. Also, I was expecting to have to [spoiler]kill the other dwarves like I did the others[/spoiler], so I thought maybe I haven't done it correctly. It is also a bit anticlimatic to [spoiler]have all remaining ones in one spot, you expect to have to chase them one by one[/spoiler], I think it would make it more exciting for the player - making some easy and some hard to get, so every time you get one you feel a sense of achievement and progress.
Other feedback:
- The idea of a rotating room is not strickly new, although it has not yet been applied to Portal 2 there was a famous custom map in the first portal that used that concept (can't remember the name). Maybe you do know of it because it did have some of the ideas you mention, e.g. a box or ball in a tube and you have to rotate the chamber to finish it. If not it could help having a look at it for inspiration (and to come up with ideas not yet used). One thing that is different here thouhgh, and that I did like, is that the rotation here is not 'perfect', you end up on slanted floors which gives a nice sense of vertigo/unbalance.
- I think the concept of a rotating room is a great one, howver it could be better exploited. What you want in theory is the player looking at things and figuring out 'oh yes, I could do this, if only the room was turned that way', but I did not get very much that sense, apart from the obvious press plates hanging up or sideways.
- When you rotate the map for the third time, the cube on the funnel activator remain in place 'hanging' in the air. I think this is a bug because if you reload it falls, and when you catch it you can't put it back in place.
- I am not one to be fussy about aesthetics, if you have a good puzzle that's the main thing, however the room does feel like a big box with bits sticking out randomly. A few patterns on the walls and blending these bits into the main walls would go a long way. I did like your logo though.
- EDIT: forgot to mention, after the third or four rotation, the light bridge became a line!
- Conclusion: as it stands I give it 3/5, but has potential to become so much more.
PS: In french 'the end' is 'la fin', though maybe this was intentionally distorted for fun!
OK the map seems to work now, although I am not entirely sure I reached its 'official' end. Is it when you
Other feedback:
- The idea of a rotating room is not strickly new, although it has not yet been applied to Portal 2 there was a famous custom map in the first portal that used that concept (can't remember the name). Maybe you do know of it because it did have some of the ideas you mention, e.g. a box or ball in a tube and you have to rotate the chamber to finish it. If not it could help having a look at it for inspiration (and to come up with ideas not yet used). One thing that is different here thouhgh, and that I did like, is that the rotation here is not 'perfect', you end up on slanted floors which gives a nice sense of vertigo/unbalance.
- I think the concept of a rotating room is a great one, howver it could be better exploited. What you want in theory is the player looking at things and figuring out 'oh yes, I could do this, if only the room was turned that way', but I did not get very much that sense, apart from the obvious press plates hanging up or sideways.
- When you rotate the map for the third time, the cube on the funnel activator remain in place 'hanging' in the air. I think this is a bug because if you reload it falls, and when you catch it you can't put it back in place.
- I am not one to be fussy about aesthetics, if you have a good puzzle that's the main thing, however the room does feel like a big box with bits sticking out randomly. A few patterns on the walls and blending these bits into the main walls would go a long way. I did like your logo though.
- EDIT: forgot to mention, after the third or four rotation, the light bridge became a line!
- Conclusion: as it stands I give it 3/5, but has potential to become so much more.
PS: In french 'the end' is 'la fin', though maybe this was intentionally distorted for fun!
Quote from sicklebrick on November 30, 2011, 5:45 pmHoot, cheers Yorgn, nice long response =)
You're right about the end... it's meant to be a little frustrating and anticlimactic!
I.e. [spoiler]You hit the switch and blow up[/spoiler]Love some of your ideas though, like roating the map when you *need* to instead of when the game decides it's time. Could be a little tricky to ensure that stuff doesn't get stuck, but deffinitely a fun idea!
The idea of taking out gnomes one by one is pretty cool tool I have another map where you do that with bouncing cubes, dropping them, lasers, etc.. but it's never been finished.I think the map you're referring to is Try Anything Twice for Portal 1?
I'm told that was achieved by making two copies of the map (as opposed to actually flipping it)... I really should reinstall Portal 1 at some point!I've noticed the little bug with the cube stuck on the platform too... and honestly, it's kinda puzzling, 'cause the script is supposed to 'bump' stuff off. I think the game gently encourages stuff to stay just to make placement a little easier, so there's an extra trigger to try and make the funnel stick. Maybe at that point it's worth just fizzling the cubes altogether, oh.. and turning the light bridge off! :
Other than that.. yeah.. the map is a little rough around the edges. It was just built to show that it was possible more than anything, so it doesn't make much sense ^_^. Maybe after <Holiday Name Here> there will be time to put something a little more polished together.
Thanks again!
p.s. "Le Fin" just sounds better!
Hoot, cheers Yorgn, nice long response =)
You're right about the end... it's meant to be a little frustrating and anticlimactic!
I.e.
Love some of your ideas though, like roating the map when you *need* to instead of when the game decides it's time. Could be a little tricky to ensure that stuff doesn't get stuck, but deffinitely a fun idea!
The idea of taking out gnomes one by one is pretty cool tool I have another map where you do that with bouncing cubes, dropping them, lasers, etc.. but it's never been finished.
I think the map you're referring to is Try Anything Twice for Portal 1?
I'm told that was achieved by making two copies of the map (as opposed to actually flipping it)... I really should reinstall Portal 1 at some point!
I've noticed the little bug with the cube stuck on the platform too... and honestly, it's kinda puzzling, 'cause the script is supposed to 'bump' stuff off. I think the game gently encourages stuff to stay just to make placement a little easier, so there's an extra trigger to try and make the funnel stick. Maybe at that point it's worth just fizzling the cubes altogether, oh.. and turning the light bridge off! :
Other than that.. yeah.. the map is a little rough around the edges. It was just built to show that it was possible more than anything, so it doesn't make much sense ^_^. Maybe after <Holiday Name Here> there will be time to put something a little more polished together.
Thanks again!
p.s. "Le Fin" just sounds better!
Quote from Yorgn on December 1, 2011, 7:48 pmsicklebrick wrote:Hoot, cheers Yorgn, nice long response =)I have no social life
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Quote:I think the map you're referring to is Try Anything Twice for Portal 1?
I'm told that was achieved by making two copies of the map (as opposed to actually flipping it)... I really should reinstall Portal 1 at some point!Actually no, it is a much older one, however I can't remember the name it has been too long. It was only one room, you could rotate it with a button, only you had to be outside the room when you rotated it, and I think it had 3 or 4 positions. I am sure someone who is still playing portal 1 would remember the name.
I have no social life
I'm told that was achieved by making two copies of the map (as opposed to actually flipping it)... I really should reinstall Portal 1 at some point!
Actually no, it is a much older one, however I can't remember the name it has been too long. It was only one room, you could rotate it with a button, only you had to be outside the room when you rotated it, and I think it had 3 or 4 positions. I am sure someone who is still playing portal 1 would remember the name.
Quote from sicklebrick on December 1, 2011, 11:30 pmAwesome, ty. I'll keep a look out for it
Awesome, ty. I'll keep a look out for it ![]()
Quote from Moth on December 2, 2011, 4:46 amsicklebrick wrote:some other fun concepts I'd like to see-A ball in a maze that you lead to the end with portals and by rotating the map.
-Two halves (or more parts) which rotate independantly to allow and disallow access.
-A button which rotates the map, but doesn't rotate. Eg. make your way to the button several times.
-A map which rotates back and forth to finish the same puzzles.
-A completely spherical map.PREY has all these. It was released in 2006, and I used to map for it before the community died
You really should check it out for the nausea-inducing effects.
-A ball in a maze that you lead to the end with portals and by rotating the map.
-Two halves (or more parts) which rotate independantly to allow and disallow access.
-A button which rotates the map, but doesn't rotate. Eg. make your way to the button several times.
-A map which rotates back and forth to finish the same puzzles.
-A completely spherical map.
PREY has all these. It was released in 2006, and I used to map for it before the community died ![]()
You really should check it out for the nausea-inducing effects.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from Yorgn on December 2, 2011, 6:21 amActually I just checked it out on youtube and the map I was thinking about is 'Ren test 2'. But the one Moth mention should be worth checking out too.
http://www.youtube.com/watch?v=T0XwjoxK ... re=related
You can actually see the room rotates from your observation point.
Actually I just checked it out on youtube and the map I was thinking about is 'Ren test 2'. But the one Moth mention should be worth checking out too.
http://www.youtube.com/watch?v=T0XwjoxK ... re=related
You can actually see the room rotates from your observation point.
