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[SP] Convergent Breakout

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First part is good. Second part is too easy (but could be OK as a transition between the first and third). Third part is confusing, it's not clear what to do,

Spoiler
I just sprayed white gel on the floor by throwing it in the air and removing the portal from under it, moving it nearer and nearer to the door, then replaced it with blue gel to jump on the platform where the door is. I never used the orange gel

I YouTubed the solution that I used, just for reference purposes, so you can see how I used the gels (Don't change the design IMO, I like maps that you can solve in your own way, with multiple solutions)

Spoiler
I edited out some of the sequence of the cube bouncing around the room

http://www.youtube.com/watch?v=auwImlqV0sY

Spoiler
I found it easier to just make portals so the water is close to the button, grab the cube and just take it into the water. I also had the whole square covered with blue gel. Great with a map which has many possible solutions.

I appreciated the no-frisks, functional nature of the map until the invisible structures started messing with it (that lone skeleturret is flying). That's really too bad, as external locations seemed adequate as well (if rigid).

Any chance of a fix?

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

http://imageshack.us/photo/my-images/68 ... 95137.png/

Turret looks normal for me

Okay, since more (at least two) people have encountered problems with seeing the walkways as something else than invisible walls, I'll see if I can fix this when I get home. It may have something to do with not disabling Vertex Lighting or something, although I know fairly little about that.

To players experiencing this problem, sorry for the inconvenience.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

I noticed something odd also.

Here's how it's supposed to look:
http://cloud.steampowered.com/ugc/559784493884055027/4387A5302B9CFD6DBCB59CD0616BA89B778E9E41/

and here's how it looks if I take one step to the left:
http://cloud.steampowered.com/ugc/559784493884056418/E7FDD6B111928BDB9B3A184B5B74F3A0A0F6F903/

Notice that not only do the walkways look different, but the cylindrical gel tube on the left looks different too, it turns blue. It doesn't matter how far away I am from the window; it's like there's an invisible line I cross that changes the lighting. I'm not a mapper, but I think it would be an easy thing to fix.

To the people that can't see the catwalk models, have you tried walkways in other custom maps? Maybe you have some visual game options different. As I don't have the problems with this myself, I don't know an easy fix.
Any mappers out there that could help out?

@Adair: This is a strange bug indeed, I see in in the map as well, I assume that means everyone does. Though I made this map from another map I made, wich doesn't have the problem. This is strange, since this part is identical. Ah well, it could be map size. It isn't excactly optimized, as I ran out of time. (Man's gotta' sleep)

I will continue to look into this, mostly because I still want to upload the complete, less deformed, series of conversion gel tests I'm working on.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

Get me another map with catwalks and I'll gladly try out your theory. I share your theory since there are so few people that have this issue.

@ZeepaAan: I've drafted up a quick map featuring three catwalks, same model the turret rests on. The left is copied from my map. The middle one is new. The right is too but has vertex lighting and self-shadowing disabled. I kinda' hope you can't see any of these models, since that would mean the problem is not with the map. Probably. Or I just made thesame mistake again....

ImageImageImageImageImageImage
Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
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