[SP] Convergent Breakout
Quote from Lostprophetpunk on July 25, 2011, 2:01 pmI'm stuck on the second chamber. I cannot [spoiler]see the stairs[/spoiler].
I'm stuck on the second chamber. I cannot
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Quote from FourthReaper on July 26, 2011, 6:15 am@Cnone: Thanks, it's been a while since the last post on this forum, nice to get such a positive reaction
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@Lostprophetpunk: Do you mean the walkways? Yeah, you're not the first to have this issue. I can't seem to fix it. I'm really sorry though...
@Cnone: Thanks, it's been a while since the last post on this forum, nice to get such a positive reaction
@Lostprophetpunk: Do you mean the walkways? Yeah, you're not the first to have this issue. I can't seem to fix it. I'm really sorry though...
Quote from Djinndrache on July 26, 2011, 11:50 pmI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:zus1uBHbSeE
(Link: http://www.youtube.com/watch?v=zus1uBHbSeE)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
zus1uBHbSeE
(Link: http://www.youtube.com/watch?v=zus1uBHbSeE)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from FourthReaper on July 27, 2011, 7:13 am@Djinndrache: Thanks for showing me this video. Reminds me of some of it's design flaws and error's, but cool to see people still playing the map. Uploading you first playthroughs is a great idea!
@Djinndrache: Thanks for showing me this video. Reminds me of some of it's design flaws and error's, but cool to see people still playing the map. Uploading you first playthroughs is a great idea! ![]()
Quote from GreyHound on July 28, 2011, 12:44 pmI had a quick look at the vmf file and i'm pretty sure the reason for the invisible stairs is the setting for minimum required GPU. It's set to medium, where such things should definately be default.
Edit:
Also check out a lot of doors and items at and after the stairs, i noclipped there and had horrible effects. I think a few walls etc. have the same issue inside the 2nd building.
I had a quick look at the vmf file and i'm pretty sure the reason for the invisible stairs is the setting for minimum required GPU. It's set to medium, where such things should definately be default.
Edit:
Also check out a lot of doors and items at and after the stairs, i noclipped there and had horrible effects. I think a few walls etc. have the same issue inside the 2nd building.
Quote from FourthReaper on July 28, 2011, 6:07 pm@GreyHound: Thanks for the intell. I'll definitely check that out in the morning (GMT +1). Your suggestion seems right to me, must have missed that. As for the noclipping, I'm pretty sure you mean the second room inside the house, and if that's the case, I think you might have missed an areaportal....
EDIT: Err, I had no luck finding any prop_static with "Minimum GPU" set to anything else than default. What staircase do you mean, exactly? I first thought you meant the walkways.
@GreyHound: Thanks for the intell. I'll definitely check that out in the morning (GMT +1). Your suggestion seems right to me, must have missed that. As for the noclipping, I'm pretty sure you mean the second room inside the house, and if that's the case, I think you might have missed an areaportal....
EDIT: Err, I had no luck finding any prop_static with "Minimum GPU" set to anything else than default. What staircase do you mean, exactly? I first thought you meant the walkways.
Quote from GreyHound on July 29, 2011, 9:51 amFourthReaper wrote:@GreyHound: Thanks for the intell. I'll definitely check that out in the morning (GMT +1). Your suggestion seems right to me, must have missed that. As for the noclipping, I'm pretty sure you mean the second room inside the house, and if that's the case, I think you might have missed an areaportal....EDIT: Err, I had no luck finding any prop_static with "Minimum GPU" set to anything else than default. What staircase do you mean, exactly? I first thought you meant the walkways.
I didn't check all but i tried the 2 first stair/walkpath parts you are supposed to take. (the ones directly next to the pipe) and both were set to medium in the vmf you supplied with the release. (mayb that somehow changed over time so you can't find it?)
http://www.weown.de/files/portal_2/conv_breakout_hammer.jpg
About the noclipping, don't get me wrong. I used the console command to solve the 2nd part of the puzzle, i did not noclip because of an map error. But yeah i might have missed a necessary trigger/similar_item to have that fixed.
Edit: If you don't have a "bad-enought" pc to check that out you could send me a new compiled bsp so i can see if the problem still occurs.
Edit 2: Just to be sure, i redownloaded the map, loaded the vmf and ensured that i didn't make a misstake, i didn't, the hanging_platform thingies all have that property set to medium.
EDIT: Err, I had no luck finding any prop_static with "Minimum GPU" set to anything else than default. What staircase do you mean, exactly? I first thought you meant the walkways.
I didn't check all but i tried the 2 first stair/walkpath parts you are supposed to take. (the ones directly next to the pipe) and both were set to medium in the vmf you supplied with the release. (mayb that somehow changed over time so you can't find it?)
http://www.weown.de/files/portal_2/conv_breakout_hammer.jpg
About the noclipping, don't get me wrong. I used the console command to solve the 2nd part of the puzzle, i did not noclip because of an map error. But yeah i might have missed a necessary trigger/similar_item to have that fixed.
Edit: If you don't have a "bad-enought" pc to check that out you could send me a new compiled bsp so i can see if the problem still occurs.
Edit 2: Just to be sure, i redownloaded the map, loaded the vmf and ensured that i didn't make a misstake, i didn't, the hanging_platform thingies all have that property set to medium.
Quote from Red_Flamingo on July 29, 2011, 5:39 pmNice map, I loved the clever use of back tracking in the first and second puzzles.
Nice map, I loved the clever use of back tracking in the first and second puzzles.
Quote from FourthReaper on July 30, 2011, 7:19 amGreyHound wrote:If you don't have a "bad-enought" pc to check that out you could send me a new compiled bsp so i can see if the problem still occurs.Sure thing, here you go. Made a .zip-file with the .bsp and .vmf. I can only see default GPU on the vmf, though it's possible I've already changed the data after V1.1 and just never uploaded it.
Sure thing, here you go. Made a .zip-file with the .bsp and .vmf. I can only see default GPU on the vmf, though it's possible I've already changed the data after V1.1 and just never uploaded it.
Quote from KennKong on December 12, 2011, 7:21 pmWhile most of this thread are about visual bugs in this map, I didn't encounter any obvious ones. Maps with conversion gel usually lead to ridiculous exploits, and rooms with infinite supplies of all three are often a joke. Somehow, this map avoided those problems. It ends up looking better than it plays, but it has interesting if straightforward puzzles. This gets 4/5 on artistic effort, if not results.
While most of this thread are about visual bugs in this map, I didn't encounter any obvious ones. Maps with conversion gel usually lead to ridiculous exploits, and rooms with infinite supplies of all three are often a joke. Somehow, this map avoided those problems. It ends up looking better than it plays, but it has interesting if straightforward puzzles. This gets 4/5 on artistic effort, if not results.
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