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[SP] Convergent Breakout

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I'm stuck on the second chamber. I cannot

Spoiler
see the stairs
.

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@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...

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

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.

@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! :thumbup:

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

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.

@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.

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

Nice map, I loved the clever use of back tracking in the first and second puzzles.

GreyHound 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.

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

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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