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[SP] Cube Stacking

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Excellent idea and well executed. :thumbup:

I don't know why, but this custom map lags quite a bit...
Made a video of it :)

!WARNING! Spoilers !WARNING!
SmDIy45NleE

meh301 wrote:
I don't know why, but this custom map lags quite a bit...
Made a video of it :)

!WARNING! Spoilers !WARNING!
SmDIy45NleE

well, first of all, that is a old version of the map. this looks like v1.8

:I

because 2.2 doesn't have that wall you used to direct the laser over to that window to shoot those turrets. but I'll see if there is still lag and or optimize it even more than it is now.

thanks for the nice video though :thumbup:

pepto_pillz wrote:
well, first of all, that is a old version of the map. this looks like v1.8

:I

because 2.2 doesn't have that wall you used to direct the laser over to that window to shoot those turrets. but I'll see if there is still lag and or optimize it even more than it is now.

thanks for the nice video though :thumbup:

Damn! You update too quickly :p

meh301 wrote:
pepto_pillz wrote:
well, first of all, that is a old version of the map. this looks like v1.8

:I

because 2.2 doesn't have that wall you used to direct the laser over to that window to shoot those turrets. but I'll see if there is still lag and or optimize it even more than it is now.

thanks for the nice video though :thumbup:

Damn! You update too quickly :p

sorry, xD
I like to map, and get it as perfect as I can :blah:

Edit: Btw, I updated again. added a performance increase that should help the lag in most cases. :)

pepto_pillz wrote:
Ok, so what you mean by leaky is the cubes fall out of the funnel or just fall out the map?

Sorry, I missed that! Forum could use a quote warning. :p I meant that by bruteforcing it in that immediate way, the rest was cheap easy.

the hills are alive... with the sound of music
xdiesp wrote:
pepto_pillz wrote:
Ok, so what you mean by leaky is the cubes fall out of the funnel or just fall out the map?

Sorry, I missed that! Forum could use a quote warning. :p I meant that by bruteforcing it in that immediate way, the rest was cheap easy.

It should be fixed by now in the newest version.

I beat this map the first time, and I got a lot of slowdown. I got through the first two rooms the right way, but I used an exploit on the third. I rolled one of the cubes to point up and used another cube to shoot the turrents through the glass. Like so:

Exploit

Spoiler

cubestacking_exploit.jpg


And I believe iqminustwo said he used the same cube rolling trick to hit the last beam catcher.

Maybe make the glass wall solid, but with windows? I dunno.

I played a second time with the updated map. I'm glad I did. I used a laptop to play, but I didn't get any slowdown. Granted, it is pretty powerful for a laptop. Also, I completed the third chamber "the right way" this time. It was much more satisfying.

EDIT: I should add that, with a bit of skill, it's also rather easy to take out the turrets in the second chamber without using the excursion funnel at all.

bjs0 wrote:
I beat this map the first time, and I got a lot of slowdown. I got through the first two rooms the right way, but I used an exploit on the third. I rolled one of the cubes to point up and used another cube to shoot the turrents through the glass. Like so:

Exploit

Spoiler

cubestacking_exploit.jpg


And I believe iqminustwo said he used the same cube rolling trick to hit the last beam catcher.

Maybe make the glass wall solid, but with windows? I dunno.

I played a second time with the updated map. I'm glad I did. I used a laptop to play, but I didn't get any slowdown. Granted, it is pretty powerful for a laptop. Also, I completed the third chamber "the right way" this time. It was much more satisfying.

EDIT: I should add that, with a bit of skill, it's also rather easy to take out the turrets in the second chamber without using the excursion funnel at all.

not quite sure how to fix the last chambers exploit, without that window, the laser cant go through the window to get to the cube to use to start the funnel and you wouldn't know the turrets are over there unless they could be in shooting sight. Also I don't know why a few people are getting lag, when the maps are optimized with hint and skip, and area portals in between each chamber that only open when the door is open and close when the doors are closed. I also walked around my map with the stress statues in the bottom right corner of my screen and It seems to be stable no matter what I do. :blah:

You should check out showbudget to see what area of your map is eating up frames.

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