[SP] Destruction
Quote from vertigoelectric on June 4, 2011, 11:43 pmMisterpixel wrote:Also have a look into throwing the cube.. but I'm not sure if I can stop that.There are ways to avoid it. One way would be to make that entire chamber longer, forcing the player to be too far away to throw it. I realize this would be a lot of work.
Another way would be to have lowered panels not much higher than the player's head that would hang down from the ceiling around the cube receptacle. They could allow enough room for a tractor beam to get by but would be too low to allow for an effective arc needed to throw the cube from the side.
There are ways to avoid it. One way would be to make that entire chamber longer, forcing the player to be too far away to throw it. I realize this would be a lot of work.
Another way would be to have lowered panels not much higher than the player's head that would hang down from the ceiling around the cube receptacle. They could allow enough room for a tractor beam to get by but would be too low to allow for an effective arc needed to throw the cube from the side.
Quote from Kiavik on June 5, 2011, 6:20 amMisterpixel wrote:Kiavik wrote:The map doesn't work properly for me. Lot's of missing textures it seems. A lot of the map appears in wireframe. Fix it! Can't wait to play itIt's been fixed as of about 20 minutes ago; turns out I had accidentally used a texture from another custom map that had found its way into the texture library. That's why it worked for some people because they had the other map downloaded.
I redownloaded and it still gives me the same problem
Are you sure you uploaded the correct version?
It's been fixed as of about 20 minutes ago; turns out I had accidentally used a texture from another custom map that had found its way into the texture library. That's why it worked for some people because they had the other map downloaded.
I redownloaded and it still gives me the same problem ![]()
Are you sure you uploaded the correct version?
Quote from xdiesp on June 5, 2011, 7:11 amnovalord2 wrote:Is there a way to solve this without throwing the cube?Yes, use the cube on the plate otherwise you actually risk getting stuck.
Yes, use the cube on the plate otherwise you actually risk getting stuck.
Quote from Misterpixel on June 5, 2011, 8:03 pmKiavik wrote:I redownloaded and it still gives me the same problem
Are you sure you uploaded the correct version?Now try, I uploaded again with a more extensive fix for throwing the cube (should now be impossible in all circumstances) and checked and double checked that the texture was the new one. I think I forgot to rezip the file last time and uploaded the older version again.
xdiesp wrote:novalord2 wrote:Is there a way to solve this without throwing the cube?Yes, use the cube on the plate otherwise you actually risk getting stuck.
It isn't possible to get stuck so that you have to reload the level; you can just drop though the emancipation grids on either level to get back to the bottom and then get another cube to essentially reset the level. But you can get stuck so that you have to reset the level, if that's what you mean
.
Are you sure you uploaded the correct version?
Now try, I uploaded again with a more extensive fix for throwing the cube (should now be impossible in all circumstances) and checked and double checked that the texture was the new one. I think I forgot to rezip the file last time and uploaded the older version again.
Yes, use the cube on the plate otherwise you actually risk getting stuck.
It isn't possible to get stuck so that you have to reload the level; you can just drop though the emancipation grids on either level to get back to the bottom and then get another cube to essentially reset the level. But you can get stuck so that you have to reset the level, if that's what you mean
.
Quote from Cnone on June 16, 2011, 11:09 pmVery good map. I just played, not an easy one (which makes it better). I love the cinematics and effects.
Feedback:
[spoiler]* You should use less laser (that kills us instantly) if possible. It looks messy.
* There are some gfx bugs near the funnel resource.
* And i've got 2 cubes drop (which is not supposed to be imo). I pushed the button too often for some cases and i think that's why i get 2 instead of 1. Here is a screenshot for it:
[spoiler][/spoiler]
And so that i didn't even use 'laser cube' at the top room in order to finish map.[/spoiler]
Very good map. I just played, not an easy one (which makes it better). I love the cinematics and effects.
Feedback:
* There are some gfx bugs near the funnel resource.
* And i've got 2 cubes drop (which is not supposed to be imo). I pushed the button too often for some cases and i think that's why i get 2 instead of 1. Here is a screenshot for it:
[spoiler]

And so that i didn't even use 'laser cube' at the top room in order to finish map.[/spoiler]
Quote from Djinndrache on June 29, 2011, 11:42 amI'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:EGoMW2DWvpI
(Link: http://www.youtube.com/watch?v=EGoMW2DWvpI)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:
EGoMW2DWvpI
(Link: http://www.youtube.com/watch?v=EGoMW2DWvpI)
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 Alf666 on August 28, 2011, 2:35 pmNice room. But may I suggest an added level of complexity ? [spoiler]At first, I stupidly did not see that I just had to make two portals to activate the "exit laser". So I thought I had to get the two cubes up there and stack them up to activate the laser. It's doable by doing a second run on the center cube receptable but with the laser cube. That way, you can bring up the big cube and use the button to get a new instance of the laser cube when you're up in the exit room (with the big cube of course). Then, if the lasers where lower and there were no "portalable surfaces", stacking the two cubes one on top of the other would activate the laser and open the door. What do you think about it ?[/spoiler]
Nice room. But may I suggest an added level of complexity ?
