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[SP] Dilapidation: Part 2

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Continue your journey through the ruins of Aperture Laboratories

Click here to download Dilapidation: Part 2

I liked it. How to get the Redirection Cube out of the first area got me for a while but then I felt like a genius. Good work!
Sadly it became easier and easier with every room. That's a shame, but this doesn't make the puzzles bad. It just was easy.

I also noticed some mapping mistakes, like the water in the main room which has some weird nodraw-reflections on it. And you can put the ball on the cubebutton.
Mapping itself was OK, didn't noticed any flaws besides the two.

3.5 / 5 :thumbup:

Oh, and something weird happend
*physics breaker*

Sprowl wrote:
I liked it. How to get the Redirection Cube out of the first area got me for a while but then I felt like a genius. Good work!
Sadly it became easier and easier with every room. That's a shame, but this doesn't make the puzzles bad. It just was easy.

I also noticed some mapping mistakes, like the water in the main room which has some weird nodraw-reflections on it. And you can put the ball on the cubebutton.
Mapping itself was OK, didn't noticed any flaws besides the two.

3.5 / 5 :thumbup:

Oh, and something weird happend
*physics breaker*

Thanks for the feedback, strange i dont get nodraw textures in the water in mine :( Ugh forgot the cube button defaults to "accept balls" :p

Amazing! I also noticed some mapping mistakes, but I liked the puzzles and also the detailing :thumbup: Good work! 5/5 from me to cheer you up!

I've recorded a video and you'll see some things that you need to solve, but all of them are easy to fix, so don't you worry :wink:

Sprowl wrote:
like the water in the main room which has some weird nodraw-reflections on it

Lol... Sprowl, what settings have you got on "Shader Details"? maybe MEDIUM? set them to HIGH or VERY-HIGH... or even LOW should look better! Seriously. I've noticed that when some ppl play my map (just check the first video solution by Sicklebrick)

Things to amend:

1. In the beginning, in the second room I enter in the first corridor, the one where you are not supposed to get across, you can do "portal bumping" on the ceiling (it's in the video); just change some white tiles for non-portalable ones near the window frame.

2. Sometmes after you get out from a portal near the fizzler of the room where the laser emitter are, your portals are removed as if you would have touched the fizzler... check that because it's weird... not realistic.

3. Cube_buttons have a property (included really recently) that can avoid that the balls can activatae them, never tried it though... but I guess it works, check and use it. If it doesn't work, just tell me and I'll let you know a good workaround :thumbup:

4. There's something wrong with the settings of (at least) the first laser field in chamber with dot 2. Check the video, sometimes the ball is on the sphere_button but the laser isn't disabled. Are you using logic_relays that handles the laserfield's on/off status... If you don't, you should. Again, just ask if you don't know what I'm talking about. Also, I think you give too much time to the props for doing their animations...

Hmmmm.... I can't remember many more right now... but the video shows all the things I've found.

Playthrough:

YMWDooBQg60

(Give it 25 minutes or so...)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Really excellent map, great visual environment. I didn't notice the fine mapping details already pointed out and everything seemed to work fine for me.

Spoiler
I ran into a problem when I didn't place the laser cube directly on the bullseye mark - this resulted in a misaim when trying to activate the exit - couldn't move the portal on the surface to move the laser over a bit - it would have required returning to the first laser to repoint - I noclipped...if there was a square cube acceptor there would have been no issue for dumbness...
. Great map and love the decayed style, thanks for creating. Look forward to more...5/5

josepezdj wrote:
Amazing! I also noticed some mapping mistakes, but I liked the puzzles and also the detailing :thumbup: Good work! 5/5 from me to cheer you up!

Things to amend:

1. In the beginning, in the second room I enter in the first corridor, the one where you are not supposed to get across, you can do "portal bumping" on the ceiling (it's in the video); just change some white tiles for non-portalable ones near the window frame.

2. Sometmes after you get out from a portal near the fizzler of the room where the laser emitter are, your portals are removed as if you would have touched the fizzler... check that because it's weird... not realistic.

3. Cube_buttons have a property (included really recently) that can avoid that the balls can activatae them, never tried it though... but I guess it works, check and use it. If it doesn't work, just tell me and I'll let you know a good workaround :thumbup:

4. There's something wrong with the settings of (at least) the first laser field in chamber with dot 2. Check the video, sometimes the ball is on the sphere_button but the laser isn't disabled. Are you using logic_relays that handles the laserfield's on/off status... If you don't, you should. Again, just ask if you don't know what I'm talking about. Also, I think you give too much time to the props for doing their animations...

Hmmmm.... I can't remember many more right now... but the video shows all the things I've found.

K think ive fixed everything, darn portal bumping xD No idea why the portal fizzler kept triggering its not inside the wall or anything, just made that wall unportalable. Yea the cube buttons have the "accepts balls" keyvalue :p Not that it made a difference to the puzzle though but changed anyway. Very impressed at your ninja skills of making that edgeless safety cube sit perfectly still xD
Thanks for the feedback and thanks a lot for the video :thumbup: I just wish it wasnt such a showcase of mistakes :lol:

quatrus wrote:
Really excellent map, great visual environment. I didn't notice the fine mapping details already pointed out and everything seemed to work fine for me.
Spoiler
I ran into a problem when I didn't place the laser cube directly on the bullseye mark - this resulted in a misaim when trying to activate the exit - couldn't move the portal on the surface to move the laser over a bit - it would have required returning to the first laser to repoint - I noclipped...if there was a square cube acceptor there would have been no issue for dumbness...
. Great map and love the decayed style, thanks for creating. Look forward to more...5/5

Thanks, hmm I cant really add a random button i figured cause you have to use the laser to turn the first emancipation grill off that it would have to have been angled properly from the start.

Did anyone find the secret area?

josepezdj wrote:
Lol... Sprowl, what settings have you got on "Shader Details"? maybe MEDIUM? set them to HIGH or VERY-HIGH... or even LOW should look better! Seriously. I've noticed that when some ppl play my map (just check the first video solution by Sicklebrick)

I have everything maxed except VSync. And I never had a problem with any visual effects caused by me :-? .

Updated again just a few small details and swapped some things to logic_relays, also thanks to josepezdj for helping me get my cubemaps working :thumbup:

I like the concept of your map, but it still has a few expoits that need to be fixed. Here is my playthrough:
** Video Deleted **

RogerL wrote:
I like the concept of your map, but it still has a few expoits that need to be fixed.

Good find thanks, fixed what you showed in the video.

So out of interest has anyone found the turret room?

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