[SP] Enrichment :: Test three
Quote from Lpfreaky90 on June 20, 2011, 5:35 pm@ilikapples; it seems like a glitch to me =(
what you did there should be the right solution.If you try the map again: do you still get the same error?
And did you try to grab a new reflector cube? That is possible when you're at that certain point in the level.@quatrus; GlaD you liked the map!
The guidance I put into version 2.0 of the map is about everything I could think of; if any of you knows something else: let me know!~Lp
@ilikapples; it seems like a glitch to me =(
what you did there should be the right solution.
If you try the map again: do you still get the same error?
And did you try to grab a new reflector cube? That is possible when you're at that certain point in the level.
@quatrus; GlaD you liked the map!
The guidance I put into version 2.0 of the map is about everything I could think of; if any of you knows something else: let me know! ![]()
~Lp
Quote from xdiesp on June 20, 2011, 10:27 pmMedium sized map whose virtue is operosity: there's lots to do, but often insufficient. Clean style still lacks polish (check doors and cubemaps) and especially the gel area which looks like a bad mix-match.
But most notably from halfway on, gratuitous start popping up: they have no purpose (for any puzzle), so I guess they should be there for kicks, but they are also pretty glitchy as you can see walls with no depth and they can lock lock you in should you backtrack after opening the last laser room. Imo, drop them and concentrate on straight presentation.
Medium sized map whose virtue is operosity: there's lots to do, but often insufficient. Clean style still lacks polish (check doors and cubemaps) and especially the gel area which looks like a bad mix-match.
But most notably from halfway on, gratuitous start popping up: they have no purpose (for any puzzle), so I guess they should be there for kicks, but they are also pretty glitchy as you can see walls with no depth and they can lock lock you in should you backtrack after opening the last laser room. Imo, drop them and concentrate on straight presentation.
Quote from ilikeapples on June 21, 2011, 2:34 amok, so here's a couple of things i tried :
1) I grabbed a new reflector cube. Cube still sinks in
2) I got rid of my saves and re-loaded the map. Cube still sinks in
3) I deleted both my saves and the map file , re-downloaded the map from here. Cube still sinks in:s
I can stand on the surface fine, i find it's only the reflector cube that sinks in.
ok, so here's a couple of things i tried :
1) I grabbed a new reflector cube. Cube still sinks in
2) I got rid of my saves and re-loaded the map. Cube still sinks in
3) I deleted both my saves and the map file , re-downloaded the map from here. Cube still sinks in
:s
I can stand on the surface fine, i find it's only the reflector cube that sinks in.
Quote from Lpfreaky90 on June 21, 2011, 5:29 am@xdiesp; I don't completely get what you're saying. with; "halfway on, gratuitous start popping up: they have no purpose (for any puzzle), so I guess they should be there for kicks, but they are also pretty glitchy as you can see walls with no depth and they can lock lock you in should you backtrack after opening the last laser room.'
After reading your comments I think you have an outdated version, the most recent version of the map (even the 2.0 version) should have no walls with no depth, no area's where you could get stuck... If so, I'd like to know where so I can fix it
I agree that the doors should get better. And some more textures won't hurt either. (doors are fixed in 2.1)
@Ilikeapples; strange :O I will look into it, see if I can fix this. (version 2.1 should have this issue fixed)
@xdiesp; I don't completely get what you're saying. with; "halfway on, gratuitous start popping up: they have no purpose (for any puzzle), so I guess they should be there for kicks, but they are also pretty glitchy as you can see walls with no depth and they can lock lock you in should you backtrack after opening the last laser room.'
After reading your comments I think you have an outdated version, the most recent version of the map (even the 2.0 version) should have no walls with no depth, no area's where you could get stuck... If so, I'd like to know where so I can fix it
I agree that the doors should get better. And some more textures won't hurt either. (doors are fixed in 2.1)
@Ilikeapples; strange :O I will look into it, see if I can fix this. (version 2.1 should have this issue fixed)
Quote from xdiesp on June 21, 2011, 9:47 amI had tested the first version, now here's for the updated one:
- remarks about doors and glitches still valid:
[spoiler]http://i212.photobucket.com/albums/cc123/xdiesp/portal22011-06-2114-58-31-35.jpg
http://i212.photobucket.com/albums/cc12 ... -13-93.jpg[/spoiler]- those "gratuitous worldportals" were 1) the connection between the laser in the first room and the final room where you use it again and 2) the one which is now in context with the paradox sign. I guess it's intended now, but the laser one is still as gratuitous
- possibly elevator doors (and cubemaps?)
[spoiler]http://i212.photobucket.com/albums/cc123/xdiesp/portal22011-06-2114-59-10-13.jpg
http://i212.photobucket.com/albums/cc12 ... -13-87.jpg[/spoiler]- a new bug: I see a no draw surface in this place, and I'm stuck once I fall down here. Another no escape scenario is when you fail to come back from the lightbridge, but I guess you want it that way. The other stuck situation happened in V1 in the gel room, now it's fixed.
[spoiler]http://i212.photobucket.com/albums/cc123/xdiesp/portal22011-06-2115-01-26-15.jpg
http://i212.photobucket.com/albums/cc12 ... -06-25.jpg
http://i212.photobucket.com/albums/cc12 ... -06-62.jpg[/spoiler]
I had tested the first version, now here's for the updated one:
- remarks about doors and glitches still valid:
- those "gratuitous worldportals" were 1) the connection between the laser in the first room and the final room where you use it again and 2) the one which is now in context with the paradox sign. I guess it's intended now, but the laser one is still as gratuitous
- possibly elevator doors (and cubemaps?)
- a new bug: I see a no draw surface in this place, and I'm stuck once I fall down here. Another no escape scenario is when you fail to come back from the lightbridge, but I guess you want it that way. The other stuck situation happened in V1 in the gel room, now it's fixed.
Quote from Lpfreaky90 on June 21, 2011, 1:01 pm@xdiesp:
thanks for the detailed information!
I looked at all your images and for some reason I don't see most of them in my game:
The door from picture one should be fixed in version 2.1, version 2.2 sure has all better doors.
The piece of picture two that sticks out is a panel, it is fixed in version 2.2I agree with you that the laser still needs to be a bit lower, i fixed this in version 2.2
The elevator should be fixed in version 2.2.
The light at the start elevator is just a very bad placed light, I moved it in version 2.2That nodraw structure shouldn't be like that since update 2.1, checked it again, no clue why you saw it.
The area where you're stuck is indeed a place where you could get stuck, this is intended, same with the lightbridge and the funnel ride at the end of the level.
if you spot any more issues: let me know!
(ps: I'm talking about version 2.2: it's currently complying, should be online in 10 minutes
)
@xdiesp:
thanks for the detailed information!
I looked at all your images and for some reason I don't see most of them in my game:
The door from picture one should be fixed in version 2.1, version 2.2 sure has all better doors.
The piece of picture two that sticks out is a panel, it is fixed in version 2.2
I agree with you that the laser still needs to be a bit lower, i fixed this in version 2.2
The elevator should be fixed in version 2.2.
The light at the start elevator is just a very bad placed light, I moved it in version 2.2
That nodraw structure shouldn't be like that since update 2.1, checked it again, no clue why you saw it.
The area where you're stuck is indeed a place where you could get stuck, this is intended, same with the lightbridge and the funnel ride at the end of the level.
if you spot any more issues: let me know! ![]()
(ps: I'm talking about version 2.2: it's currently complying, should be online in 10 minutes
)
Quote from Enigmaphase on June 21, 2011, 5:47 pmNice update! Now I see that you were 'supposed' to use the blue gel twice all along. When I played it last time (a few versions ago), I jumped off the cube instead of using blue gel to get to the orange funnel in the top room, but now there's a wall there.
I'm not sure if you tried to fix the issue with being able to bring the reflector cube back into the first room (on the first visit to the afp room), but I can still range grab the cube off the aerial faith plate button, which unfortunately eliminates a good half of the puzzle.
I did feel like that big room with the white gel button was sort of unnecessary; it could have just been a little alcove in the wall. Granted, I had fun exploring it and bouncing myself up those walls, but I didn't see any purpose that the room had other than that. If that's how it's meant to be though, that's perfectly fine.
Perhaps you could make the last afp a little weaker so it bounces you through the doorway instead of smacking you into the wall right above it... I only say that cause I enjoy skiing into the final elevator at high velocities though.
All in all I think the update was great, it's really looking like a polished map now. Good work!
Nice update! Now I see that you were 'supposed' to use the blue gel twice all along. When I played it last time (a few versions ago), I jumped off the cube instead of using blue gel to get to the orange funnel in the top room, but now there's a wall there.
I'm not sure if you tried to fix the issue with being able to bring the reflector cube back into the first room (on the first visit to the afp room), but I can still range grab the cube off the aerial faith plate button, which unfortunately eliminates a good half of the puzzle.
I did feel like that big room with the white gel button was sort of unnecessary; it could have just been a little alcove in the wall. Granted, I had fun exploring it and bouncing myself up those walls, but I didn't see any purpose that the room had other than that. If that's how it's meant to be though, that's perfectly fine.
Perhaps you could make the last afp a little weaker so it bounces you through the doorway instead of smacking you into the wall right above it... I only say that cause I enjoy skiing into the final elevator at high velocities though. ![]()
All in all I think the update was great, it's really looking like a polished map now. Good work!
Quote from Lpfreaky90 on June 21, 2011, 7:11 pmThanks for the reply, I still don't really get how you can rangegrab the cube =(.
The second room is only intended to have a nice puzzle and provide test elements for the last part
The last afp has been edited in version 2.3 so you will fly straight into the elevator
Thanks for the reply, I still don't really get how you can rangegrab the cube =(.
The second room is only intended to have a nice puzzle and provide test elements for the last part ![]()
The last afp has been edited in version 2.3 so you will fly straight into the elevator ![]()
Quote from Enigmaphase on June 22, 2011, 4:54 pmI wish I had some good video capture software, but I don't, so here's a couple screenshots. They are from version 2.2, but the faith plate room is the same in version 2.3.
Basically, look down as you back away from the cube, which holds it both on the button and in your hands. Notice how my gun is sparking, which means I still have a hold of the cube as I walk backwards away from it.
[spoiler]
[/spoiler]
Then just back up into the faith plate and as you hit it, look up and pivot around to "snap" the cube back to you (the pivoting is so it doesn't get caught on the wall).[spoiler]
[/spoiler]
As you can see, I made it to the button with the reflector cube, which means I don't need to go and retrieve the regular cube at all. I hope this helps explain the range grabbing concept I'm talking about!Edit: I just played through version 2.3; I like what you did with the white gel room! Now it really feels like an integral part of the puzzle. I think your test chamber has come together very nicely. I also confirmed that the cube range grab still works in version 2.3 >.<
I wish I had some good video capture software, but I don't, so here's a couple screenshots. They are from version 2.2, but the faith plate room is the same in version 2.3.
Basically, look down as you back away from the cube, which holds it both on the button and in your hands. Notice how my gun is sparking, which means I still have a hold of the cube as I walk backwards away from it.

Then just back up into the faith plate and as you hit it, look up and pivot around to "snap" the cube back to you (the pivoting is so it doesn't get caught on the wall).

As you can see, I made it to the button with the reflector cube, which means I don't need to go and retrieve the regular cube at all. I hope this helps explain the range grabbing concept I'm talking about!
Edit: I just played through version 2.3; I like what you did with the white gel room! Now it really feels like an integral part of the puzzle. I think your test chamber has come together very nicely. I also confirmed that the cube range grab still works in version 2.3 >.<
Quote from Lpfreaky90 on June 22, 2011, 7:56 pmI updated the map once more, it's now version 2.4. Hopefully this version finally fixed the issue with the rangegrabbing. It also removed two other alternate solutions in puzzle two
If anyone spots some other issues, please let me know
~Lp
I updated the map once more, it's now version 2.4. Hopefully this version finally fixed the issue with the rangegrabbing. It also removed two other alternate solutions in puzzle two ![]()
If anyone spots some other issues, please let me know ![]()
~Lp

