[SP] Fun With Funnels
Quote from Patches34 on January 28, 2012, 11:18 amLatooni wrote:Two things, though I'm excited to try this map.1) I'm not seeing a readme.txt in here, which is unfortunate. Are you sure you uploaded the right 1.1?
[s] 2) In the future when you release an archive of something that requires putting multiple things in folders, would you consider being careful about how you package it? It'd be best if all it took to install was just unzipping the file into the Portal 2/portal2/ directory, instead of having to either individually extract files, or move files around after unzipping. [/s]
EDIT:I'm an idiot who forgot how to use winrar, ignore me.
That said, fantastic idea and I can't wait.
EDIT: Played the map, it was great. There is huge potential for using these in co-op, so if you ever want to try making a co-op map, please work this mechanic in!
1) I can't believe I did that again.
2) I modified the version of the zip to have a better file layout that makes it easier to play the map.
As far as making coop maps I could agree more that this idea would be awesome, but the problem I have it testing. Having someone drop everything and help me test a map at any time is hard to find.
1) I'm not seeing a readme.txt in here, which is unfortunate. Are you sure you uploaded the right 1.1?
[s] 2) In the future when you release an archive of something that requires putting multiple things in folders, would you consider being careful about how you package it? It'd be best if all it took to install was just unzipping the file into the Portal 2/portal2/ directory, instead of having to either individually extract files, or move files around after unzipping. [/s]
EDIT:I'm an idiot who forgot how to use winrar, ignore me.
That said, fantastic idea and I can't wait.
EDIT: Played the map, it was great. There is huge potential for using these in co-op, so if you ever want to try making a co-op map, please work this mechanic in!
1) I can't believe I did that again.
2) I modified the version of the zip to have a better file layout that makes it easier to play the map.
As far as making coop maps I could agree more that this idea would be awesome, but the problem I have it testing. Having someone drop everything and help me test a map at any time is hard to find.
Quote from Bokkie on February 3, 2012, 10:22 amStill no readme file in the zip, not a problem for me but maybe for some players it will?
Very fun map to play, not hard at all but what a cool concept !
Still no readme file in the zip, not a problem for me but maybe for some players it will?
Very fun map to play, not hard at all but what a cool concept !
Quote from Ruien on February 3, 2012, 11:01 pmI don't quite understand how to get the second cube. I mean, I can obtain it, but how exactly does this work? Anyone familiar with the Portal 2 physics engine that can elaborate?
Specifically, the funnel is providing upward acceleration, and walking out of the funnel should provide a very slight force vector toward the box. So it would seem that you would not obtain any real momentum towards the box even though you have a large mostly-upward momentum while accelerating downward (immediately after exiting the funnel). So where does the horizontal momentum come from? Furthermore, the tractor beams have a centripetal force (that force that pulls you laterally toward the center of the beam)
Is the answer that the Portal 2 physics engine enacts an anticentripital force on objects exiting a funnel laterally, and that force is directly proportional to the linear force of the beam?
I don't quite understand how to get the second cube. I mean, I can obtain it, but how exactly does this work? Anyone familiar with the Portal 2 physics engine that can elaborate?
Specifically, the funnel is providing upward acceleration, and walking out of the funnel should provide a very slight force vector toward the box. So it would seem that you would not obtain any real momentum towards the box even though you have a large mostly-upward momentum while accelerating downward (immediately after exiting the funnel). So where does the horizontal momentum come from? Furthermore, the tractor beams have a centripetal force (that force that pulls you laterally toward the center of the beam)
Is the answer that the Portal 2 physics engine enacts an anticentripital force on objects exiting a funnel laterally, and that force is directly proportional to the linear force of the beam?
Quote from Djinndrache on February 4, 2012, 1:46 amSpeedy thing goes in, speedy thing comes out
You always have the funnel-speed right when you leave it. I often had to feel that when I was trying to do a decent "jump" out of a slow funnel but I just dropped down because the funnel was so slow and didn't give me much velocity.
But you are right about the vertical vector - it indeed feels a little weird. I guess that's just from walking forwards in mid-air while you leave the funnel. I'm not sure if this would be very lifelike.
Speedy thing goes in, speedy thing comes out ![]()
You always have the funnel-speed right when you leave it. I often had to feel that when I was trying to do a decent "jump" out of a slow funnel but I just dropped down because the funnel was so slow and didn't give me much velocity.
But you are right about the vertical vector - it indeed feels a little weird. I guess that's just from walking forwards in mid-air while you leave the funnel. I'm not sure if this would be very lifelike.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from KennKong on February 10, 2012, 9:23 pmInteresting use of this mechanic. My problem wasn't getting to the second cube, it was overshooting it by a mile. But just 3/5 from me because it is just the mechanic, and nothing more.
For those of you who haven't experimented with this, the sideways velocity at which you "pop out" of a funnel depends on the angle relative to the z-axis of the funnel. The minimum velocity occurs coming out of the top or bottom of the funnel. Medium velocity occurs coming out of the sides. Maximum velocity occurs when you come out the corners. All of the above only applies when free-floating. Against a surface, I can't find any difference. Also note that the z-axis of the funnel is determined by how the mapper places it, not it's position relative to gravity, plus the relative angle of any portals it passes through.
Note to the mapper: there are threads in the mapping help & discussion forum about how to use bspzip.exe when compiling your map to include custom content. It's a really good practice to do this, especially with game files you don't want overwritten, like sp_lightboard_icons.txt. Or pack them into a .vpk file, although that requires playing the map in a mod (see my signature for help with that).
Interesting use of this mechanic. My problem wasn't getting to the second cube, it was overshooting it by a mile. But just 3/5 from me because it is just the mechanic, and nothing more.
For those of you who haven't experimented with this, the sideways velocity at which you "pop out" of a funnel depends on the angle relative to the z-axis of the funnel. The minimum velocity occurs coming out of the top or bottom of the funnel. Medium velocity occurs coming out of the sides. Maximum velocity occurs when you come out the corners. All of the above only applies when free-floating. Against a surface, I can't find any difference. Also note that the z-axis of the funnel is determined by how the mapper places it, not it's position relative to gravity, plus the relative angle of any portals it passes through.
Note to the mapper: there are threads in the mapping help & discussion forum about how to use bspzip.exe when compiling your map to include custom content. It's a really good practice to do this, especially with game files you don't want overwritten, like sp_lightboard_icons.txt. Or pack them into a .vpk file, although that requires playing the map in a mod (see my signature for help with that).
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Nitrox Dragon on February 12, 2012, 3:56 pmSo I saw that you had to replace the transitions files but accidentally overwrote sp_lightboard_icons.txt. Will this be a problem since I didn't save a copy of the original file?
So I saw that you had to replace the transitions files but accidentally overwrote sp_lightboard_icons.txt. Will this be a problem since I didn't save a copy of the original file?
