[SP] Gamma Test 1a (Non contest version)
Quote from Naulziator on August 18, 2012, 11:10 pmAfter the rush died down with the deadline, I took a gentle pace patching up a crap load of issues I missed in the Contest version. There are still some issues to worry about, including a ninja approach to skipping half the level. On the other hand, some of the textures have been updated, especially many of the signs and buttons.
Updated! Final swath of major bugs fixed. Chamber 1 has improved texturing. Custom textures have been updated as well.
After the rush died down with the deadline, I took a gentle pace patching up a crap load of issues I missed in the Contest version. There are still some issues to worry about, including a ninja approach to skipping half the level. On the other hand, some of the textures have been updated, especially many of the signs and buttons.
Updated! Final swath of major bugs fixed. Chamber 1 has improved texturing. Custom textures have been updated as well.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from Shakky on August 19, 2012, 7:13 amI didn't play the contest version yet but I decided to give this one a whirl. I'm right now completely stuck. Would you mind clearing what opens the door down below the normal cube dropper? There is no indicator showing what to do.
I didn't play the contest version yet but I decided to give this one a whirl. I'm right now completely stuck. Would you mind clearing what opens the door down below the normal cube dropper? There is no indicator showing what to do.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from RogerL on August 20, 2012, 1:45 pmThis is certainly a much cleaner version of your contest map. I actually managed to finish it without getting too frustrated. But there are still some issues: at least one faith plate makes no sound when it launches; there is no ticking sound for the buttons that are on timers and no indication that the button is timed; there still seem to be some unintentionally portable surfaces, but it's hard to tell since it's difficult to know what is portable and what is not, and that's a problem. I admire you for the work you put into the textures and models, and the puzzle now comes together without it seeming that all happens as if by magic, but it's still more disorienting than it needs to be.
This is certainly a much cleaner version of your contest map. I actually managed to finish it without getting too frustrated. But there are still some issues: at least one faith plate makes no sound when it launches; there is no ticking sound for the buttons that are on timers and no indication that the button is timed; there still seem to be some unintentionally portable surfaces, but it's hard to tell since it's difficult to know what is portable and what is not, and that's a problem. I admire you for the work you put into the textures and models, and the puzzle now comes together without it seeming that all happens as if by magic, but it's still more disorienting than it needs to be.
Quote from Naulziator on August 24, 2012, 10:58 amFor some reason, I can't get half the sounds working properly. This includes the timer sounds, which I have tried desperately to fix for days without any result. I think it's the way these sounds are 'glued' to specific models and actions in Portal 2 that prevent them from being used with HL2 style buttons.
Also, there might be too moving parts (OVERFLOW warning) in this map for several of the minor instances to work properly. I noticed a few toggle textures don't work properly, despite the outputs being checked several times over. My next map should have a bit less moving parts to deal with, though...
For some reason, I can't get half the sounds working properly. This includes the timer sounds, which I have tried desperately to fix for days without any result. I think it's the way these sounds are 'glued' to specific models and actions in Portal 2 that prevent them from being used with HL2 style buttons.
Also, there might be too moving parts (OVERFLOW warning) in this map for several of the minor instances to work properly. I noticed a few toggle textures don't work properly, despite the outputs being checked several times over. My next map should have a bit less moving parts to deal with, though...
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from quatrus on September 26, 2012, 2:32 pmgot into the second open chamber with the excursion funnel - managed to get up into the "strange" area with the comp cube - then totally lost and got frustrated with the disorientation....No timers and lack of activation sounds. Also very hard to figure out what is a portalable surface and what is not... thanks for putting a lot of work into this map...
got into the second open chamber with the excursion funnel - managed to get up into the "strange" area with the comp cube - then totally lost and got frustrated with the disorientation....No timers and lack of activation sounds. Also very hard to figure out what is a portalable surface and what is not... thanks for putting a lot of work into this map...