[SP] Hotel Aperture
Quote from Shane on August 23, 2012, 10:59 amIt was a carpet texture, but I see what you meant, it is a bit grasslike
And I couldn't quite see how you got the conversion gel on the back wall from that video? Otherwise the solution used in the second room was pretty interesting so I don't think i'll redesign that
It was a carpet texture, but I see what you meant, it is a bit grasslike
And I couldn't quite see how you got the conversion gel on the back wall from that video? Otherwise the solution used in the second room was pretty interesting so I don't think i'll redesign that
Quote from sicklebrick on August 23, 2012, 11:12 amHeh, woops assumed it was the same sorta stuff you get at minigolf courses!
I got the conversion gel going sideways by placing the floor portal side-on to the paint and having the paint enter at a shallow angle
Heh, woops assumed it was the same sorta stuff you get at minigolf courses!
I got the conversion gel going sideways by placing the floor portal side-on to the paint and having the paint enter at a shallow angle ![]()
Quote from Shane on August 23, 2012, 11:20 amHeh didn't even know that was possible. I'm learning a lot about engine mechanics from the various solutions people are coming up with here, all great things to note for making new maps so thanks for that
Also, to the staff... Trying to update this to the latest version and the download DB is refusing to do it
Edit: Never mind, went through this time :/
Heh didn't even know that was possible. I'm learning a lot about engine mechanics from the various solutions people are coming up with here, all great things to note for making new maps so thanks for that
Also, to the staff... Trying to update this to the latest version and the download DB is refusing to do it
Edit: Never mind, went through this time :/
Quote from sicklebrick on August 23, 2012, 11:25 amHeh, white paint breaks everything
Heh, white paint breaks everything ![]()
Quote from portal2tenacious on August 23, 2012, 5:11 pmI think it was pretty good for a first hammer map. The puzzles were ok, but there were lots of beginner mistakes. If you fizzle the radio, music still plays by the hotel room thing. Faith plate doesn't play the animation. You had conversion gel (Which Sicklebrick naturally took advantage of). The textures(but my first map had crappy textures too)
Overall it was a good map and I hope to see some improvements with your next map
I think it was pretty good for a first hammer map. The puzzles were ok, but there were lots of beginner mistakes. If you fizzle the radio, music still plays by the hotel room thing. Faith plate doesn't play the animation. You had conversion gel (Which Sicklebrick naturally took advantage of). The textures(but my first map had crappy textures too)
Overall it was a good map and I hope to see some improvements with your next map ![]()
Quote from Shane on August 23, 2012, 8:44 pmYeah the tutorial I used to teach myself faith plates didn't include the animation for some reason, but I'll teach myself quickly enough.
As for the radio still playing music after destruction, how would I go about fixing that?
Yeah the tutorial I used to teach myself faith plates didn't include the animation for some reason, but I'll teach myself quickly enough.
As for the radio still playing music after destruction, how would I go about fixing that?
Quote from quatrus on August 26, 2012, 5:11 pmNeeds a bit of work, but yeah white paint is usually a map breaker. Painting the ramp was a bit tedious and then the jump to the exit was very touchy. It required hands off jump from the ramp in my case, otherwise it fell short off the blue gel...not sure what was happening. In the first chamber I had a black wall glitch that covered half the portal (portal high near cube acceptor and then below on wall). I'll look at the posted solutions. Still nice start mapping, thanks for creating.
Needs a bit of work, but yeah white paint is usually a map breaker. Painting the ramp was a bit tedious and then the jump to the exit was very touchy. It required hands off jump from the ramp in my case, otherwise it fell short off the blue gel...not sure what was happening. In the first chamber I had a black wall glitch that covered half the portal (portal high near cube acceptor and then below on wall). I'll look at the posted solutions. Still nice start mapping, thanks for creating.
Quote from portal2tenacious on August 28, 2012, 10:22 pmPut a trigger everywhere a radio can die and add a filter to trigger the music to stop when touched.
Put a trigger everywhere a radio can die and add a filter to trigger the music to stop when touched.
Quote from zivi7 on September 2, 2012, 12:11 pmAnother way to use the white gel for an exploit and doing the first chamber without blue gel:
Another way to use the white gel for an exploit and doing the first chamber without blue gel:
Quote from Shane on September 2, 2012, 2:29 pmI'm not sure why you had trouble getting the jump right, it's just a matter of judging the run up properly. During my playtesting I usually ran right from the back wall. As for the radio that should have been fixed in the latest version of the map.
And finally, given that the white gel exploit is actually more complicated than my intended solution I don't think i'll bother designing it out, I actually like players having some laitude for solving maps in their own way, although i'll make a note of it for future mapping projects.
quatrus wrote:Needs a bit of work, but yeah white paint is usually a map breaker. Painting the ramp was a bit tedious and then the jump to the exit was very touchy. It required hands off jump from the ramp in my case, otherwise it fell short off the blue gel...not sure what was happening. In the first chamber I had a black wall glitch that covered half the portal (portal high near cube acceptor and then below on wall). I'll look at the posted solutions. Still nice start mapping, thanks for creating.Would you mind screenshotting that? I'd like to fix it if possible, thanks
Once again, everyone's feedback has been helpful, cheers!
I'm not sure why you had trouble getting the jump right, it's just a matter of judging the run up properly. During my playtesting I usually ran right from the back wall. As for the radio that should have been fixed in the latest version of the map.
And finally, given that the white gel exploit is actually more complicated than my intended solution I don't think i'll bother designing it out, I actually like players having some laitude for solving maps in their own way, although i'll make a note of it for future mapping projects.
Would you mind screenshotting that? I'd like to fix it if possible, thanks
Once again, everyone's feedback has been helpful, cheers!
