[SP] Infinifling V2.5
Quote from MrTwoVideoCards on May 30, 2011, 9:11 amInfinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.
File Name: sp_geardev_infiniflingV2.5.7z
File Size: 6.62?MiB
[SP] Infinifling V2.5
Infinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.
File Name: sp_geardev_infiniflingV2.5.7z
File Size: 6.62?MiB
[SP] Infinifling V2.5
Quote from MrTwoVideoCards on May 30, 2011, 9:51 amThe bsp? If so: The map is pretty big. Though it's still smaller in size than your average Valve Portal 2 map.
The bsp? If so: The map is pretty big. Though it's still smaller in size than your average Valve Portal 2 map.
Quote from rlink0 on May 30, 2011, 9:56 amGood job, but not very challenging... Not very long, either. Still, the flying through the air bit was fun.
Good job, but not very challenging... Not very long, either. Still, the flying through the air bit was fun.
Quote from xdiesp on May 30, 2011, 5:21 pmMark my words: whenever I play a default B&W boxy level, I picture in my head that it should look like this one. Jesus Christ, marvelous.
Puzzle wise, just honest.
Bug: the elevator lights are see through.
Mark my words: whenever I play a default B&W boxy level, I picture in my head that it should look like this one. Jesus Christ, marvelous. Puzzle wise, just honest.
Bug: the elevator lights are see through.
Quote from MrTwoVideoCards on May 30, 2011, 11:07 pmxdiesp wrote:Mark my words: whenever I play a default B&W boxy level, I picture in my head that it should look like this one. Jesus Christ, marvelous.Puzzle wise, just honest.
Bug: the elevator lights are see through.
I noticed some sorting issues with the video panels, and the alpha on the glass on the elevator model. Theres nothing I can do about that though.

Bug: the elevator lights are see through.
I noticed some sorting issues with the video panels, and the alpha on the glass on the elevator model. Theres nothing I can do about that though.
Quote from Will T. on May 31, 2011, 12:16 amShort but sweet. It definitely captures the atmosphere of the Wheatley chambers; the only things missing are the GLaDOS potato on the gun and Wheatley babbling at you the whole time.
(Was the GLaDOS potato there? I guess I wasn't paying attention to that...)
Nice job. Wish it was a little longer, but it works just fine the way it is.
It certainly feels like a part of a sequence of chambers - that's something I like in a custom map personally; that feeling that there's more before and after this that you aren't quite seeing for yourself.
One other thing: I got some slight lag on this one. Not at all sure what that was about. Nothing major, but enough of an FPS drop that I noticed.
Short but sweet. It definitely captures the atmosphere of the Wheatley chambers; the only things missing are the GLaDOS potato on the gun and Wheatley babbling at you the whole time. (Was the GLaDOS potato there? I guess I wasn't paying attention to that...)
Nice job. Wish it was a little longer, but it works just fine the way it is. It certainly feels like a part of a sequence of chambers - that's something I like in a custom map personally; that feeling that there's more before and after this that you aren't quite seeing for yourself.
One other thing: I got some slight lag on this one. Not at all sure what that was about. Nothing major, but enough of an FPS drop that I noticed.
Quote from MrTwoVideoCards on May 31, 2011, 12:34 amAwesome, thanks for the feedback. I know theres a few things going over I missed I could of optimized, I'll go ahead and update soon for some better perf.
Awesome, thanks for the feedback. I know theres a few things going over I missed I could of optimized, I'll go ahead and update soon for some better perf.
Quote from MrTwoVideoCards on May 31, 2011, 11:59 amHeavily updated thew map just now, bro9ugh it up to V2.0.
What's new:
*Changed the flow of the chamber immensely
*I waited to receive feed back on Glados or wheatley, people wanted Wheatley. Wheatley you shall have.
*Improved performance, and then lowered performance, and then improved performance.
*Added music to the main chamber!
Heavily updated thew map just now, bro9ugh it up to V2.0.
What's new:
*Changed the flow of the chamber immensely
*I waited to receive feed back on Glados or wheatley, people wanted Wheatley. Wheatley you shall have.
*Improved performance, and then lowered performance, and then improved performance.
*Added music to the main chamber!