[SP] Lp's Flingtro
Quote from soad667 on March 20, 2012, 4:59 pmBenVlodgi wrote:soad667 wrote:Cool little map, didn't expect anything less from you. Btw, judging from its name, it's part of the Back Stock mod, right? Just asking, so i won't keep it in my backup folder of awesome P2 custom maps.That is correct sir, this will be in back-stock, I hope you play!
Don't worry, i will for sure!
That is correct sir, this will be in back-stock, I hope you play!
Don't worry, i will for sure!
Quote from Lpfreaky90 on March 20, 2012, 10:25 pmsicklebrick wrote:Heh, discussion on the other thread reminded me about this...Not exactly a game breaker, since that's where the cube's going anyway, but it might be worth noting how high it's possible to toss for future deathfizzlers
well it does count as an unintended solution. There are a few other issues I'd like to fix too so you'll be seeing a new update hopefully soon!
Not exactly a game breaker, since that's where the cube's going anyway, but it might be worth noting how high it's possible to toss for future deathfizzlers
well it does count as an unintended solution. There are a few other issues I'd like to fix too so you'll be seeing a new update hopefully soon!
Quote from KennKong on March 27, 2012, 9:29 pm4/5. As a practice level, this does nicely. But as a teaching level, not so much. If you haven't already thought of slideways portaling, this doesn't exactly guide you there.
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache
. He never solves things the intended way anyhow!
4/5. As a practice level, this does nicely. But as a teaching level, not so much. If you haven't already thought of slideways portaling, this doesn't exactly guide you there.
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.
BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache . He never solves things the intended way anyhow!
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Quote from Lpfreaky90 on March 27, 2012, 9:59 pmKennKong wrote:4/5. As a practice level, this does nicely. But as a teaching level, not so much. If you haven't already thought of slideways portaling, this doesn't exactly guide you there.
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache
. He never solves things the intended way anyhow!
It should involve quite a lot of custom scripting... but I think it should be possible to block certain steam usernames from playing certain maps
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On the teaching level thing: you might be right; though I haven't found anyone who has only completed p2 and hasn't used this technique, so I cannot test it
I suggest starting the training with an entry room where you jump from a ledge into and out of portals in the floor, and slide sideways to get over a wall. Using the two elements in sequence might turn the lightbulb on that you can use the two elements together to build momentum. You might even push the player a little farther that way by having a second fling just like the first, only with portal surface on the ledge and a wall too high to get over on the first fling.
BTW, since you're using custom textures for your fizzlers, maybe you could create the polka dot texture for a fizzler that let's everything pass except Djinndrache . He never solves things the intended way anyhow!
It should involve quite a lot of custom scripting... but I think it should be possible to block certain steam usernames from playing certain maps
On the teaching level thing: you might be right; though I haven't found anyone who has only completed p2 and hasn't used this technique, so I cannot test it