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[SP] Momentum

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update Momentum v_5

Fixed issues:
- The gel doesn't leak through the floor/ceiling (Thanks Mr. P. Kiwi!)
- Removed that "hover in mid-air behaviour" from both lasers in room 1 (Thanks pedmacedo!)
- Cube can't be retrieved after increasing the counter anymore (Thanks Seizure22!)
- Corrected the 'type mismatch' for the fizzler in room 2 (Thanks pfalstad!)

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update Momentum v_4

Will add a detailed list of fixes later on...
(Should fix all issues mentioned in the thread.)
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[SP] Momentum v_3

First of all I'd like to thank all of you who have contributed to the WIP thread and to Demonz312 for his ramp instance (which you can find here: panel Stairs+instances).
Very special thanks to NuclearDuckie and josepezdj who have not only playtested this map but also made many suggestions to solve several issues and had great ideas for improving some puzzle elements.
As a first map this was quite ambitious and I should have started with a smaller one. However, despite the fact that it took way too long, it was fun making it and learning Hammer.

As I've written in the WIP thread especially the first puzzle element is about angle, timing and of course 'Momentum'.
It also has two new custom elements. An anti-player and an anti-cube laser field. The first denies the player but allows the cube whereas the second one works the other way around.
At first I used env_lasers to make those laser fields but then found a better, less expensive way using func_brushes with 'abused' textures.
Hope you like it...
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Screenshots: http://steamcommunity.com/profiles/7656 ... reenshots/
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Please do not rename the bsp-file, else you would have to rebuild the cubemaps properly which would cause an increase in file size, thank you!
I made this with the first custom maps I downloaded and wondered at some ugly reflections ;)
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Known issues:
- One of the brush entities is ceiling and floor at the same time with a gel dropper above. The gel can be seen (leaking) through it (any ideas???).
- The cube in the first test chamber might get stuck under a panel. I was only able to solve this problem rather clumsily but it should work.
- Due to the random nature of func_physboxes in motion, you might get stuck when moving among them and rigid elements. This only happened once to me, yet I thought I should mention it.
- There're also parts in this map which require to crouch and move through small openings; I can assure you that I adhered to the minimum measures for height and width, however josepez told me of some problems which might occur due to a corrupt dll-file. In that case you should check that first.
- I liked a custom env_laser element I made much better with end sparks but they were visible through other func_details and walls (again, any ideas?).

File Name: sp_momentum_v5.rar
File Size: 9.05 MiB
Click here to download [SP] Momentum

awesome :cake:
i did not find any bugs

Excellent map. I did get stuck in the moving panels in the second room (The ones in front of the turrets below the gel dropper) Other than that i didn't have any other problems. :thumbup:

"I am not a Marshmallow"
Quote:
- One of the brush entities is ceiling and floor at the same time with a gel dropper above. The gel can be seen (leaking) through it (any ideas???).

Make the floor/ceiling brush thicker, 32 units should do the trick.

Quote:
- The cube in the first test chamber might get stuck under a panel. I was only able to solve this problem rather clumsily but it should work.

Place a func_brush with the tools/toolsinvisible texture under that panel, you can activate/deactivate the brush when necessary.

Quote:
- I liked a custom env_laser element I made much better with end sparks but they were visible through other func_details and walls (again, any ideas?).

Again try placing an invisible brush (not a func_ anything) there, maybe texture it with nodraw.

I'm going to try the map shortly, I'll tell you what I think when I'm done.

ImageImageImage
Instance: Co-Op Tube Ride

@donutninja

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awesome i did not find any bugs

Glad you liked it donutninja, at least the first comment this time isn't:"Make it less broken!" ;)

@benvent

Quote:
Excellent map. I did get stuck in the moving panels in the second room (The ones in front of the turrets below the gel dropper) Other than that i didn't have any other problems.

Thank you, I will add a switchable func_brush (player_clip) in front. That should work...

@Mr. P. Kiwi

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Make the floor/ceiling brush thicker, 32 units should do the trick.

Sounds plausible, I tried different (differently textured) brushes beneath it to no avail. Will have to make the floor/ceiling thicker it seems...will give it a try.

Quote:
Place a func_brush with the tools/toolsinvisible texture under that panel, you can activate/deactivate the brush when necessary.

Have already done that, also using trigger_pushes but the time when the panel resets seems to be too short. Currently there is an invisible portal_cleanser underneath it which dissolves the cube if it gets stuck. As I've already written this happens once out of a hundred attempts or so.
I use the above mentioned method you suggested for the player_clips just before they raise.

Quote:
Again try placing an invisible brush (not a func_ anything) there, maybe texture it with nodraw.

I think you'll notice that in that case it won't work. I'll post a screenshot of what I mean. After the latest updates Portal crashes for me when using env_sprites with sparkles btw. Some other sprites like dust/smoke don't show up from time to time (???) No idea why.
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Edit: I forgot to add why I found it plausible, that's simply because I also noticed that you can't use any thickness for surfaces for proper portal placement, since too thin surfaces tend to show the backside of the brush. This of course only goes for brushes which aren't placed flush to adjacent walls.
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Another edit (leaking gel): Great! Making the brush 16 units thick solved the problem. Thank you Mr. P. Kiwi!!!

As promised here comes a screenshot. Unfortunately it's rather difficult to grab the right frame where more sparks show up. In real time while playing this looks really weird. Anyways this might give you an impression of what I mean:

env_laser_end_sparks.jpg

God i am so stuck on this map. I put a cube down the pit to get the laser reguidance cube, now i have 2 lasers, but i dont know what to do with them. 30 mins stuck and counting :D

Well, I almost solved your map o_O (except I have noooo idea how to throw the button down, at the end I just noclipped, and spawned a cube in the receptacle).

Very, very very nice map, great puzzles, great new elements! 5/5
(can someone please spoil me how to do the very first part?)

First chamber worked well, although a bit different from the beta versions.
Second chamber I got a piece of tile which fell against the wall at "1 dot", prevented inserting cubes. Took a while to figure out that wasn't supposed to happen and with the new "Load Last Save" I had to go to the save file to find an earlier autosave - entry again and the tile didn't fall against that "0" port. The "load last save" is not a help, but I guess it came with the new update of P2?
Stumped on how to exit the second chamber couldn't find a cube to start the funnel - gave up and had to noclip.
Working on getting the cube in the 3rd chamber.
Great map....

@Xello

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God i am so stuck on this map. I put a cube down the pit to get the laser reguidance cube, now i have 2 lasers, but i dont know what to do with them. 30 mins stuck and counting

You have to redirect the lasers in order to trigger the vertical and horizontal laser relays and the laser catcher. Starting with the vertical ones first. This obviously requires the cube to be tilted upwards.

@lpfreaky90

Quote:
Well, I almost solved your map o_O (except I have noooo idea how to throw the button down, at the end I just noclipped, and spawned a cube in the receptacle).
Very, very very nice map, great puzzles, great new elements! 5/5
(can someone please spoil me how to do the very first part?)

Glad you liked the map. Here comes the spoiler:

Spoiler
You will find a v-shaped indent around the panel closer to the buttons which trigger both panels. There you have to place the cube so, that its edge is pointing upwards. Then it's about angle and timing. You press the right button first which should toss the cube towards the second panel and then trigger the second one with a slight delay to fling it behind the glass onto the button. This means that you need both panels. I have to admit that even knowing how, it's a little bit tricky. I tried to facilitate the whole thing by adding some trigger_pushs and made a funnel shaped area with higher gravity.
I tried to tweak it until I succeeded roughly in two of five attempts.

@quatrus

Quote:
Second chamber I got a piece of tile which fell against the wall at "1 dot", prevented inserting cubes. Took a while to figure out that wasn't supposed to happen and with the new "Load Last Save" I had to go to the save file to find an earlier autosave - entry again and the tile didn't fall against that "0" port. The "load last save" is not a help, but I guess it came with the new update of P2?

That actually shouldn't have happened. I placed a multitude of trigger_pushs there which were supposed to "clean up" important parts around that area. Even the indicator lights should only be covered (if at all) only partially. Have to check if I have accidentally removed some of those.

Quote:
Stumped on how to exit the second chamber couldn't find a cube to start the funnel - gave up and had to noclip.

Spoiler
At that point there're quite a lot of cubes available in chamber 2.1 ;)

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