[SP] Momentum
Quote from neco on October 15, 2011, 2:30 ampedmacedo wrote:Cool map, I found a bug though, if you make a tower of three laser cubes, making the top one redirect a laser, you can remove the cubes under it making it fly.
Btw, what happens when you rename the map? I like to name my maps "customX_"+mapName, but this time I didn't :You would have to rebuild the cubemaps. Else all reflections in that map would look weird. Showing a pink/black checkerboard on relfective surfaces or the default cubemap.
The filename is stored into the file itself while building cubemaps therefore you should rebuild the cubemaps after renaming the file via console:
1. mat_specular 0
2. buildcubemaps
3. mat_specular 1
4. mat_reloadallmaterials
5. mat_reloadalltextures
Keep in mind that the filesize will increase each time you do that!http://developer.valvesoftware.com/wiki/Cubemaps
I will try to remove that "hover in mid-air behaviour" from all lasers. Thanks for pointing that out!
Btw, what happens when you rename the map? I like to name my maps "customX_"+mapName, but this time I didn't :
You would have to rebuild the cubemaps. Else all reflections in that map would look weird. Showing a pink/black checkerboard on relfective surfaces or the default cubemap.
The filename is stored into the file itself while building cubemaps therefore you should rebuild the cubemaps after renaming the file via console:
1. mat_specular 0
2. buildcubemaps
3. mat_specular 1
4. mat_reloadallmaterials
5. mat_reloadalltextures
Keep in mind that the filesize will increase each time you do that!
http://developer.valvesoftware.com/wiki/Cubemaps
I will try to remove that "hover in mid-air behaviour" from all lasers. Thanks for pointing that out!
Quote from Djinndrache on October 15, 2011, 5:00 amneco wrote:You owe me another playthrough video of the latest versionThis map already had some updates? Can't you make it final before asking me to renew the video?

This map already had some updates? Can't you make it final before asking me to renew the video?
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from neco on October 15, 2011, 8:20 amDjinndrache wrote:This map already had some updates? Can't you make it final before asking me to renew the video?Actually this is it (sp_momentum_v4.bsp)! Of course I'd make minor tweaks and touch-ups but if you can still bypass whole puzzle elements or I'll spot major game play issues, I'll give up. I'll have to have a different approach and workflow next time. It's absolutely okay to have alternative solutions but not epic fails like forgetting whole map elements on my part.
PS: How did you know btw, that dissolved cube debris would trigger the floor cube button? Haven't you noticed the moving fizzler above it? However, this should not happen anymore, and you also shouldn't be able to reach the ceiling button without using the speed gel or leave the reflective cube puzzle room without having powered the laser catcher, no matter how many cubes you used to solve it.

Actually this is it (sp_momentum_v4.bsp)! Of course I'd make minor tweaks and touch-ups but if you can still bypass whole puzzle elements or I'll spot major game play issues, I'll give up. I'll have to have a different approach and workflow next time. It's absolutely okay to have alternative solutions but not epic fails like forgetting whole map elements on my part.
PS: How did you know btw, that dissolved cube debris would trigger the floor cube button? Haven't you noticed the moving fizzler above it? However, this should not happen anymore, and you also shouldn't be able to reach the ceiling button without using the speed gel or leave the reflective cube puzzle room without having powered the laser catcher, no matter how many cubes you used to solve it.
Quote from Saturn on October 16, 2011, 6:44 amPointing the laser up is perfectly valid direction but the way it's done is cumbersome and frustrating. The criticism isn't towards you but to the way it's handled in general.
I would have expected some modder to add in the functionality to flip cubes or have Valve address it, especially if the solution hinges upon it. The way it's done now has too big of a margin to become annoying and it's definitely inelegant. Also, because the flipping is done in roundabout way and the option of directing lasers up wasn't covered in the SP campaign or in custom mods the player tends to forget this possibility so it's a bit silly when you realize that you need to put tbe cubes on edges and etc. so it can fall on the current side.
And when you need to squeeze cubes to place them in any direction that isn't the default one, many times you dont have the room of leverage to push the cube with your body. The only way is to pick up the cube but it will flip it to the default position and you're back at square one.
The implementation is bugging me, not the principle.
Pointing the laser up is perfectly valid direction but the way it's done is cumbersome and frustrating. The criticism isn't towards you but to the way it's handled in general.
I would have expected some modder to add in the functionality to flip cubes or have Valve address it, especially if the solution hinges upon it. The way it's done now has too big of a margin to become annoying and it's definitely inelegant. Also, because the flipping is done in roundabout way and the option of directing lasers up wasn't covered in the SP campaign or in custom mods the player tends to forget this possibility so it's a bit silly when you realize that you need to put tbe cubes on edges and etc. so it can fall on the current side.
And when you need to squeeze cubes to place them in any direction that isn't the default one, many times you dont have the room of leverage to push the cube with your body. The only way is to pick up the cube but it will flip it to the default position and you're back at square one.
The implementation is bugging me, not the principle.
Quote from neco on October 16, 2011, 8:18 amSaturn wrote:Pointing the laser up is perfectly valid direction but the way it's done is cumbersome and frustrating. The criticism isn't towards you but to the way it's handled in general.I would have expected some modder to add in the functionality to flip cubes or have Valve address it, especially if the solution hinges upon it. The way it's done now has too big of a margin to become annoying and it's definitely inelegant. Also, because the flipping is done in roundabout way and the option of directing lasers up wasn't covered in the SP campaign or in custom mods the player tends to forget this possibility so it's a bit silly when you realize that you need to put tbe cubes on edges and etc. so it can fall on the current side.
And when you need to squeeze cubes to place them in any direction that isn't the default one, many times you dont have the room of leverage to push the cube with your body. The only way is to pick up the cube but it will flip it to the default position and you're back at square one.
The implementation is bugging me, not the principle.
Have you considered that you haven't always found the ideal method at a given moment/situation? As far as I can see I have even removed player clippings where they might have hindered the player to move freely. I had to find a compromise between helping the player to move around without constantly having to jump and offering enough room for leverage.
I think you might only be referring to the laser/cube puzzle in room (2.1). Actually there is only a single opening where the placement is more difficult. This is only true when using the wrong method to flip the cube. As long as you use an edge/ledge above it, it shouldn't take more than 3 attempts (btw this is almost always the best option to favour). I wouldn't call that frustratingly cumbersome. There is no part that requires a tilted cube to be picked up for proper placement.Please watch josepezdj's video (> 8:23) solution Nr.2 here:
http://www.youtube.com/watch?feature=pl ... w1g#t=503s
(It should start at the pertinent part)Placement for the first four cubes here (> 3:48):
http://www.youtube.com/watch?feature=pl ... w1g#t=228s
(The above said is very clear for the first cube. If he'd used the edge above the opening he wouldn't had to collide with the player clip which was supposed to help climbing the pedestal. However even than he doesn't need to pick up the tilted cube!)I found it irritating that you phrased your criticism in a way, which suggested that the map hasn't anything else to offer but flipping cubes solely. Else I really do appreciate criticism which is constructive but as I told you it is hard to find a compromise for player clip placement in that test chamber. The best solution would be to remove all the player clips at once risking complaints about being forced to constantly jump.
After all no hard feelings - I hope that you at least liked a few other aspects of the map and now can understand why I had to do things the way I did, and that I really put some thought into it...
I would have expected some modder to add in the functionality to flip cubes or have Valve address it, especially if the solution hinges upon it. The way it's done now has too big of a margin to become annoying and it's definitely inelegant. Also, because the flipping is done in roundabout way and the option of directing lasers up wasn't covered in the SP campaign or in custom mods the player tends to forget this possibility so it's a bit silly when you realize that you need to put tbe cubes on edges and etc. so it can fall on the current side.
And when you need to squeeze cubes to place them in any direction that isn't the default one, many times you dont have the room of leverage to push the cube with your body. The only way is to pick up the cube but it will flip it to the default position and you're back at square one.
The implementation is bugging me, not the principle.
Have you considered that you haven't always found the ideal method at a given moment/situation? As far as I can see I have even removed player clippings where they might have hindered the player to move freely. I had to find a compromise between helping the player to move around without constantly having to jump and offering enough room for leverage.
I think you might only be referring to the laser/cube puzzle in room (2.1). Actually there is only a single opening where the placement is more difficult. This is only true when using the wrong method to flip the cube. As long as you use an edge/ledge above it, it shouldn't take more than 3 attempts (btw this is almost always the best option to favour). I wouldn't call that frustratingly cumbersome. There is no part that requires a tilted cube to be picked up for proper placement.
Please watch josepezdj's video (> 8:23) solution Nr.2 here:
http://www.youtube.com/watch?feature=pl ... w1g#t=503s
(It should start at the pertinent part)
Placement for the first four cubes here (> 3:48):
http://www.youtube.com/watch?feature=pl ... w1g#t=228s
(The above said is very clear for the first cube. If he'd used the edge above the opening he wouldn't had to collide with the player clip which was supposed to help climbing the pedestal. However even than he doesn't need to pick up the tilted cube!)
I found it irritating that you phrased your criticism in a way, which suggested that the map hasn't anything else to offer but flipping cubes solely. Else I really do appreciate criticism which is constructive but as I told you it is hard to find a compromise for player clip placement in that test chamber. The best solution would be to remove all the player clips at once risking complaints about being forced to constantly jump.
After all no hard feelings - I hope that you at least liked a few other aspects of the map and now can understand why I had to do things the way I did, and that I really put some thought into it...
Quote from Saturn on October 16, 2011, 1:04 pmI didn't mean to imply that the map had nothing to offer, it's actually good from the parts i played, but the harder sections of it, the ones i got stucked in for awhile were those that their solution used a flipped laser cube.
There's nothing wrong with it per se, but i think we can agree that if a function for flipping the cubes to any of its sides is added to the game then it will benefit both the mapper and the player.
I didn't mean to imply that the map had nothing to offer, it's actually good from the parts i played, but the harder sections of it, the ones i got stucked in for awhile were those that their solution used a flipped laser cube.
There's nothing wrong with it per se, but i think we can agree that if a function for flipping the cubes to any of its sides is added to the game then it will benefit both the mapper and the player.
Quote from pfalstad on October 21, 2011, 11:07 pmExcellent job! Challenging and fun map. I couldn't figure out how to flip the cube until I read this forum, and then felt embarrassed for not figuring it out. I had a lot of trouble figuring out how to finish the second part and get to the final room; I stumbled on it by accident. [spoiler]After trying and failing to do cube-tossing, I was trying to get a reflectocube onto the button for the tractor beam when I accidentally fizzled it. I wasn't expecting a new cube to be created there because it's a different type of cube.[/spoiler]
It was also hard getting one of the reflectocubes where I needed it in the giant reflectocube puzzle. [spoiler]I think I had to grab two of the cubes that were already in place and stuffed them into the opening to nudge the last cube into position.[/spoiler]
Excellent job! Challenging and fun map. I couldn't figure out how to flip the cube until I read this forum, and then felt embarrassed for not figuring it out. I had a lot of trouble figuring out how to finish the second part and get to the final room; I stumbled on it by accident.
It was also hard getting one of the reflectocubes where I needed it in the giant reflectocube puzzle.
Quote from neco on October 22, 2011, 7:54 amQuote:Excellent job! Challenging and fun map. I couldn't figure out how to flip the cube until I read this forum, and then felt embarrassed for not figuring it out.Glad you liked it!
As I've already written before, I was also almost frustrated when I first came across that flipping the cube thingy while playing a custom map but was finally able to find the solution. As far as I remember there was a small mound placed close to the laser catcher, making you think that you could use that as a helper. Was even a little harder.Quote:I had a lot of trouble figuring out how to finish the second part and get to the final room; I stumbled on it by accident. After trying and failing to do cube-tossing, I was trying to get a reflectocube onto the button for the tractor beam when I accidentally fizzled it. I wasn't expecting a new cube to be created there because it's a different type of cube.I hope you didn't consider this to be some kind of intentionally misleading the player. Perhaps I should avoid the irritation concerning the 'type mismatch' by initially placing a reflective cube to activate the funnel. I thought that indicating that the two other fizzlers are out of order might be sufficient as a hint. Will change that, thank you!
Quote:It was also hard getting one of the reflectocubes where I needed it in the giant reflectocube puzzle.Depending on the way you do it one might suffice but yes, that's the correct solution.
Glad you liked it!
As I've already written before, I was also almost frustrated when I first came across that flipping the cube thingy while playing a custom map but was finally able to find the solution. As far as I remember there was a small mound placed close to the laser catcher, making you think that you could use that as a helper. Was even a little harder.
I hope you didn't consider this to be some kind of intentionally misleading the player. Perhaps I should avoid the irritation concerning the 'type mismatch' by initially placing a reflective cube to activate the funnel. I thought that indicating that the two other fizzlers are out of order might be sufficient as a hint. Will change that, thank you!
Depending on the way you do it one might suffice but yes, that's the correct solution.
Quote from Twisted Mind on October 31, 2011, 5:46 pmNice map. It really held me a while. I almost quit in the first room because i couldn't figure [spoiler]that i had to turn the cube[/spoiler].
I was also quite irritated in the room with 9 cubes. It was easy to figure how to place them, but cubes kept stucking and glitching. Just a little more space would be nice to make it easier to slide the cubes.
And i managed to lose the cube in the third rom. Unfortunate combination of portals got the cube behind the barrier. Just had to load the last save, but after all the trouble getting through the first two rooms i was on the edge of going berserk
Nice map. It really held me a while. I almost quit in the first room because i couldn't figure
I was also quite irritated in the room with 9 cubes. It was easy to figure how to place them, but cubes kept stucking and glitching. Just a little more space would be nice to make it easier to slide the cubes.
And i managed to lose the cube in the third rom. Unfortunate combination of portals got the cube behind the barrier. Just had to load the last save, but after all the trouble getting through the first two rooms i was on the edge of going berserk
Quote from Seizure22 on November 22, 2011, 2:50 pmI enjoyed this map, some very unique puzzles you have there. I originally played beta2, nice to see all the additions and fixes you've done.
A few nitpicks:
Puzzle 1:
- There's a visible nodraw surface on the back of the cube drop area in puzzle 1 (while standing next to the funnel emitter)Puzzle 2:
- It's possible to [spoiler]hold a cube into the drop area on puzzle two, increase the counter, and retrieve it[/spoiler]
- A laser cube became stuck in one of the glass / metal structures (specifically the one in front of where the last cube is placed), forcing me to load from last save; maybe collision-ify the areas that shouldn't have a cube.
- And this is probably extremely rare, but it happened:
http://cloud.steampowered.com/ugc/612717265874707647/8BD19B085867F02867998BA4CC4F77C9E7C6CCD7/Puzzle 3:
- I thought I had to [spoiler]retrieve the cube by going around the other side of the force field; when I was shoved out, I thought I had glitched the triggers[/spoiler]Other than that, great map, great atmosphere, and great surprises.
I enjoyed this map, some very unique puzzles you have there. I originally played beta2, nice to see all the additions and fixes you've done.
A few nitpicks:
Puzzle 1:
- There's a visible nodraw surface on the back of the cube drop area in puzzle 1 (while standing next to the funnel emitter)
Puzzle 2:
- It's possible to
- A laser cube became stuck in one of the glass / metal structures (specifically the one in front of where the last cube is placed), forcing me to load from last save; maybe collision-ify the areas that shouldn't have a cube.
- And this is probably extremely rare, but it happened:
http://cloud.steampowered.com/ugc/612717265874707647/8BD19B085867F02867998BA4CC4F77C9E7C6CCD7/
Puzzle 3:
- I thought I had to
Other than that, great map, great atmosphere, and great surprises.