[SP] Ode To Turrets II: "Storage Facility"
Quote from HMW on January 31, 2014, 3:17 pmIs there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)
Also, I could just walk through the door to the last room with all the fizzlers, before it opened.
For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.
Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)
Also, I could just walk through the door to the last room with all the fizzlers, before it opened.
For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from RogerL on January 31, 2014, 11:25 pmHMW wrote:Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.
HMW wrote:For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?
Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.
I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?
Quote from HMW on February 1, 2014, 3:37 pmRogerL wrote:HMW wrote:For the door that unlocks after the player visits the lower room, you could add a button that unlocks the door, and a camera + monitor to allow the player to see the door open.I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?
Yeah, good point. Maybe it could be in a security control room, or something like that.
I had the same thought, but after thinking about it some more, this solution doesn't really "go" with his theme of a storage facility. Why would a monitor exist in such a place?
Yeah, good point. Maybe it could be in a security control room, or something like that.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Kaleido on February 1, 2014, 6:30 pmRogerL wrote:HMW wrote:Is there any way to get out of the lower turret room once you got both portals in there? (other than quick-load)Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.
I actually had one initially, but then there's no way to get back out of the pipe room. I suppose I could add a portalable surface in there too, but I couldn't figure out a way to make it noticeable without it seeming like it should be used in the pipe room to begin with... I also toyed with the idea of having a ladder somewhere, but I couldn't figure out how to not make that horribly awkward for the player.
In the end, I decided that the solution of portal retention works out for the gameplay I intended... but I get how that can be really frustrating.
I should've redesigned or overhauled that whole half of the map, but there was already way too much work done by the time I realized I was designing myself into a corner...
The feedback is appreciated though, and I'll consider it if I ever decide to create more Portal maps, or if a magical solution occurs to me for fixing that one.
Not that I could find, which makes me wonder why the mapper didn't just put a portable surface on the ceiling above the broken floor.
I actually had one initially, but then there's no way to get back out of the pipe room. I suppose I could add a portalable surface in there too, but I couldn't figure out a way to make it noticeable without it seeming like it should be used in the pipe room to begin with... I also toyed with the idea of having a ladder somewhere, but I couldn't figure out how to not make that horribly awkward for the player.
In the end, I decided that the solution of portal retention works out for the gameplay I intended... but I get how that can be really frustrating.
I should've redesigned or overhauled that whole half of the map, but there was already way too much work done by the time I realized I was designing myself into a corner...
The feedback is appreciated though, and I'll consider it if I ever decide to create more Portal maps, or if a magical solution occurs to me for fixing that one.