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[SP] Sendificate

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Excellent new work from one of the best Portal mappers ever! Never expected anything less from HMW.

It was a real pleassure to discover this new and awesome puzzle element and beta test it. The concept is so creative and it really opens the doors for a wide range of new puzzles, many of them surely very tricky (like in room 2).

The model of the sendificator is really cool in its 2 versions: clean (shown in the "map showcasing thread") and rusty (in the final version into this mappack). And what is more: it works damn perfectly! didn't encounter any bug or imperfection sign...

The first time I watched the first pictures and after played this, I was a bit surprised about the theme chosen, the destroyed, because I'm used to the personal HMW awesome look! but more surprised and fascinated I got after the master's replies about this! more or less something like:

Spoiler
"...this is only the beginning... I've got big plans for this thing... the visuals will be step by step turning into a more HMW look..."

I simply CAN'T wait for the rest!!!

10/5 from me!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

How do you do this?! Seriously if I even had half of your map-making skill, I'd be quite happy :notwant:

Djinndrache wrote:
I couldn't exclude the idea that this area was part of the map. However, it was easy to figure out, so it's not a big deal.

Ok, glad to hear that!

chickenmobile wrote:
Giant mammograms! Must play!

2nd mammogram reference!? (after iWork's in the map showcase thread ...)
I'm so glad that I made it so it doesn't teleport (parts of) players, mildly confused or otherwise.
Now please excuse me while I go poke out my mind's eye.

grayarea wrote:
[M]aybe if you can't get the colour flash thing to work you might just make it flicker a bit more obviously?

The short on/off flash is not intentional, but that is a good alternative for if the colour change thing won't work. Thanks for the tip!

josepezdj wrote:
The model of the sendificator is really cool in its 2 versions

There are actually 3 different versions! Clean, dirty and very dirty. The latter two are both in this map; it's easy to spot the difference once you know to look for it.

Xtreger wrote:
How do you do this?! Seriously if I even had half of your map-making skill, I'd be quite happy
[image of Xtreger being happy]

Same as any other skill: lots and lots of mucking around and trying things! And patience. Especially when the cool and intricate thing you built in Hammer explodes in your face when in-game...

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
Xtreger wrote:
How do you do this?! Seriously if I even had half of your map-making skill, I'd be quite happy
[image of Xtreger being happy]

Same as any other skill: lots and lots of mucking around and trying things! And patience. Especially when the cool and intricate thing you built in Hammer explodes in your face when in-game...

:lol: Rather image of being depressed after realizing how much ground is to be covered

I played this map yesterday and I was really impressed.
You're quite a good mapper! I pay a lot of attention on the details and I must say your map is really detailed.
Also, great idea. Very interesting concept. Really enjoyed. I will rate it 5!
I did not experienced any bugs, really good!
Have a :cake:

Image

I haven't played yet (I'm at work :o ) but from the videos it looks goddamn brilliant. Love the detail work...

I'll play tonight and rate :)

HMW wrote:
Spoiler
I have no idea how to actually do this]Making the laser flash is one problem, figuring out which one to flash is another.

Spoiler
I've been working along similar lines recently... trying to alter textures on the fly (that don't come with the specific proxies already).. no joy.. other than attaching an env_beam between the env_laser and the info_placement_helper. But since triggers don't seem to detect any specific part of the portal, and the func_portal_detector only detects stuff placed on it specifically I was left tracing the vector to the rough location of one portal then trying figure out the exit angle and location based on the relative angles and positions. My vector math sucks as it is and having no quaternion classesfunctions just made it suckier!
On a brighter note, keeping track of which laser is which is a tad easier... turn them all on in sequence and name any un-named info_placement helpers. They're never deleted, only disabled when the laser is off so you can map out laserhelper pairs fairly easily :)
Would love to know if you have any progress changing laser color though ^^

HMW wrote:
We wouldn't want our unexpected casualty rate go through the roof like that, now would we?

Lol, never even considered the laser->ass contact.

HMW wrote:
...But I'm curious how the game allowed you to go behind the angled platform because IIRC that area should be blocked off. Let's see if I can make that happen too.

You can actually get kinda far in... If you make a jump from the wall detail, you can get right up the back. There seems to be a mishmash of cube clips and player clips to the point where you can jump onto the back of the mammogram machine and grab a cube placed on the sloping clip. Nothing really game breaking :)

HMW wrote:
That is the bane of all laser puzzles. Though it's the first time that I see someone using their own head to prop up the cube :)

Yeah man.. feels like I have a whole new lease of cheatyness. I've gone mobile!

Edit: So all that talk of player teleportation got me thinking...Thought I'd share this :)
fLR9EKw5t2o

Sicklebrick: You broke science :thumbup:

This element was really interesting and useful.The way you use it with discougrement beam was really clever.

Puzzles was enjoyable and smart.The design of tilted-room and third room was really nice so far.I wait more puzzles with this element.

5/5 :thumbup:

Laying out the next one as we type!

sicklebrick wrote:
Spoiler
I've been working along similar lines recently... trying to alter textures on the fly (that don't come with the specific proxies already).. no joy.. other than attaching an env_beam between the env_laser and the info_placement_helper. But since triggers don't seem to detect any specific part of the portal, and the func_portal_detector only detects stuff placed on it specifically I was left tracing the vector to the rough location of one portal then trying figure out the exit angle and location based on the relative angles and positions. My vector math sucks as it is and having no quaternion classesfunctions just made it suckier!
On a brighter note, keeping track of which laser is which is a tad easier... turn them all on in sequence and name any un-named info_placement helpers. They're never deleted, only disabled when the laser is off so you can map out laserhelper pairs fairly easily :)
Would love to know if you have any progress changing laser color though ^^

Sadly, the placement helpers don't work as well with lens cubes. If a beam hits a lens cube, it's placement helper is not updated. Same if it hits a laser target.

I'm planning to do some experiments this weekend. This is the plan so far:

Deploying Aperture Science Propeller-operated head cooling decive in 3... 2... 1...

Spoiler
- Make an array of env_lasers and get a pointer to each laser's endpoint sprite at map load. (I know this works because it's what the laser system in Try Anything Twice uses.)

- Put the first env_laser at the 'real' laser emitter, wait for the game to update the end point and see what it hits. (I'm afraid that this is going to involve math...)

- If it's a lens cube: put the next position at the emission point of that cube.

- If it's a portal, transform the hit location and angle to the other portal. (logic_measure_movement or more math)

- Deal with all the weird edge cases. (Cube inside portal etc.)

- Put the next env_laser at the calculated position and repeat.

- When we finally hit something that is not a cube or a portal, move the endpoint back 32 units and teleport the cargo there.

- Finally: make all of the env_lasers flash in a nice colour. Yay!

I'm absolutely sure that all of this is going to work without any unforseen problems whatsoever. :lol:


I'll keep you guys posted on the progress. Or lack thereof.

sicklebrick wrote:
So all that talk of player teleportation got me thinking...Thought I'd share this :)

Haha that's epic! Good thing that this is just a game, otherwise there would be a pretty hefty bill for all the stuff you just broke :D
Unfortunately I can't read what you're typing in the console. Did you parent the player to the cube or what?

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
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