[SP] Sentry Point
Quote from MutatedTurret on August 10, 2011, 4:36 pmThanks for the tip with water. I've seen objects fizzled away before when hitting water, and never actually noticed any complaints about it, so figured it was okay.
I have already improved my visual skills with blocking for my second level, at least I think.
The button there is used in case you fizzle the beginning cube on the switch, it will stay locked until the given cube is destroyed.Aigh for the leak there...Hammer editor didn't even point it out, so it must be part of the no draw. It's really frustrating looking around in the editor trying to spot such leaks, thought I had them covered.
I originally had a door in front of the entry elevator...but it opened into a void texture and I had no idea why, perhaps this was the cause?
Thanks for the tip with water. I've seen objects fizzled away before when hitting water, and never actually noticed any complaints about it, so figured it was okay.
I have already improved my visual skills with blocking for my second level, at least I think.
The button there is used in case you fizzle the beginning cube on the switch, it will stay locked until the given cube is destroyed.
Aigh for the leak there...Hammer editor didn't even point it out, so it must be part of the no draw. It's really frustrating looking around in the editor trying to spot such leaks, thought I had them covered.
I originally had a door in front of the entry elevator...but it opened into a void texture and I had no idea why, perhaps this was the cause?
Quote from Rubrica on August 10, 2011, 4:38 pmI haven't played the map, but I should add that you should always dissolve objects when they enter water, so that they respawn. However, so that there's no annoying fizzle sound or effect, it's done slightly differently. Crate a trigger_multiple where your water is, and add this output to it: 'OnTrigger;!activator;SilentDissolve'. This will kill the entity that activated the trigger, I.e., the cube, turret, et cetera, but fire it's OnFizzled output so that cubes can respawn.
I haven't played the map, but I should add that you should always dissolve objects when they enter water, so that they respawn. However, so that there's no annoying fizzle sound or effect, it's done slightly differently. Crate a trigger_multiple where your water is, and add this output to it: 'OnTrigger;!activator;SilentDissolve'. This will kill the entity that activated the trigger, I.e., the cube, turret, et cetera, but fire it's OnFizzled output so that cubes can respawn.
Quote from jamesf141 on August 11, 2011, 9:25 amRubrica wrote:Crate a trigger_multiple where your water is, and add this output to it: 'OnTrigger;!activator;SilentDissolve'.Yeah, that's probably better than the !activator;kill method - would kill not cause boxdropper instances to autorespawn?
Yeah, that's probably better than the !activator;kill method - would kill not cause boxdropper instances to autorespawn?
Quote from pfalstad on August 13, 2011, 5:24 pmGreat map. [spoiler]My daughter grabbed the cube and ran out of the room before I had a chance to say "hey what's that gel for", so we never killed that turret at the end of the ramp. We just put a light bridge over his head.[/spoiler]
Great map.
Quote from KennKong on February 25, 2012, 9:37 pmJust slightly above easy difficulty, in an over-plain room. Both puzzles and visuals need love to make this great, but really not bad for a first map. 3/5 from me.
Just slightly above easy difficulty, in an over-plain room. Both puzzles and visuals need love to make this great, but really not bad for a first map. 3/5 from me.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Sphyrch on September 17, 2012, 5:25 pmnot bad. i liked the concept but the puzzle isn't difficult at all. visually also i found nothing exceptional but on the whole a very fun map overall
4/5
not bad. i liked the concept but the puzzle isn't difficult at all. visually also i found nothing exceptional but on the whole a very fun map overall
4/5