[SP] Sequential: Part 1 0.1

Quote from msleeper on April 29, 2011, 9:53 pmYou guys know you can use "bigspoiler" tags to spoil large paragraphs, right?
You guys know you can use "bigspoiler" tags to spoil large paragraphs, right?
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Quote from hanging_rope on April 30, 2011, 7:54 amI did not really enjoy this map. It seems to be harder to execute the puzzles rather than to figure them out, which isn't realy what puzzle games are about. Some people might enjoy this, but for a lot of people this would just get frustrating.
I did not really enjoy this map. It seems to be harder to execute the puzzles rather than to figure them out, which isn't realy what puzzle games are about. Some people might enjoy this, but for a lot of people this would just get frustrating.
Quote from Beer-Me on April 30, 2011, 9:52 amLoved it, short and sweat. By the way, your paneling work is utterly delicious. Hope you don't mind if I decompile and see how you set it up (I tried a bit in my map, so far it hasn't worked out).
My thoughts on puzzles
[spoiler]I had no issue on the first puzzle, I saw there was toxic water and knew straight away I'd probably die on a first try, but I don't mind that. As long as I don't repeatedly die over and over trying to 'luck' complete the challenge.I had issues with the laser cubes, I knew they basically projected the source in the direction of the lens, my issue was aiming it and I thought, it required constant power (not just a burst of energy and then lost contact).
What I suggest is you set 2 tiles down that show where the cube should be placed, then people will figure out it needs to be there, just needs to be flipped.[/spoiler]
Loved it, short and sweat. By the way, your paneling work is utterly delicious. Hope you don't mind if I decompile and see how you set it up (I tried a bit in my map, so far it hasn't worked out).
My thoughts on puzzles
I had issues with the laser cubes, I knew they basically projected the source in the direction of the lens, my issue was aiming it and I thought, it required constant power (not just a burst of energy and then lost contact).
What I suggest is you set 2 tiles down that show where the cube should be placed, then people will figure out it needs to be there, just needs to be flipped.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Nightgunner5 on April 30, 2011, 10:33 amBeer-Me wrote:Loved it, short and sweat.Uh... You might want to check your spelling there.
Beer-Me wrote:By the way, your paneling work is utterly delicious. Hope you don't mind if I decompile and see how you set it up (I tried a bit in my map, so far it hasn't worked out).Go right ahead
Beer-Me wrote:My thoughts on puzzles
[spoiler]I had no issue on the first puzzle, I saw there was toxic water and knew straight away I'd probably die on a first try, but I don't mind that. As long as I don't repeatedly die over and over trying to 'luck' complete the challenge.I had issues with the laser cubes, I knew they basically projected the source in the direction of the lens, my issue was aiming it and I thought, it required constant power (not just a burst of energy and then lost contact).
What I suggest is you set 2 tiles down that show where the cube should be placed, then people will figure out it needs to be there, just needs to be flipped.[/spoiler]
[spoiler]I will darken a few tiles in the laser puzzle, as well slow down the excursion beam.[/spoiler]
Uh... You might want to check your spelling there.
Go right ahead
I had issues with the laser cubes, I knew they basically projected the source in the direction of the lens, my issue was aiming it and I thought, it required constant power (not just a burst of energy and then lost contact).
What I suggest is you set 2 tiles down that show where the cube should be placed, then people will figure out it needs to be there, just needs to be flipped.
Quote from Beer-Me on April 30, 2011, 10:55 am>_> Damn you had to quote that!
You do panels in a very smart way (using panel_*) or something, and you also use FireUser1 which I didn't, thanks to you I now have a working panel
Edit:
I do have a problem with when the map originally loads, the panel arm is in the right position, but the func_brush is at a weird angle. Heres a screenshot - Ideas?
>_> Damn you had to quote that!
You do panels in a very smart way (using panel_*) or something, and you also use FireUser1 which I didn't, thanks to you I now have a working panel
Edit:
I do have a problem with when the map originally loads, the panel arm is in the right position, but the func_brush is at a weird angle. Heres a screenshot - Ideas?
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Nightgunner5 on April 30, 2011, 11:00 amBeer-Me wrote:I do have a problem with when the map originally loads, the panel arm is in the right position, but the func_brush is at a weird angle. Heres a screenshot - Ideas?You should have the panel in the correct position in hammer and use a logic_auto to SetParentAttachmentMaintainOffset the brush to panel_attach.
You should have the panel in the correct position in hammer and use a logic_auto to SetParentAttachmentMaintainOffset the brush to panel_attach.
Quote from Beer-Me on April 30, 2011, 11:28 amNightgunner5 wrote:Beer-Me wrote:I do have a problem with when the map originally loads, the panel arm is in the right position, but the func_brush is at a weird angle. Heres a screenshot - Ideas?You should have the panel in the correct position in hammer and use a logic_auto to SetParentAttachmentMaintainOffset the brush to panel_attach.
I had that, for some reason it doesn't work well when you set it to a prop_floor_cube_button. I had it so when its set to unpressed it would start the animation.
Got it to work fine with a regular button.
You should have the panel in the correct position in hammer and use a logic_auto to SetParentAttachmentMaintainOffset the brush to panel_attach.
I had that, for some reason it doesn't work well when you set it to a prop_floor_cube_button. I had it so when its set to unpressed it would start the animation.
Got it to work fine with a regular button.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from eviloatmeal on April 30, 2011, 9:47 pmBeer-Me wrote:I had that, for some reason it doesn't work well when you set it to a prop_floor_cube_button. I had it so when its set to unpressed it would start the animation.Got it to work fine with a regular button.
Maybe you have the outputs wrong? I took the liberty to crack open your BSP and have a look:
- Code: Select all
prop_floor_cube_button
My Output Target Entity Target Input Parameter
OnPressed hidden_cube SetAnimation 90deg_in_cornerback
OnUnpressed hidden_cube SetAnimation 90deg_cornerback_icleAnd since prop_floor_cube_button starts with a cube on top of it, this implies the panel will move when the level loads, and then eventually switch to a different position when the cube is removed (without animating, since it's a one frame idle animation).
Maybe you swapped these two outputs since I downloaded the map and it still doesn't work, or maybe this was the problem. I don't know.
Edit:
So, I went ahead and switched those two outputs, so that it now looks like this:
- Code: Select all
prop_floor_cube_button
My Output Target Entity Target Input Parameter
OnUnpressed hidden_cube SetAnimation 90deg_in_cornerback
OnPressed hidden_cube SetAnimation 90deg_cornerback_icleIt now works as expected, the panel starts closed, and the room is hidden, when you grab the cube it opens up and you can retrieve the third cube from the hidden room.
Got it to work fine with a regular button.
Maybe you have the outputs wrong? I took the liberty to crack open your BSP and have a look:
- Code: Select all
prop_floor_cube_button
My Output Target Entity Target Input Parameter
OnPressed hidden_cube SetAnimation 90deg_in_cornerback
OnUnpressed hidden_cube SetAnimation 90deg_cornerback_icle
And since prop_floor_cube_button starts with a cube on top of it, this implies the panel will move when the level loads, and then eventually switch to a different position when the cube is removed (without animating, since it's a one frame idle animation).
Maybe you swapped these two outputs since I downloaded the map and it still doesn't work, or maybe this was the problem. I don't know.
Edit:
So, I went ahead and switched those two outputs, so that it now looks like this:
- Code: Select all
prop_floor_cube_button
My Output Target Entity Target Input Parameter
OnUnpressed hidden_cube SetAnimation 90deg_in_cornerback
OnPressed hidden_cube SetAnimation 90deg_cornerback_icle
It now works as expected, the panel starts closed, and the room is hidden, when you grab the cube it opens up and you can retrieve the third cube from the hidden room.
Quote from Zhan on May 3, 2011, 8:48 pmPuzzles were fun.
You need to go back and check/fix your lighting in spots. In the screenshot below, at least with my graphics settings, the ceiling above the funnel looks grayish and nonportalable, but it clearly is, so this is a bit misleading. The wall to the left is extremely bright.
Consider making your observation room lights dimmer and adding the recessed light strips behind glass in places the observation room light doesn't cover so well.
Other options for adding more light include removing ceiling tiles, replacing them with the metal frame static models and using the bts fluorescent lights behind that.
Puzzles were fun.
You need to go back and check/fix your lighting in spots. In the screenshot below, at least with my graphics settings, the ceiling above the funnel looks grayish and nonportalable, but it clearly is, so this is a bit misleading. The wall to the left is extremely bright.
Consider making your observation room lights dimmer and adding the recessed light strips behind glass in places the observation room light doesn't cover so well.
Other options for adding more light include removing ceiling tiles, replacing them with the metal frame static models and using the bts fluorescent lights behind that.
Quote from BenB on May 7, 2011, 7:22 pmIt looks pretty fancy but I have to agree about things being more tricky than cunning. [spoiler]The first part was getting irritating dying all the time just to learn. If there was just floor and not death you land on the puzzle wouldn't be too tricky at all. It's just the fact that you barely have time to portal and see that makes it hard. That said, still[/spoiler] looks great. Even the pile of snot [spoiler]you balance the box on[/spoiler]!
It looks pretty fancy but I have to agree about things being more tricky than cunning.