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[SP] [SP]Laser Encounters v.1

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Strange. well, reupped it as version 2.2.3, and the map file should have the date of the 26th on it now. That has all the revisions.

There is no good or evil in the world. Thinking makes it so.

Nope, it didn't update. The date on the file is the 24th. If I understand correctly, you need to change the name of the zip file for the Download button to link to the new file that you upload.

alright, zip file is renamed. Now it should work.

There is no good or evil in the world. Thinking makes it so.

Yep, that worked.

Ah, good. Startin' to get worried there.

There is no good or evil in the world. Thinking makes it so.

I've been having a few problems with the lasers in this map. After I completed all the rooms (I did the blue one first), I returned to the main chamber to find that the laser from the blue room was slightly off target. I was unable to return to the room with the laser so I had to noclip to fix it. After I did that, I tried to use the buttons in the main room, but many of the lasers ended up not hitting the targets as well.

It has something to do with the linked_portal_doors being opened and closed at times. For some reason, it causes the reflector cubes to jump or shift. Its funky like that.

[edit]

Updated the map a bit, adding a laser grid to the 6 buttons in the main room, while moving the door reset button outside. I figure that one reason a lot of issues arise is that the reset button is being overlooked or is considered unnecessary, so I moved it out of the 'organ' room and had it hidden in the main room until two criteria were met. Once they are, the button will reappear and can reset the portals. This way, should a save file disrupt the reliability of the mini portal_doors(and I know it will happen, it can be ignored until it comes time to solve the final puzzle. I've also moved the final receivers apart a bit more so the cube alignment won't be so odd, and I restricted the visible cubes so they can't shift, should the game decide to make them jump again.

There is no good or evil in the world. Thinking makes it so.

Very cool map although the green room was very frustrating for me.

Where are the 6 music notes for the buttons? I'm pretty sure my volume was working, but I'll go back to each location if you want to provide it to find the notes. Also, in the room with

Spoiler
the door that opens to the same room with a reversed color scheme
I think I screwed up by
Spoiler
accidently incinerating the Thermal Discouragement cube you get from above the "drawer" that slides out above the Discouragement cube receptor. So right now I have two.
So, do I have to restart the level?

Edit: I forgot to add it, but I was able to go into the six-button room after beating three chambers. Is this intentional? If not, I'm sorry I forgot to add it into the original post. Amazing map by the way, even though I'm having trouble with the audio, and the yellow room. The Red and Blue Room are my favorites of the four rooms, with Green being a close second. I like how it allows you to play with the Repulsion Gel, which we weren't able to do much with in the original game.

Hmmm, thats curious. I could of swore I had set the door in the inverted rooms to close 2 seconds after walking in. I'll take care of that ASAP. As for the music notes, you did follow the instructions in the read me, then rebuild the audio, correct? This wouldn't be an issue if the vmf files were working again, but rebuilding is the only way for now, so I apologize.

[edit]

and updated. Hid the yellow room's door button now, which will be revealed once the room is solved. Meanwhile, made sure the yellow room's portal door actually closes, so now none of the cubes will be vaporized, unless you solve the room and then drag one into the grid. Also made the final access button appear after solving all of the rooms, rather than just two.

There is no good or evil in the world. Thinking makes it so.
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