[SP] SP_Real1
Quote from Daschnookle on February 1, 2012, 9:23 pm@Djinndrache
Wait a second, how does it look glitchy? The only thing I found glichy was the panel.
Wait a second, how does it look glitchy? The only thing I found glichy was the panel.

Quote from Djinndrache on February 1, 2012, 11:01 pmDaschnookle wrote:@DjinndracheWait a second, how does it look glitchy? The only thing I found glichy was the panel.
Objects hanging in the air is not very realistic (see my blindrun video at ~0:15). Considering that the map is playable within 10 seconds and the player is spending a third of his run watching that glitchy thing, I'd say that this map glitchy.
Wait a second, how does it look glitchy? The only thing I found glichy was the panel.
Objects hanging in the air is not very realistic (see my blindrun video at ~0:15). Considering that the map is playable within 10 seconds and the player is spending a third of his run watching that glitchy thing, I'd say that this map glitchy.
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Quote from Daschnookle on February 2, 2012, 11:49 pmDjinndrache wrote:Objects hanging in the air is not very realistic (see my blindrun video at ~0:15). Considering that the map is playable within 10 seconds and the player is spending a third of his run watching that glitchy thing, I'd say that this map glitchy.You mean how the panel has no real base and that the box started out in hammer as it sitting in the air, right?
BQ: Should a map with 2 puzzles and a scene enough? Just asking, no map. Probably not after my map disasters.
You mean how the panel has no real base and that the box started out in hammer as it sitting in the air, right?
BQ: Should a map with 2 puzzles and a scene enough? Just asking, no map. Probably not after my map disasters.

Quote from Lpfreaky90 on February 3, 2012, 5:35 amDaschnookle wrote:Djinndrache wrote:Objects hanging in the air is not very realistic (see my blindrun video at ~0:15). Considering that the map is playable within 10 seconds and the player is spending a third of his run watching that glitchy thing, I'd say that this map glitchy.You mean how the panel has no real base and that the box started out in hammer as it sitting in the air, right?
yes, and the model is non-solid, that's strange too
Daschnookle wrote:BQ: Should a map with 2 puzzles and a scene enough? Just asking, no map. Probably not after my map disasters.Depends on the puzzles
If it's press the button -> put the cube on the button diffiulty I'd say no. If the puzzle is more complex, I think it's possible
You mean how the panel has no real base and that the box started out in hammer as it sitting in the air, right?
yes, and the model is non-solid, that's strange too ![]()
Depends on the puzzles
If it's press the button -> put the cube on the button diffiulty I'd say no. If the puzzle is more complex, I think it's possible ![]()
Quote from Daschnookle on February 3, 2012, 12:41 pm@lpfreaky90
Good because I'm making about three puzzles in separate rooms. They all have buttons. The first puzzle has a hard light bridge and a timed button. The second puzzle has lasers, turrets, panels, and some flinging may be involved. The last I didn't do yet but it might have crushers, panels, gel, some flinging, hard light bridges, lasers and possibly an excursion funnel.
BTW the reason I mostly put @<name> is because comments are long.
Good because I'm making about three puzzles in separate rooms. They all have buttons. The first puzzle has a hard light bridge and a timed button. The second puzzle has lasers, turrets, panels, and some flinging may be involved. The last I didn't do yet but it might have crushers, panels, gel, some flinging, hard light bridges, lasers and possibly an excursion funnel. ![]()
BTW the reason I mostly put @<name> is because comments are long. ![]()

Quote from Lpfreaky90 on February 3, 2012, 1:11 pmDaschnookle wrote:@lpfreaky90Good because I'm making about three puzzles in separate rooms. They all have buttons. The first puzzle has a hard light bridge and a timed button. The second puzzle has lasers, turrets, panels, and some flinging may be involved. The last I didn't do yet but it might have crushers, panels, gel, some flinging, hard light bridges, lasers and possibly an excursion funnel.
BTW the reason I mostly put @<name> is because comments are long.
quote is one click, @ is a [Shift] and a [2], so I think @ is more work
Looking forward to see your progress
Good because I'm making about three puzzles in separate rooms. They all have buttons. The first puzzle has a hard light bridge and a timed button. The second puzzle has lasers, turrets, panels, and some flinging may be involved. The last I didn't do yet but it might have crushers, panels, gel, some flinging, hard light bridges, lasers and possibly an excursion funnel. ![]()
BTW the reason I mostly put @<name> is because comments are long. ![]()
quote is one click, @ is a [Shift] and a [2], so I think @ is more work ![]()
Looking forward to see your progress ![]()
Quote from Daschnookle on February 3, 2012, 7:29 pmlpfreaky90 wrote:quote is one click, @ is a [Shift] and a [2], so I think @ is more work![]()
Looking forward to see your progress
I guess your right lol.
Anyway thank you. I want to try to work my best so I won't be the laughing stock or whatever funny puns people use today as an internet meme.
Looking forward to see your progress ![]()
I guess your right lol.
Anyway thank you. I want to try to work my best so I won't be the laughing stock or whatever funny puns people use today as an internet meme. ![]()

Quote from R0DNEY on February 11, 2012, 4:48 pmWell, this "map" is a good start but you should build a puzzle in it. I mean, you can use panels, buttons and sounds so in theory you can build much better chambers than this. Keep it up!
Well, this "map" is a good start but you should build a puzzle in it. I mean, you can use panels, buttons and sounds so in theory you can build much better chambers than this. Keep it up!
Quote from KennKong on February 13, 2012, 6:07 pm
Throws the playground flag. 1/5, delete from playlist.
Throws the playground flag. 1/5, delete from playlist.
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