[SP] Thaw
Quote from Djinndrache on November 10, 2011, 6:20 pmKillerBeeGees wrote:Also, after all the [spoiler]swimming[/spoiler] Djinn did, I was really hoping to see what would happen if [spoiler]he swam across that last pool holding the ice block above his head...[/spoiler]I just had to try it. I instantly die when I freeze water that I'm in
I just had to try it. I instantly die when I freeze water that I'm in
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Quote from Marise on November 10, 2011, 7:50 pmThanks to you guys I fixed some more issues. It should no longer be possible to shoot past any fizzlers, or to skip/swim through water. Also, I moved the [spoiler]white wall in the ball area so you can't crouch and shoot it through where the ice is.[/spoiler]
Not sure if that ice in the blue gel room looks better or not, but I did try KillerBeeGee's idea. If anyone feels like checking it out, let me know if you think it works.
Thanks to you guys I fixed some more issues. It should no longer be possible to shoot past any fizzlers, or to skip/swim through water. Also, I moved the
Not sure if that ice in the blue gel room looks better or not, but I did try KillerBeeGee's idea. If anyone feels like checking it out, let me know if you think it works.
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Quote from Soundlogic on November 11, 2011, 10:40 pmI shall post my comments on this and the initial one here. I enjoyed the puzzles and the new mechanic. I think you should have been a bit more clear on the water not killing you. Also, I feel the heater/freezers should hurt you. Not kill you, but hurt you. Also, would you mind if I decompiled your map to look at how you did a few things?
I shall post my comments on this and the initial one here. I enjoyed the puzzles and the new mechanic. I think you should have been a bit more clear on the water not killing you. Also, I feel the heater/freezers should hurt you. Not kill you, but hurt you. Also, would you mind if I decompiled your map to look at how you did a few things?
Quote from Marise on November 12, 2011, 10:09 amFeel free to decompile. But for anyone who is interested, here is a general explanation of how I created the ice: I used frosted glass blocks (as func_brushes) and either enabled or disabled them to make the ice 'freeze' or 'thaw.' They are triggered in various ways. I can explain further if anyone wants.
I considered making the fans hurt slightly, but thought it might annoy people. By the way, Soundlogic, which water are you referring to not hurting? The shallow water doesn't, but all the deep water should.
Thanks!
Feel free to decompile. But for anyone who is interested, here is a general explanation of how I created the ice: I used frosted glass blocks (as func_brushes) and either enabled or disabled them to make the ice 'freeze' or 'thaw.' They are triggered in various ways. I can explain further if anyone wants.
I considered making the fans hurt slightly, but thought it might annoy people. By the way, Soundlogic, which water are you referring to not hurting? The shallow water doesn't, but all the deep water should.
Thanks!
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Quote from Soundlogic on November 12, 2011, 2:21 pmThe shallow water. The official maps just train you to expect water=death, so I feel something should show shallow water!=death. I recommend a faith plate that lands you in a shallow pool of water. I understood how you set up the ice, but I was wondering how you did the portal stuff with the fans. Did you just use a brute force detection or something more clever?
The shallow water. The official maps just train you to expect water=death, so I feel something should show shallow water!=death. I recommend a faith plate that lands you in a shallow pool of water. I understood how you set up the ice, but I was wondering how you did the portal stuff with the fans. Did you just use a brute force detection or something more clever?
Quote from Marise on November 13, 2011, 3:50 pmHere is what I did: [spoiler]I placed portal detectors on the surfaces by the ice and in front of the fan, and used a logic branch so that the relay that melts the ice is activated only when there are portals in both spots.[/spoiler]
Here is what I did:
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Quote from Mattyd on November 13, 2011, 6:37 pmGood map, I enjoyed playing it and especially liked [spoiler]how you came back to the first chamber to finish[/spoiler]. I would echo some of the previous comments in regards to detailing, the only other thing which I found a little bit confusing was how the last chamber was split into two chambers with a test chamber door between them. I know it's quite possible you intended it that way though I personally prefer it when all the elements of the puzzle are in the one room.
I also had the same issue with the ice in the first chamber being liquid:
But anyway great job
Good map, I enjoyed playing it and especially liked
I also had the same issue with the ice in the first chamber being liquid:
But anyway great job
Quote from Marise on November 14, 2011, 10:45 amThanks, Mattyd. But the water shown in your screen shot is supposed to be liquid
Thanks, Mattyd. But the water shown in your screen shot is supposed to be liquid
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Quote from Spam Nugget on November 14, 2011, 10:24 pmI liked this a lot. please make more! couple of points though, i know it was mentioned before but when you crouch in the shallow water and turn, the view goes all wierd. and this is more of a personal thing, but i think the water shouldnt be deadly. yes, the water in the game was, but that was acually goo/acid/poisoned/whatever. this clear water looks perfect for swimming in though.
I liked this a lot. please make more! couple of points though, i know it was mentioned before but when you crouch in the shallow water and turn, the view goes all wierd. and this is more of a personal thing, but i think the water shouldnt be deadly. yes, the water in the game was, but that was acually goo/acid/poisoned/whatever. this clear water looks perfect for swimming in though.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Mattyd on November 15, 2011, 7:04 amMarise wrote:Thanks, Mattyd. But the water shown in your screen shot is supposed to be liquidAll is good then

All is good then