[SP] The Boxed Arm
Quote from Fracture on April 23, 2012, 5:17 pmwell i got my graphics set super low because i have a crappy graphics card. I wanna get a new one soon.
I have no idea why that is happening on your side
EDIT: can you make another video for the latest version, so i can see how it may appear now? Oh FYI, you can walk up those glass ramps to portal the bridge in place and jump down to the panel it collides onto. I noticed you went crazy when you realized you needed the third ball.
well i got my graphics set super low because i have a crappy graphics card. I wanna get a new one soon.
I have no idea why that is happening on your side
EDIT: can you make another video for the latest version, so i can see how it may appear now? Oh FYI, you can walk up those glass ramps to portal the bridge in place and jump down to the panel it collides onto. I noticed you went crazy when you realized you needed the third ball.
Quote from KennKong on April 26, 2012, 2:26 pmI've recorded a playthrough of v3. The only notes I have are the big lags that occur when you remove a sphere from a button, and that I never triggered the ending. The various panels seems to be opening and closing when they should now.
Link: The Boxed Arm v3embedded
[spoiler]FLmjOp0u1Gg[/spoiler]I hope this helps.
I've recorded a playthrough of v3. The only notes I have are the big lags that occur when you remove a sphere from a button, and that I never triggered the ending. The various panels seems to be opening and closing when they should now.
Link: The Boxed Arm v3embedded
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from quatrus on April 26, 2012, 8:06 pmFun map. The first laser was kind of hard to get onto the receiver, very tight. After that it all worked well.
The chamber looked kind of sterile(?), might have been more visually appealing with some interesting textures?
Overall, nice puzzles and good fun. Thanks for creating.
Fun map. The first laser was kind of hard to get onto the receiver, very tight. After that it all worked well.
The chamber looked kind of sterile(?), might have been more visually appealing with some interesting textures?
Overall, nice puzzles and good fun. Thanks for creating.
Quote from Fracture on April 27, 2012, 4:04 am@KennKong: You missed the laser receptacle in the ceiling for the exit, its right above you in front of the reflector cube dispenser
I will add some laser signs by the entrance
@KennKong: You missed the laser receptacle in the ceiling for the exit, its right above you in front of the reflector cube dispenser
I will add some laser signs by the entrance
Quote from BEARD! on May 5, 2012, 12:03 pmThe concept was nice: puzzles within a puzzle where the elements are gradually revealed. I'm not so sure the implementation was as nice. By the end I was a little frustrated when I had to [spoiler]bring all the spheres with me[/spoiler], and I resorted to noclipping. On the other hand, you certainly made us re-use elements, which is something a lot of people enjoy. All in all, an ok map. Thanks for mapping.
nitpicks
[spoiler]*The first room felt almost too brightly lit, the glass walkways looked strange.
*The Portal 1 fizzler models looked out of place.
*There was a blatently visable nodraw when [spoiler]glados and p-body appeared[/spoiler].
*An entry and exit elevator would have been a nice addition too, perhaps even using world portals if the geometry of the level was too complex to fit them in.
*I think there was a portal 1 metal texture near the exit, they tend to look out of place also.[/spoiler]
The concept was nice: puzzles within a puzzle where the elements are gradually revealed. I'm not so sure the implementation was as nice. By the end I was a little frustrated when I had to
nitpicks
*The Portal 1 fizzler models looked out of place.
*There was a blatently visable nodraw when [spoiler]glados and p-body appeared
*An entry and exit elevator would have been a nice addition too, perhaps even using world portals if the geometry of the level was too complex to fit them in.
*I think there was a portal 1 metal texture near the exit, they tend to look out of place also.[/spoiler]
Co-operative: Lightspeed Upstairs Downstairs
Quote from Djinndrache on May 7, 2012, 9:12 amFracture wrote:EDIT: can you make another video for the latest version, so i can see how it may appear now?New video, there you go:
NogJRxAE6Fg
(Link: http://www.youtube.com/watch?v=NogJRxAE6Fg)
New video, there you go:
NogJRxAE6Fg
(Link: http://www.youtube.com/watch?v=NogJRxAE6Fg)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Fracture on June 7, 2012, 5:21 amI changed a variety of things to make this map easier and harder, and more pleasing visually.
I changed a variety of things to make this map easier and harder, and more pleasing visually.
Quote from bmail on June 8, 2012, 10:58 pmFor some reason I have no portal gun. I tried activating SV_cheats 1 and give weapon_portalgun and then tried running the map, but no luck.
Any ideas what I should try?
For some reason I have no portal gun. I tried activating SV_cheats 1 and give weapon_portalgun and then tried running the map, but no luck.
Any ideas what I should try?
Quote from Fracture on June 9, 2012, 12:58 amoops, my bad, i will add one in.... i am actually adding in a bunch of other stuff too.
oops, my bad, i will add one in.... i am actually adding in a bunch of other stuff too.