[SP] The Second Exodus

Quote from josepezdj on August 6, 2012, 12:01 amThe new version, called The Second Exodus v2.1 has been already released. Please do not play this one and search & play the newest one. Thanks!
The new version, called The Second Exodus v2.1 has been already released. Please do not play this one and search & play the newest one. Thanks!
Quote from BEARD! on August 6, 2012, 2:46 pm
Co-operative: Lightspeed Upstairs Downstairs

Quote from josepezdj on August 6, 2012, 4:36 pmFuck! I'm sooo sorry for ruining the map and my entry for the contest!
This is NOT the quality I wanted to show, and less for one contest! You simply can't imagine how sad and ashamed I am. Overall, after all effort, time and illusion I've put into this.
Looks like pakrat let me down when including my custom model's textures into the bsp. The rest of textures seem to be in... Damn it... oh well, damn ME! It's a realp pity. If I would have done things earlier, I would have asked a friend to subscribe the map from the workshop and test it in order to prevent this and some bugs as well... I'm so sad, really.
I left by the end some optimisation and also to include some logic_autosaves, so sorry about that as well.
Let me show what you should be seeing at least:
[spoiler]
[/spoiler]
Tbh, I entered the contest, not because of the prizes, but for sharing a good quality first thing with the community. I'm terribly ashamed, and pissed off.
This stupid but anyways: if there would be any chance to allow 1 single amend for this map for being judged, just tell (I know... the rules are clear). Otherwise ofc I'll fix it after the judges finish.
Some bugs founded can be easily fixed as well:
- A trigger hurt that doesn't properly get deactivated by an input
- An areportal that can be seen closed because I forgot to extend some trigger brushes
(more to come!)Really sorry guys. Really.
EDIT
Sorry, with the rush I couldn't even add a good description (or screenshots), but the most important is that I wanted to credit and thank some persons:
- Komaokc for the skybox textures. Awesome custom skybox creator!
- Skotty for the Portals' light rail remake models! I tried to use your instances but after some time I decided to collapse them and set everything myself in order to get what I wanted....
- Vanessa. My dear friend and art designer. I don't know what I could do without your help! Thanks for tweaking the skybox's tone to make it more "greenish" and according to my visuals for the map. And thanks for all signage and continuous support!
- My dear friend Neco who was the original designer of those "lamps" or lighting supports I've turned into models for the contest.NOTE
I expect to correct the map after the contest and fix everything. I'll let some time to play it to those interested, and then, after some reasonable time, I'll post a playthrough video...
Fuck! I'm sooo sorry for ruining the map and my entry for the contest! This is NOT the quality I wanted to show, and less for one contest! You simply can't imagine how sad and ashamed I am. Overall, after all effort, time and illusion I've put into this.
Looks like pakrat let me down when including my custom model's textures into the bsp. The rest of textures seem to be in... Damn it... oh well, damn ME! It's a realp pity. If I would have done things earlier, I would have asked a friend to subscribe the map from the workshop and test it in order to prevent this and some bugs as well... I'm so sad, really.
I left by the end some optimisation and also to include some logic_autosaves, so sorry about that as well.
Let me show what you should be seeing at least:

Tbh, I entered the contest, not because of the prizes, but for sharing a good quality first thing with the community. I'm terribly ashamed, and pissed off.
This stupid but anyways: if there would be any chance to allow 1 single amend for this map for being judged, just tell (I know... the rules are clear). Otherwise ofc I'll fix it after the judges finish.
Some bugs founded can be easily fixed as well:
- A trigger hurt that doesn't properly get deactivated by an input
- An areportal that can be seen closed because I forgot to extend some trigger brushes
(more to come!)
Really sorry guys. Really.
EDIT
Sorry, with the rush I couldn't even add a good description (or screenshots), but the most important is that I wanted to credit and thank some persons:
- Komaokc for the skybox textures. Awesome custom skybox creator!
- Skotty for the Portals' light rail remake models! I tried to use your instances but after some time I decided to collapse them and set everything myself in order to get what I wanted....
- Vanessa. My dear friend and art designer. I don't know what I could do without your help! Thanks for tweaking the skybox's tone to make it more "greenish" and according to my visuals for the map. And thanks for all signage and continuous support!
- My dear friend Neco who was the original designer of those "lamps" or lighting supports I've turned into models for the contest.
NOTE
I expect to correct the map after the contest and fix everything. I'll let some time to play it to those interested, and then, after some reasonable time, I'll post a playthrough video...
Quote from wstrika on August 6, 2012, 5:25 pmHoly shit, those screenshots look great. Sorry about the problems as far as your contest submission goes, but definitely polish that off and submit it as a normal map.
Holy shit, those screenshots look great. Sorry about the problems as far as your contest submission goes, but definitely polish that off and submit it as a normal map.

Quote from josepezdj on August 6, 2012, 6:01 pmThanks wstrika. I'll definitely do that in a couple of days!
(EDIT: btw.. man, where the hell are you getting those awesome avatars from? dude, I think they're all so funny!
)
Thanks wstrika. I'll definitely do that in a couple of days!
(EDIT: btw.. man, where the hell are you getting those awesome avatars from? dude, I think they're all so funny! )
Quote from El Farmerino on August 7, 2012, 12:47 amWhew... played this anyway despite the graphical problems, but I'm having to take a little break... I got as far as [spoiler]getting the cube balanced on the lightbridge[/spoiler] in the third room. A few things so far:
Room 1
Really liked the puzzle here - reminded me of one of greykarel's maps. I had a little problem where occasionally the floor panel in the pit wouldn't flip back when the button was unpressed. Problem with pending outputs, perhaps? Otherwise, great.
Room 2
A bit weird, because the most puzzling thing here seemed to be [spoiler]getting back to the cube room to make the fling to the button[/spoiler], something you don't actually have to do if you have prior knowledge of the room layout. Unless I did it in an unintended way, of course....
Room 3
Can't say a lot about this, as I haven't solved much of it yet. I thought the moving platform could maybe be sped up a little bit, as it was a bit irritating to have to wait for it, [spoiler]especially given the design of the first puzzle here. As for that - I initially managed to get back into the cube room and flung myself with the cube up to that little ledge above the vertical lightbridge; I then had a real rough time trying to get the cube on the lightbridge as I was bouncing way too high. Once I realised what was intended I thought it was a nice little puzzle, although as I say the slow platform can make re-attempts a chore and it did take me a few attempts to get it right (was really grateful for the F6 and F7 keys...)[/spoiler]
One other thing I'd say about that room is that it would be nice to have some kind of hint as to the order of things in there - at the moment it's a bit much to take in all at once. Perhaps some numbered symbols or something?
Aesthetically I don't want to say too much as I'd rather wait until I see it in all its glory, but even with the models missing and the funky world-portal thing going on I must say it looks pretty damn sharp.
Whew... played this anyway despite the graphical problems, but I'm having to take a little break... I got as far as
Room 1
Really liked the puzzle here - reminded me of one of greykarel's maps. I had a little problem where occasionally the floor panel in the pit wouldn't flip back when the button was unpressed. Problem with pending outputs, perhaps? Otherwise, great.
Room 2
A bit weird, because the most puzzling thing here seemed to be
Room 3
Can't say a lot about this, as I haven't solved much of it yet. I thought the moving platform could maybe be sped up a little bit, as it was a bit irritating to have to wait for it,
One other thing I'd say about that room is that it would be nice to have some kind of hint as to the order of things in there - at the moment it's a bit much to take in all at once. Perhaps some numbered symbols or something?
Aesthetically I don't want to say too much as I'd rather wait until I see it in all its glory, but even with the models missing and the funky world-portal thing going on I must say it looks pretty damn sharp.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------

Quote from josepezdj on August 8, 2012, 3:38 amXtreger wrote:Well the screenshots look wonderful, especially the skybox. Tough luck...Thanks Xtreger. I also hope you'll like the puzzles whenever you have time to test it
![]()
@El:
First of all you must know that I came out from the rock I was hidden under only because I wanted to reply to your detailed post, because I sincerely thank you a ton for that, because you deserve my detailed comments... but overall, because I think it must be really annoying to be playing the map with sunglasses
in order to protect your eyes from those blinding models
![]()
Thank you my friend.
Anyways, I'll release a newer version separately in another thread later today and I'll appreciate if you can play that one instead
Sorry for not doing this earlier but I really had to sleep some after my hard-mapping weekend nightmare
El Farmerino wrote:Really liked the puzzle here - reminded me of one of greykarel's maps.Thanks. Yeah somehow it reminds me too, overall, what reminds me indeed, are some mechanics I performed to play some of his maps, more than the design itself...
ROOM 1
El Farmerino wrote:I had a little problem where occasionally the floor panel in the pit wouldn't flip back when the button was unpressed. Problem with pending outputs, perhaps? Otherwise, great.Hmmm... Tbh I also experienced something similar 1 time but never reappeared. Everything is correctly set up, by a couple of logic_relays and setting each output a delay of 0.20 secs except for the "CancelPending" fired to the other relay. There are 4 entities (2 func_door_rotating plus 2 portal_cleansers) receiving inputs from the relays, maybe that's too much (?). Or maybe I should increase the delay up to 0.25 for example... I'll check.
ROOM 2
El Farmerino wrote:the most puzzling thing here seemed to be [spoiler]getting back to the cube room to make the fling to the button[/spoiler]Yes... and NO: let you finish the map and you'll see how this room is more than just that
El Farmerino wrote:something you don't actually have to do if you have prior knowledge of the room layout. Unless I did it in an unintended way, of course....That got me confused. I'd like to hear how you would reach that ceiling button [spoiler]without using the chamber 01... Because ofc I've placed some white tiles in 2 sides of the center column in order to allow you fling and get momentum, but not enough to reach that buttton (?)[/spoiler] Anyway, I'll check every height again later today.
El Farmerino wrote:I thought the moving platform could maybe be sped up a little bit, as it was a bit irritating to have to wait for it, especially given the design of the first puzzle hereOh about that... I also think so! But after trying diifferent speeds, I thought that one is the more "natural" speed this platform should be (it's 50 or maybe 55). Anyway I've thought of a more elegant solution: I'll place 2-3 platforms instead moving at the same time with a fair separation into a looped circuit, what do you think?
This way, you'll meet some of them soon after you approach to the ledge of the pit.
ROOM 3
El Farmerino wrote:I initially managed to get back into the cube room and flung myself with the cube up to that little ledge above the vertical lightbridge; I then had a real rough time trying to get the cube on the lightbridge as I was bouncing way too highHa... to be frank I've tried to do as you describe and I couldn't reproduce it!
[spoiler]The only possible way I can think of to do what you say is to leave a portal at the top of the column in Room 02, thee cube on the floor_button there's in the "division" hall, then go to room 03, slide your body around the cornise and jump down into a portal placed on the floor near the stairs... I tried that but I didn't reach the top (that "division hall")... Did you placed a portal on the wall at 03 near the staris instead and run across it bunnyhopping or something to reach that room?? please let me know.[/spoiler] I measured carefully all flinging heights in the map and [spoiler]I intentionally left some white tiles on the center column at 02 and some on the floor to allow the perfect momentum to position the cube pointing to the laser beam catcher that activates the light bridge
[/spoiler]
El Farmerino wrote:One other thing I'd say about that room is that it would be nice to have some kind of hint as to the order of things in there - at the moment it's a bit much to take in all at once. Perhaps some numbered symbols or something?Hahaha... I thought I allready did! I know distances are a bit long, but I thought still noticeable... Please check (these pics have been taken in real in-game zooming in from the floor near the staris):
[spoiler]This intends to be a "dot 1" signage... check the blue circle
This intends to be a "dot 2" signage... check the 2 blue circles
[/spoiler]
I tried to guide the player and to offer intuitive signals. It's a difficult area to signalize though... but I'll try it better (haha... I was indicatoring on Sunday at around 4:00h Spain hour! that's ETD 22:00h... with SO WEARY eyes! my glasses didn't help me much yet)
Thank you so much again for playing. I'll inform about the updated version, please stay tuned.
![]()
Hugs
Thanks Xtreger. I also hope you'll like the puzzles whenever you have time to test it
@El:
First of all you must know that I came out from the rock I was hidden under only because I wanted to reply to your detailed post, because I sincerely thank you a ton for that, because you deserve my detailed comments... but overall, because I think it must be really annoying to be playing the map with sunglasses in order to protect your eyes from those blinding models
Thank you my friend.
Anyways, I'll release a newer version separately in another thread later today and I'll appreciate if you can play that one instead Sorry for not doing this earlier but I really had to sleep some after my hard-mapping weekend nightmare
Thanks. Yeah somehow it reminds me too, overall, what reminds me indeed, are some mechanics I performed to play some of his maps, more than the design itself...
ROOM 1
Hmmm... Tbh I also experienced something similar 1 time but never reappeared. Everything is correctly set up, by a couple of logic_relays and setting each output a delay of 0.20 secs except for the "CancelPending" fired to the other relay. There are 4 entities (2 func_door_rotating plus 2 portal_cleansers) receiving inputs from the relays, maybe that's too much (?). Or maybe I should increase the delay up to 0.25 for example... I'll check.
ROOM 2
Yes... and NO: let you finish the map and you'll see how this room is more than just that
That got me confused. I'd like to hear how you would reach that ceiling button
Oh about that... I also think so! But after trying diifferent speeds, I thought that one is the more "natural" speed this platform should be (it's 50 or maybe 55). Anyway I've thought of a more elegant solution: I'll place 2-3 platforms instead moving at the same time with a fair separation into a looped circuit, what do you think? This way, you'll meet some of them soon after you approach to the ledge of the pit.
ROOM 3
Ha... to be frank I've tried to do as you describe and I couldn't reproduce it!

Hahaha... I thought I allready did! I know distances are a bit long, but I thought still noticeable... Please check (these pics have been taken in real in-game zooming in from the floor near the staris):
This intends to be a "dot 2" signage... check the 2 blue circles
I tried to guide the player and to offer intuitive signals. It's a difficult area to signalize though... but I'll try it better (haha... I was indicatoring on Sunday at around 4:00h Spain hour! that's ETD 22:00h... with SO WEARY eyes! my glasses didn't help me much yet)
Thank you so much again for playing. I'll inform about the updated version, please stay tuned.
Hugs
Quote from El Farmerino on August 8, 2012, 7:32 amHa, I found it perfectly playable as it is, though I'll hold out for the fixed-up version if that's on the way.
What I meant about the button in the second room is that [spoiler]on a replay you can actually just skip right to flinging to the button, as you know it's coming; you don't need to work out how to get back as you don't need to go down in the first place. Not really a complaint - in fact, it was really nice when I couldn't find my previous save and could just blast through it - but it was something I've never seen before and made me question my method a little bit.[/spoiler]
2 or 3 platforms would be perfect. It's mainly the horrible sensation when you realise you've just missed it that's the problem, as it takes so long to come back....
How I got onto the ledge - [spoiler]one portal on the wall facing the room with the cube button, one on the floor next to the stairs. A jump off the stairs and into the portal takes me back into the cube room. Then jump back down and fling up.[/spoiler] I made a video of it, actually, but I won't post it here because for some reason one of your textures didn't show up when I converted the .dem to targa files and as a result it looks absolutely horrible - I'd hate for people to think that's the state your map is in, as the textures showed up fine in-game. I'll see if I can PM it to you.
As for the signage - D'oh! That's just me being an idiot. I was wondering what those circles were about...
Ha, I found it perfectly playable as it is, though I'll hold out for the fixed-up version if that's on the way.
What I meant about the button in the second room is that
2 or 3 platforms would be perfect. It's mainly the horrible sensation when you realise you've just missed it that's the problem, as it takes so long to come back....
How I got onto the ledge -
As for the signage - D'oh! That's just me being an idiot. I was wondering what those circles were about...
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------

Quote from josepezdj on August 8, 2012, 7:43 amThanks again El for your input.
You don't need to send the video to me, I completely understand it, that was my first guess!
El Farmerino wrote:What I meant about the button in the second room is that on a replay you can actually just skip right to flinging to the button, as you know it's coming; you don't need to work out how to get back as you don't need to go down in the first place. Not really a complaint - in fact, it was really nice when I couldn't find my previous save and could just blast through it - but it was something I've never seen before and made me question my method a little bit.Yeah! once you know what to do, you simply have to [spoiler]place the cube on the button, open a floor portal in 02, go back to 01 and jump below on the other floor portal... then keep the momentum from portal to portal until you reach the button
Well done[/spoiler]
(lol... the "thumbs up" emote stands out of the spoiler tag! hahaha)
Please wait up some hours and test the new version. Thank you, really
Thanks again El for your input.
You don't need to send the video to me, I completely understand it, that was my first guess!
Yeah! once you know what to do, you simply have to

(lol... the "thumbs up" emote stands out of the spoiler tag! hahaha)
Please wait up some hours and test the new version. Thank you, really