[SP] Toggle
Quote from AD_79p2 on August 13, 2013, 9:20 pmA seemingly simplistic puzzle utilizing a funnel that can change direction for a short amount of time.
File Name: Toggle v1.2.zip
File Size: 2.7 MiB
Click here to download Toggle
A seemingly simplistic puzzle utilizing a funnel that can change direction for a short amount of time.
File Name: Toggle v1.2.zip
File Size: 2.7 MiB
Click here to download Toggle

Quote from RectorRocks on August 14, 2013, 6:32 amAwesome puzzle man! Enjoyed it very much
Here's my playthrough:
XhHrywoUkBM5/5. Excellent.
Thanks for mapping
Cheers!
Awesome puzzle man! Enjoyed it very much
Here's my playthrough:
XhHrywoUkBM
5/5. Excellent.
Thanks for mapping
Cheers!
Quote from AD_79p2 on August 14, 2013, 11:53 amThanks for the positive feedback... but that last step wasn't quite intended.
Should I change the map a bit? Or should I leave it as it is?
Thanks for the positive feedback... but that last step wasn't quite intended.
Should I change the map a bit? Or should I leave it as it is?
Quote from Caden on August 14, 2013, 2:29 pmEither I overwrote the wrong map... or this looks exactly the same as the version you gave me yesterday
Still, great map! I loved the puzzle especially. It could have used some (assuming I played the full version) security cameras and more portal surfaces, though.
Either I overwrote the wrong map... or this looks exactly the same as the version you gave me yesterday
Still, great map! I loved the puzzle especially. It could have used some (assuming I played the full version) security cameras and more portal surfaces, though.
Quote from AD_79p2 on August 14, 2013, 4:23 pmOh, security cameras. I forgot to add those. Also, I'm having a difficult time getting the projected texture in the ceiling to work (yes, I added one). Next version will change that.
EDIT: Version 1.2 has been released (though no matter what I try, the projected_texture in the ceiling won't work).
Oh, security cameras. I forgot to add those. Also, I'm having a difficult time getting the projected texture in the ceiling to work (yes, I added one). Next version will change that.
EDIT: Version 1.2 has been released (though no matter what I try, the projected_texture in the ceiling won't work).

Quote from josepezdj on August 15, 2013, 2:38 pmHey man! Great map!
![]()
I think it's a bit too short though, and I think you could use that timed reversing funnel idea for much more than this
I mean that a couple of chambers more in which the player could make use of this funnel could have been great. Because it's a really cool element variation and could be explored deeper
![]()
5/5 from me.
I recorded the run:
UkW7ZfYyi4o
(Will be totally up in 100 mins.)technical advice
[spoiler]AD_79p2 wrote:EDIT: Version 1.2 has been released (though no matter what I try, the projected_texture in the ceiling won't work).I took the liberty of looking into your map and your env_projectedtexture entity settings, and I think you should change both the NearZ and FarZ values. If you select your env_projectedtexture entity, you can see the cone of the projection
- NearZ: you have it too low from the ceiling, at 450 units, this way, you won't ever cast the shadows of those squarebeams at the broken ceiling
Use much lower values, like 5 or 10 (again, go checking the cone of the projection and set it according to your wish).
- FarZ: the projection doeesn't even touch the floor with 750 units... check:
...use for example 1500-2000 for such a ceiling height.[/spoiler]
Hey man! Great map!
I think it's a bit too short though, and I think you could use that timed reversing funnel idea for much more than this I mean that a couple of chambers more in which the player could make use of this funnel could have been great. Because it's a really cool element variation and could be explored deeper
5/5 from me.
I recorded the run:
UkW7ZfYyi4o
(Will be totally up in 100 mins.)
technical advice
I took the liberty of looking into your map and your env_projectedtexture entity settings, and I think you should change both the NearZ and FarZ values. If you select your env_projectedtexture entity, you can see the cone of the projection
- NearZ: you have it too low from the ceiling, at 450 units, this way, you won't ever cast the shadows of those squarebeams at the broken ceiling Use much lower values, like 5 or 10 (again, go checking the cone of the projection and set it according to your wish).
- FarZ: the projection doeesn't even touch the floor with 750 units... check:
...use for example 1500-2000 for such a ceiling height.
Quote from AD_79p2 on August 15, 2013, 5:43 pmAlright, thanks for the help. And I'm glad you liked the map.
I don't use projected textures often, so... yeah, I'm not all that familiar with them... But I'll get it working in 1.3.
EDIT: I also want to add some gel flowing in the tube at the top of the chamber. Any advice on how to get that to work? I tried using multiple point_push entities, but it didn't work.
Alright, thanks for the help. And I'm glad you liked the map.
I don't use projected textures often, so... yeah, I'm not all that familiar with them... But I'll get it working in 1.3.
EDIT: I also want to add some gel flowing in the tube at the top of the chamber. Any advice on how to get that to work? I tried using multiple point_push entities, but it didn't work.

Quote from TeamSpen210 on August 15, 2013, 6:20 pmThere's some particle systems for gel flowing through tubes. (blob_curve, blob_curve_orange, blob_curve_blue). Put two info_particle_systems down, then set them both to have this system. Set control point 1 for the first to the name of the second. Set the first to start active. The fake gel will appear to flow from the first to the second, starting in the direction of the first and curving. There's a download for an example made by Chickenmobile.
There's some particle systems for gel flowing through tubes. (blob_curve, blob_curve_orange, blob_curve_blue). Put two info_particle_systems down, then set them both to have this system. Set control point 1 for the first to the name of the second. Set the first to start active. The fake gel will appear to flow from the first to the second, starting in the direction of the first and curving. There's a download for an example made by Chickenmobile.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Columbus on August 19, 2013, 10:49 amIs this in/going to be in the Workshop?
If not, I'm going to have to learn to download maps on a Mac really quickly...
EDIT: Never mind, I got it.
Is this in/going to be in the Workshop?
If not, I'm going to have to learn to download maps on a Mac really quickly...
EDIT: Never mind, I got it.