[SP] Workaround
Quote from Jane_Doe on August 28, 2011, 7:39 amWell, here and there things rather slope off into a goo pit - having fallen there, the second or so's delay is to make stumbling into these not instantly deadly.
That said, if folk think it's compromising the map at all it's an easy tweak.Thank you for the comment though, Hope you liked the look of it too
Well, here and there things rather slope off into a goo pit - having fallen there, the second or so's delay is to make stumbling into these not instantly deadly.
That said, if folk think it's compromising the map at all it's an easy tweak.
Thank you for the comment though, Hope you liked the look of it too
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from GreyHound on August 28, 2011, 9:08 amI solved the 2nd room [spoiler]swimming through the toxic[/spoiler], no idea what i should do instead.
Edit: Ah, i got it now. In that case you definately need to make the toxic deadlier.
I solved the 2nd room
Edit: Ah, i got it now. In that case you definately need to make the toxic deadlier.
Quote from Marise on August 28, 2011, 10:10 amI haven't played it yet, but maybe you could use a separate trigger_hurt in the shallow parts, so that part will be less deadly but the other parts will be like usual.
I haven't played it yet, but maybe you could use a separate trigger_hurt in the shallow parts, so that part will be less deadly but the other parts will be like usual.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Jane_Doe on August 28, 2011, 11:17 amThanks Greyhound for pointing out the unintended exploit, and Marise for the advice about tweaking things.
[spoiler]This setting was originally to allow the player to scrabble out on the slope if their fling from the first room Target onto the gel was interrupted by (as occasionally happens) clipping the edge of the portal and slowing their momentum.[/spoiler]
Clearly this has left an unintendedly broken moment so having acted on Marise's advice, all other goo has been returned to its regular toxicity - and a blob more debris ought to close that exploit outright.
Enjoy your testing, and thanks again for the feedback - hopefully the style at least is now the only broken part of it all
Thanks Greyhound for pointing out the unintended exploit, and Marise for the advice about tweaking things.
Clearly this has left an unintendedly broken moment so having acted on Marise's advice, all other goo has been returned to its regular toxicity - and a blob more debris ought to close that exploit outright.
Enjoy your testing, and thanks again for the feedback - hopefully the style at least is now the only broken part of it all ![]()
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from xdiesp on August 28, 2011, 6:06 pmTwo medium chambers in Decay, not so atmospheric but quite the destroyed kind with plenty debris blocking both the way and the solution (apparently). Pretty tough early on, later lowers in a long outro.
Specifically, the first chamber hosts one particularly twisted fizzler-based test: not impossible, but kind of the time waster kind. A couple bugs though: if you portal to the little room when it's closed, you're stuck; the target on the wall, for the gel jump, is 1 tile too high - it easily becomes a stressor that way.
The second looks tame in comparison: reach the place, press a button and you're out - if I may suggest, place the cubeplate right in front of the turrets and force the player to provide the lasercube from CH1 (or even the laser, if you can pull this). The water damage being lower than usual helps with the aforementioned big jump.
Two medium chambers in Decay, not so atmospheric but quite the destroyed kind with plenty debris blocking both the way and the solution (apparently). Pretty tough early on, later lowers in a long outro.
Specifically, the first chamber hosts one particularly twisted fizzler-based test: not impossible, but kind of the time waster kind. A couple bugs though: if you portal to the little room when it's closed, you're stuck; the target on the wall, for the gel jump, is 1 tile too high - it easily becomes a stressor that way.
The second looks tame in comparison: reach the place, press a button and you're out - if I may suggest, place the cubeplate right in front of the turrets and force the player to provide the lasercube from CH1 (or even the laser, if you can pull this). The water damage being lower than usual helps with the aforementioned big jump.
Quote from Jane_Doe on August 28, 2011, 6:24 pmGosh, I wish I could identify your descriptions - can you do your walkthrough in a linear fashion (with spoilers where required), I'm sure I can tweak it if you make any sense in english?
I had the Trigger_Damage for the last leap disabled, though i can't remove the excess splash from the portal transition's seeping into the water texture beneath - any ideas?Use your extensive level-creating knowhow if you can - thanks!
Oh and did you like the theming/lighting - god knows it took fucking ages but no-one seems interested in it - and you know how hard it can be, right?
Gosh, I wish I could identify your descriptions - can you do your walkthrough in a linear fashion (with spoilers where required), I'm sure I can tweak it if you make any sense in english?
I had the Trigger_Damage for the last leap disabled, though i can't remove the excess splash from the portal transition's seeping into the water texture beneath - any ideas?
Use your extensive level-creating knowhow if you can - thanks!
Oh and did you like the theming/lighting - god knows it took fucking ages but no-one seems interested in it - and you know how hard it can be, right?
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from Jane_Doe on August 28, 2011, 8:12 pmHelpful as ever....
Found the trap though, after scratching my head awhile over your description - a repair has been made - you can 'waste' more time testing it if you like
Helpful as ever....
Found the trap though, after scratching my head awhile over your description - a repair has been made - you can 'waste' more time testing it if you like
http://bit.ly/qrOYZw
Helping you help us help you help us all.
Quote from Soundlogic on August 29, 2011, 3:34 pmI got to the exit, though I had to quickly disable the last batch of turrets, not sure if that was the intended solution, but I can't figure out how one is actually supposed to reach the exit
I got to the exit, though I had to quickly disable the last batch of turrets, not sure if that was the intended solution, but I can't figure out how one is actually supposed to reach the exit
Quote from Jane_Doe on August 29, 2011, 5:15 pmHopefully this chamber works well enough now to post a meaningful walkthrough, which I hope helps you, Soundlogic, so here : http://www.youtube.com/watch?v=nUbt82eYZlI
Sorry if it's rather dark, I don't know why Youtube does this to my videos, it looks fine on my PC - hope it provides the salient points though
Hopefully this chamber works well enough now to post a meaningful walkthrough, which I hope helps you, Soundlogic, so here : http://www.youtube.com/watch?v=nUbt82eYZlI
Sorry if it's rather dark, I don't know why Youtube does this to my videos, it looks fine on my PC - hope it provides the salient points though
http://bit.ly/qrOYZw
Helping you help us help you help us all.
