[WIP] CG's Untitled Gel Puzzles BETA
Quote from CrazyGuy on June 25, 2011, 7:51 pmOK here's the functionally complete, put together gelmaps
This is a 3 chamber composite of the two WIP maps I submitted earlier (Bridgeclimb and Gelerase) and a third test chamber (working title: anglebounce)Rather than type up a lengthy description that nobody will read i'll just say "here it is!"
Full Wheately themed puzzles mainly involving repulsion gel.
Diffuculty: hardPLEASE post me notes on this, any problems, and room for improvement, and maybe some help optimizing the large, open areas (yes I used visclusters.) I need feedback before I do submit v1.0 to the released maps section.
EDIT: I just realized that, in area 2, there is a button on the floor to the left as you exit the observation room. The button simply turns the light off and on. thats ALL it does. Pelase ignore it as I was using it to test the lights out part of the sequence im making to go between areas 2 and 3
File Name: cg_gp.zip
File Size: 6.15?MiB
CG's Untitled Gel Puzzles BETA
OK here's the functionally complete, put together gelmaps
This is a 3 chamber composite of the two WIP maps I submitted earlier (Bridgeclimb and Gelerase) and a third test chamber (working title: anglebounce)
Rather than type up a lengthy description that nobody will read i'll just say "here it is!"
Full Wheately themed puzzles mainly involving repulsion gel.
Diffuculty: hard
PLEASE post me notes on this, any problems, and room for improvement, and maybe some help optimizing the large, open areas (yes I used visclusters.) I need feedback before I do submit v1.0 to the released maps section.
EDIT: I just realized that, in area 2, there is a button on the floor to the left as you exit the observation room. The button simply turns the light off and on. thats ALL it does. Pelase ignore it as I was using it to test the lights out part of the sequence im making to go between areas 2 and 3

File Name: cg_gp.zip
File Size: 6.15?MiB
CG's Untitled Gel Puzzles BETA
Additional Chapter 8 Tests:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1118
Oversized Test Chamber Storage Area
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=923
Quote from Darkylight on June 25, 2011, 8:48 pmimg and /img fo images
img and /img fo images
Quote from bjs0 on June 25, 2011, 11:17 pmSince you're looking for notes, I will be a bit pedantic. Spoilers ahead:
Many Many Spoilers
[spoiler]The top part of the "Anglebounce" chamber is a little sloppy. I'm not really sure I climbed up to the button the "right way," if there is one. And there should be a target mark (or something more subtle) on the wall at the height you need to shoot the portal during the final exit maneuver. And possibly a hint about where the exit is.In the "Gelerase" chamber, it's possible to use the water and the white wall behind the ramp to erase the orange gel sufficiently before pushing the single-dot cube button. This is obviously not a huge deal. And I had a bit of difficulty getting portals to appear on the upper extending panel. It seemed necessary to shoot at the bottom of the panel for it to work. Also, once I activated the four-dot beam catcher, I was unaware what had changed. It seems like it should be obvious, but I managed to miss it.
In the "Bridgeclimb" chamber, I was repeatedly launched behind the slanted panels, against the wall. I had to crouch and plod out slowly each time. And I'm not sure I pulled off the final solution as intended. I climbed up to the top where the light bridges cross, shot a portal off to the side to cut the bridge, bounced off of the floor in the center, and then moved the light bridge back beneath me.
There was quite a bit of slowdown at some points, and I would help you with the optimization, but I've just started using Hammer, so I won't be much help.[/spoiler]
But really, I loved all three of them. And I'd like to add that the [spoiler]terminal velocity conversion gel fling[/spoiler] was particularly brilliant. Your work is consistently high in quality, CG. If you keep making maps, I will keep playing them.
Since you're looking for notes, I will be a bit pedantic. Spoilers ahead:
Many Many Spoilers
In the "Gelerase" chamber, it's possible to use the water and the white wall behind the ramp to erase the orange gel sufficiently before pushing the single-dot cube button. This is obviously not a huge deal. And I had a bit of difficulty getting portals to appear on the upper extending panel. It seemed necessary to shoot at the bottom of the panel for it to work. Also, once I activated the four-dot beam catcher, I was unaware what had changed. It seems like it should be obvious, but I managed to miss it.
In the "Bridgeclimb" chamber, I was repeatedly launched behind the slanted panels, against the wall. I had to crouch and plod out slowly each time. And I'm not sure I pulled off the final solution as intended. I climbed up to the top where the light bridges cross, shot a portal off to the side to cut the bridge, bounced off of the floor in the center, and then moved the light bridge back beneath me.
There was quite a bit of slowdown at some points, and I would help you with the optimization, but I've just started using Hammer, so I won't be much help.
But really, I loved all three of them. And I'd like to add that the
Quote from CrazyGuy on June 25, 2011, 11:50 pmbjs0 wrote:Since you're looking for notes, I will be a bit pedantic. Spoilers ahead:Many Many Spoilers
[spoiler]The top part of the "Anglebounce" chamber is a little sloppy. I'm not really sure I climbed up to the button the "right way," if there is one. And there should be a target mark (or something more subtle) on the wall at the height you need to shoot the portal during the final exit maneuver. And possibly a hint about where the exit is.In the "Gelerase" chamber, it's possible to use the water and the white wall behind the ramp to erase the orange gel sufficiently before pushing the single-dot cube button. This is obviously not a huge deal. And I had a bit of difficulty getting portals to appear on the upper extending panel. It seemed necessary to shoot at the bottom of the panel for it to work. Also, once I activated the four-dot beam catcher, I was unaware what had changed. It seems like it should be obvious, but I managed to miss it.
In the "Bridgeclimb" chamber, I was repeatedly launched behind the slanted panels, against the wall. I had to crouch and plod out slowly each time. And I'm not sure I pulled off the final solution as intended. I climbed up to the top where the light bridges cross, shot a portal off to the side to cut the bridge, bounced off of the floor in the center, and then moved the light bridge back beneath me.
There was quite a bit of slowdown at some points, and I would help you with the optimization, but I've just started using Hammer, so I won't be much help.[/spoiler]
But really, I loved all three of them. And I'd like to add that the [spoiler]terminal velocity conversion gel fling[/spoiler] was particularly brilliant. Your work is consistently high in quality, CG. If you keep making maps, I will keep playing them.Thanks for testing: As for the first chamber, the top part a bit sloppy? what does it need for improvement? Climbing to the button im pretty sure the only way would be to paint the paint the floors and bounce up. The second chamber, I could have sworn that the [spoiler]water being shot from the white wall behind the ramp/fizzlers didn't ever hit the orange ramp, but i'll ahve to reinvestigate.[/spoiler] Not that its really a problem, you still need both cubes to solve the 3'rd part.
The final exit solution you described was definitely NOT what I had in mind, and I noticed it jsut playtesting it now. That will need some thought. And yes ill add more indication as to the loc of the exit.
You got stuck on the angled panels in area 1... you mean the ones that are being pushed out by the big yellow beam? or the ones on the surface you are supposed to [spoiler]paint to bounce out?[/spoiler]
Finally, you mentioned that several points needed more hints as to where the exits are. Yes, I know and im sorry about that (especially for the REAL exit to area2) but when this is done it will have a voiceover with Wheately telling you where to look. I'm planning on doing my own lines for Wheately, I do pretty good impressions and if what I record sounds good enough i'll use it, otherwise i'll just use game_text.
Many Many Spoilers
In the "Gelerase" chamber, it's possible to use the water and the white wall behind the ramp to erase the orange gel sufficiently before pushing the single-dot cube button. This is obviously not a huge deal. And I had a bit of difficulty getting portals to appear on the upper extending panel. It seemed necessary to shoot at the bottom of the panel for it to work. Also, once I activated the four-dot beam catcher, I was unaware what had changed. It seems like it should be obvious, but I managed to miss it.
In the "Bridgeclimb" chamber, I was repeatedly launched behind the slanted panels, against the wall. I had to crouch and plod out slowly each time. And I'm not sure I pulled off the final solution as intended. I climbed up to the top where the light bridges cross, shot a portal off to the side to cut the bridge, bounced off of the floor in the center, and then moved the light bridge back beneath me.
There was quite a bit of slowdown at some points, and I would help you with the optimization, but I've just started using Hammer, so I won't be much help.
But really, I loved all three of them. And I'd like to add that the
Thanks for testing: As for the first chamber, the top part a bit sloppy? what does it need for improvement? Climbing to the button im pretty sure the only way would be to paint the paint the floors and bounce up. The second chamber, I could have sworn that the
The final exit solution you described was definitely NOT what I had in mind, and I noticed it jsut playtesting it now. That will need some thought. And yes ill add more indication as to the loc of the exit.
You got stuck on the angled panels in area 1... you mean the ones that are being pushed out by the big yellow beam? or the ones on the surface you are supposed to
Finally, you mentioned that several points needed more hints as to where the exits are. Yes, I know and im sorry about that (especially for the REAL exit to area2) but when this is done it will have a voiceover with Wheately telling you where to look. I'm planning on doing my own lines for Wheately, I do pretty good impressions and if what I record sounds good enough i'll use it, otherwise i'll just use game_text.
Additional Chapter 8 Tests:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1118
Oversized Test Chamber Storage Area
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=923
Quote from bjs0 on June 26, 2011, 12:09 amCrazyGuy wrote:As for the first chamber, the top part a bit sloppy? what does it need for improvement?I guess I did it the right way. Maybe use more white textures on the floor. I had to use some weird angles, and it threw me off because the process didn't seem entirely elegant.
CrazyGuy wrote:You got stuck on the angled panels in area 1... you mean the ones that are being pushed out by the big yellow beam? or the ones on the surface you are supposed to [spoiler]paint to bounce out?[/spoiler]Actually, I was referring to the five angled panels on the floor in the third area.
EDIT: It occurred that I might not be correct about the area names. I assumed "Anglebounce" was the first area, and "Bridgeclimb" was the third.
I guess I did it the right way. Maybe use more white textures on the floor. I had to use some weird angles, and it threw me off because the process didn't seem entirely elegant.
Actually, I was referring to the five angled panels on the floor in the third area.
EDIT: It occurred that I might not be correct about the area names. I assumed "Anglebounce" was the first area, and "Bridgeclimb" was the third.
Quote from jimmyb on June 26, 2011, 12:41 amQuick question:
[spoiler]Am I supposed to be able to shoot a portal on the 'x' in this pic. It won't let me and there doesn't seem to be a fizzler preventing it.
[/spoiler]
Quick question:

Quote from bjs0 on June 26, 2011, 12:45 amYou aren't supposed to, jimmyb.
CrazyGuy, is this the intended solution for the final area? Also, I edited my post above, in case you didn't notice.
You aren't supposed to, jimmyb.
CrazyGuy, is this the intended solution for the final area? Also, I edited my post above, in case you didn't notice.
Quote from CrazyGuy on June 26, 2011, 8:31 pmjimmyb wrote:Quick question:
Am I supposed to be able to shoot a portal on the 'x' in this pic. It won't let me and there doesn't seem to be a fizzler preventing it.no. There is an invisible extension of the fizzler across that part. But I guess you are right, I will change the "visible" parameter on that trigger_portal_cleanser to "yes" to avoid confusion. Doin' that right now. Too bad valve didn't include mini versions of the fizzler models (or the ability to scale the existing ones, grrrrrr)
bjs0 wrote:is this the intended solution for the final area? Also, I edited my post above, in case you didn't notice.It most certainly is not. Wow. Ok, how the hell did you manage to get the white paint on that spot? I thought there were no horizontal surfaces to make it go sideways
EDIT: Oh of course you used the angled panels. That were there mainly for decoration, partly to confuse the player, mostly because they are a remnant of another puzzle mechanic I was playing with but didn't work out at all.
also:
bjs0 wrote:I guess I did it the right way. Maybe use more white textures on the floor. I had to use some weird angles, and it threw me off because the process didn't seem entirely elegant.oh now I understand what you are referring to. You mean the part where you paint the blocks to get up to the switch (not a spoiler, its pretty obvious) OK. Yeah I guess it does need more tile so make it a little easier. The way I always do it is [spoiler]I shoot my blue portal at the placement helper for the blue paint then I shoot the orange one right next to it, then I jump up onto the first tier using the gel where it sprays out to begin with, then right on the corner of the white ledge I fire my orange portal a whole bunch of times, aiming left and right to get the the level 2 and 3 blocks painted.[/spoiler] that part of the puzzle is tricky because, unless you have practiced a lot, it forces you to crouch after every jump so you don't bounce too far. As far as elegance is concerned, this test chamber was put together by Wheately, so it's not gonna be Van Gough or anything like that. But, your comment on elegance gave me a good idea for some lines:
Wheately: "Alright now... I couldn't find the rest of this test chamber so I put one together myself, slapped it on top, and even threw in a button for ya. Course, you'll have to solve this first part, which i've never seen before. Should be interesting."
Finally, bsj0, I must say "AAahhhh THOSE ones" to you getting stuck in the angle panels. Yes Im not surprised, and I realize now I should never have left them unblocked. I decided "well if the player INSISTS on portalling behind them, it isn't at all productive so let him." But if you are getting stuck in them just bouncing around, then that IS a problem and I will fix it now with some good old fashioned clipping brushes
EDIT: Ok fuck those panels. They're gone. See above comment.
Oh and finally, I also realize now why you ddin't see the exit signs in area 3. It was because when I copied that area of the map from its separate map file into the main, composite map, all of the brush face ID numbers changed and the info_overlays no longer stuck. more ez fixes. Thanks!
Am I supposed to be able to shoot a portal on the 'x' in this pic. It won't let me and there doesn't seem to be a fizzler preventing it.
no. There is an invisible extension of the fizzler across that part. But I guess you are right, I will change the "visible" parameter on that trigger_portal_cleanser to "yes" to avoid confusion. Doin' that right now. Too bad valve didn't include mini versions of the fizzler models (or the ability to scale the existing ones, grrrrrr)
It most certainly is not. Wow. Ok, how the hell did you manage to get the white paint on that spot? I thought there were no horizontal surfaces to make it go sideways
EDIT: Oh of course you used the angled panels. That were there mainly for decoration, partly to confuse the player, mostly because they are a remnant of another puzzle mechanic I was playing with but didn't work out at all.
also:
oh now I understand what you are referring to. You mean the part where you paint the blocks to get up to the switch (not a spoiler, its pretty obvious) OK. Yeah I guess it does need more tile so make it a little easier. The way I always do it is
Wheately: "Alright now... I couldn't find the rest of this test chamber so I put one together myself, slapped it on top, and even threw in a button for ya. Course, you'll have to solve this first part, which i've never seen before. Should be interesting."
Finally, bsj0, I must say "AAahhhh THOSE ones" to you getting stuck in the angle panels. Yes Im not surprised, and I realize now I should never have left them unblocked. I decided "well if the player INSISTS on portalling behind them, it isn't at all productive so let him." But if you are getting stuck in them just bouncing around, then that IS a problem and I will fix it now with some good old fashioned clipping brushes
EDIT: Ok fuck those panels. They're gone. See above comment.
Oh and finally, I also realize now why you ddin't see the exit signs in area 3. It was because when I copied that area of the map from its separate map file into the main, composite map, all of the brush face ID numbers changed and the info_overlays no longer stuck. more ez fixes. Thanks!
Additional Chapter 8 Tests:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1118
Oversized Test Chamber Storage Area
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=923
Quote from Vegetable soup on June 26, 2011, 8:53 pmI thought it was a pretty good map. I had one problem with room #2 and #3, there was just too much gel and it lagged me quite a bit. Here are a few pics (my fps is in the corner)
Suggestions: somehow turn the graphics quality on the gel down
I thought it was a pretty good map. I had one problem with room #2 and #3, there was just too much gel and it lagged me quite a bit. Here are a few pics (my fps is in the corner)
Suggestions: somehow turn the graphics quality on the gel down
Quote from Dilbao on June 27, 2011, 4:49 pmGood puzzles but map has some fps problems. Also some of the puzzles are exploitable. I'll post a detailed report later.
Edit: I give up, too many little things to report. And low fps is not making it easy.
Good puzzles but map has some fps problems. Also some of the puzzles are exploitable. I'll post a detailed report later.
Edit: I give up, too many little things to report. And low fps is not making it easy.
