[WIP] CG's Untitled Gel Puzzles BETA
Quote from bjs0 on June 27, 2011, 7:03 pmYou should probably watch this demo:
bjs0_gp4_demo.rarNote that, even though they might not show up in the demo, the ramps in the second area were coated with gels when I played.
You should probably watch this demo:
Note that, even though they might not show up in the demo, the ramps in the second area were coated with gels when I played.
Quote from CrazyGuy on June 27, 2011, 8:44 pmbjs0 wrote:You should probably watch this demo:bjs0_gp4_demo.rarNote that, even though they might not show up in the demo, the ramps in the second area were coated with gels when I played.
Wow. That was enlightening. from the video I saw: you used unintended solutions for the first part of the first area (where you did the regular fling up to the x as opposed to the bridge assisted one.) This was not possible in earlier versions and because of changes I made since then I never noticed it. Got it. Nice job, btw on bouncing out of the first area [spoiler]HINT: You can stand on the red X to get the correct lightbridge angle for the final maneuver out of the first part of 1.[/spoiler]
Also noticed: The damn panels got stuck on the wall, again >=( I figured players would know to shoot portals behind them to pop em off but I realize now even that doesn't work. Solved: invisible func_door will pop the rest out as opposed to just the top one.
I'm glad to see you noticed the looktrigger for the catwalk falling off after you break it by landing on it. That was quite a bit of work getting juuust right.
In area 2 I see now that the 2nd ramp can be illegally depainted. I made the tile wall back there extend below the ramp only to make it easier for the player to portal for the speed maneuver. Its cause the portal needs to be slightly lower than the ramp or else player will hit the bottom edges of the oval. Ill fix that by raising the ramp a bit and removing that extra 64 units worth of tile.
As for the paint not appearing on the ramps yeah thats ok I noticed that kind of thing with demos too. Interesting bug: When I load my map and noclip straight up out of the entry lift then fly over to area 2, for some reason some of the paint bombs didn't spawn and no paint on the blue side but some on the orange.
I also noticed you found out that the curved paint pipes in area 2 are not solid. Shame on me, forgot to clip em off. DID know about it =P
And when you ramped over to area 3, you kinda went sideways and missed the ramp. Well, that ramp was really only there as a sort of a "ruler" for me to tell how far it would go, in the final version don't worry there will be catwalk going most of the way across so even if you go out at an angle you still have something to land on.
BUT: Thanks for falling off like that, now I know I need to extend the trigger hurt for the fall-kill to that area and maybe add a trigger to fade out first, as well. Its nice to see that the bit of catwalk you broke off made it down there. And upright!Also, no wonder you had trouble with the second part of area 1. You are using a joystick or gamepad controler! Trust me its all a LOT easier using a mouse =/
There are a number of problems with this which is why i'm super GLaD I submitted this in the WIP section first.
Vegetable soup wrote: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 downWell I know why you were slowed down on the second part and it wasn't exactly because of the gel, its because the game is still rendering area 1 behind it. THIS is probably because of the hole in the floor where the catwalk comes through. That hole sees out to the outside. Even though I areaportaled it off, its still lagging. Hmm. All I can think of right now to fix this would be to turn off ALL the gell particles in the pipes outside after you go inside.
Wow you were all the way down to 14 fps outside between 1 and 2. OK well there is kind of a lot of stuff out there. Ill figure out a way to optimize it.
Note that, even though they might not show up in the demo, the ramps in the second area were coated with gels when I played.
Wow. That was enlightening. from the video I saw: you used unintended solutions for the first part of the first area (where you did the regular fling up to the x as opposed to the bridge assisted one.) This was not possible in earlier versions and because of changes I made since then I never noticed it. Got it. Nice job, btw on bouncing out of the first area
Also noticed: The damn panels got stuck on the wall, again >=( I figured players would know to shoot portals behind them to pop em off but I realize now even that doesn't work. Solved: invisible func_door will pop the rest out as opposed to just the top one.
I'm glad to see you noticed the looktrigger for the catwalk falling off after you break it by landing on it. That was quite a bit of work getting juuust right.
In area 2 I see now that the 2nd ramp can be illegally depainted. I made the tile wall back there extend below the ramp only to make it easier for the player to portal for the speed maneuver. Its cause the portal needs to be slightly lower than the ramp or else player will hit the bottom edges of the oval. Ill fix that by raising the ramp a bit and removing that extra 64 units worth of tile.
As for the paint not appearing on the ramps yeah thats ok I noticed that kind of thing with demos too. Interesting bug: When I load my map and noclip straight up out of the entry lift then fly over to area 2, for some reason some of the paint bombs didn't spawn and no paint on the blue side but some on the orange.
I also noticed you found out that the curved paint pipes in area 2 are not solid. Shame on me, forgot to clip em off. DID know about it =P
And when you ramped over to area 3, you kinda went sideways and missed the ramp. Well, that ramp was really only there as a sort of a "ruler" for me to tell how far it would go, in the final version don't worry there will be catwalk going most of the way across so even if you go out at an angle you still have something to land on.
BUT: Thanks for falling off like that, now I know I need to extend the trigger hurt for the fall-kill to that area and maybe add a trigger to fade out first, as well. Its nice to see that the bit of catwalk you broke off made it down there. And upright!
Also, no wonder you had trouble with the second part of area 1. You are using a joystick or gamepad controler! Trust me its all a LOT easier using a mouse =/
There are a number of problems with this which is why i'm super GLaD I submitted this in the WIP section first.
Suggestions: somehow turn the graphics quality on the gel down
Well I know why you were slowed down on the second part and it wasn't exactly because of the gel, its because the game is still rendering area 1 behind it. THIS is probably because of the hole in the floor where the catwalk comes through. That hole sees out to the outside. Even though I areaportaled it off, its still lagging. Hmm. All I can think of right now to fix this would be to turn off ALL the gell particles in the pipes outside after you go inside.
Wow you were all the way down to 14 fps outside between 1 and 2. OK well there is kind of a lot of stuff out there. Ill figure out a way to optimize it.
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 Dilbao on June 27, 2011, 9:03 pmI decided to go with a demo rather then try to explaion.
So, enjoygp4_test.zipI don't understand the proper way to solve last puzzle however. Playing with white gel is kind of random and geting boring over time.
I decided to go with a demo rather then try to explaion.
So, enjoy
I don't understand the proper way to solve last puzzle however. Playing with white gel is kind of random and geting boring over time.
Quote from CrazyGuy on June 27, 2011, 10:15 pmyeah theres really only meant to be 1 thing to do with the white gel. Ill watch your demo later got somethin to do now
edit:
Okay, i've watched your demo and I'd like to say thanks! Now i'm aware of 2 more problems. 1: there is a hole in the wall in area 1 you can walk thru. That should never have been there, I HAD a clipping brush across that hole to stop that but somewhere along the way I converted it to a hint brush and forgot to duplicate the original clip.
and 2: I probably should put a target on the white walls for the final exit maneuver in the top of area 1.As for the solution u used to [spoiler]depaint the orange ramp,[/spoiler] yeah bsj0 caught that too. Its fixed.
Back to area 1: You solved it almost exactly as intended, but 2 things. 1: You [spoiler]saved the cube from the fizzler by using lightbridge on the ground. I meant for players to use the wall on the left,[/spoiler] and I had put that tile floor there for decoration more than anything. In hindsight, that was stupid and i'm changin it.
2: when you got the cube and proceeded to get it to its button, [spoiler]you dropped it thru the portal-fling system to propel it to the button area[/spoiler] I was like "Wow, that's cool" especially when you used the lightbridge to finish it off, but it was kind of the hard way =)
easy way: [spoiler]you could just do the fling maneuver using the same portal positions you used, , just fling YOURSELF holding the box. If you end up a little short those robot arms will catch you. Then just jump on the box to get up the steps[/spoiler]Soo.... maybe I should record a demo with the "correct" solutions, then work on how to steer the player towards them. right now, gotta fix those holes you found
yeah theres really only meant to be 1 thing to do with the white gel. Ill watch your demo later got somethin to do now
edit:
Okay, i've watched your demo and I'd like to say thanks! Now i'm aware of 2 more problems. 1: there is a hole in the wall in area 1 you can walk thru. That should never have been there, I HAD a clipping brush across that hole to stop that but somewhere along the way I converted it to a hint brush and forgot to duplicate the original clip.
and 2: I probably should put a target on the white walls for the final exit maneuver in the top of area 1.
As for the solution u used to
Back to area 1: You solved it almost exactly as intended, but 2 things. 1: You
2: when you got the cube and proceeded to get it to its button,
easy way:
Soo.... maybe I should record a demo with the "correct" solutions, then work on how to steer the player towards them. right now, gotta fix those holes you found
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 Dilbao on June 28, 2011, 5:44 pmI think, there is no point to use "normal" way. We are tring to find bugs here
That wasn't my first try by the way. Actually, I tried to bridge-up myself with the cube; no fling at all. But that doesn't work always with cube. You have to do it slowly or cube drops from bridge. So I tried to keep demo short. But it is possible.About that last part, I'll go for another round later.
Edit: Uploaded the last part.
gp4_test2.zipEdit2:
gp4_test3.zip
I think, there is no point to use "normal" way. We are tring to find bugs here ![]()
That wasn't my first try by the way. Actually, I tried to bridge-up myself with the cube; no fling at all. But that doesn't work always with cube. You have to do it slowly or cube drops from bridge. So I tried to keep demo short. But it is possible.
About that last part, I'll go for another round later.
Edit: Uploaded the last part.
Edit2:
