[WIP] [SP] 'Momentum' beta_3_8
Quote from neco on July 17, 2011, 12:06 pmUploaded the 'final' version here:
[SP] Momentum[SP] 'Momentum' beta_3_9
Fixed a stupid mistake which occured due to copy/pasting elements in Hammer editor without making sure that outputs aren't inherited to the "newly" created element.
Each time the moving cleanser above the floor cube button dissolved a cube in version 3_8 a cube was spawned in the upper small chamber. That means depending on the amount of failed attempts you might encounter cubes where there should be none at all.
Thanks for pointing that out.
___________________________________________[SP] 'Momentum' beta_3_8
So hopefully this version is not as broken as my first attempt (better not broken at all, but that's wishful thinking I'm afraid)
Haven't removed the puzzle element which some of you might not like, others for sure will. I have tried to make the map as "ninjaproof" as I could but who knows what you "ninja guys" have in store for me?!
I really hope it's worth the download this time. Feel free to post your comments to the ongoing thread. I really appreciate all hints and criticism which might help me to improve this map.
Known issues:
- env_soundscape is audible beyond its range (could probably "kill" the entity but haven't done that)
- ambient_generics are still a problem but work unless I don't try to import chamber 2. This isn't finished, yet, since I started to rebuild it almost from scratch.
- reload after auto save causes "bad model 14 error" from time to time (very rarely) (???)
- getting stuck under panels is very clumsily "solved" but works quite fine
- else? You tell me..._______________________________________
Inspired especially by damagepy's maps I started mapping almost four weeks ago. Well, this is my debut map introducing one puzzle element that I at least haven't seen, yet.
It's about angle,timing and of course momentum
Should appreciate it very much if I could have some feedback on this one.
Have temporarily removed two other chambers for now because they caused too many problems. Will add them later on.Hope you like it.......and oh, there is no cake but a little surprise if you play it to the end........
Don't forget: do not rename the file (because of the cubemaps)!
File Name: sp_momentum_beta_3_9.rar
File Size: 4.93 MiB
Click here to download [SP] 'Momentum' beta_3_9
Uploaded the 'final' version here:
[SP] Momentum
[SP] 'Momentum' beta_3_9
Fixed a stupid mistake which occured due to copy/pasting elements in Hammer editor without making sure that outputs aren't inherited to the "newly" created element.
Each time the moving cleanser above the floor cube button dissolved a cube in version 3_8 a cube was spawned in the upper small chamber. That means depending on the amount of failed attempts you might encounter cubes where there should be none at all.
Thanks for pointing that out.
___________________________________________
[SP] 'Momentum' beta_3_8
So hopefully this version is not as broken as my first attempt (better not broken at all, but that's wishful thinking I'm afraid)
Haven't removed the puzzle element which some of you might not like, others for sure will. I have tried to make the map as "ninjaproof" as I could but who knows what you "ninja guys" have in store for me?!
I really hope it's worth the download this time. Feel free to post your comments to the ongoing thread. I really appreciate all hints and criticism which might help me to improve this map.
Known issues:
- env_soundscape is audible beyond its range (could probably "kill" the entity but haven't done that)
- ambient_generics are still a problem but work unless I don't try to import chamber 2. This isn't finished, yet, since I started to rebuild it almost from scratch.
- reload after auto save causes "bad model 14 error" from time to time (very rarely) (???)
- getting stuck under panels is very clumsily "solved" but works quite fine
- else? You tell me...
_______________________________________
Inspired especially by damagepy's maps I started mapping almost four weeks ago. Well, this is my debut map introducing one puzzle element that I at least haven't seen, yet.
It's about angle,timing and of course momentum ![]()
Should appreciate it very much if I could have some feedback on this one.
Have temporarily removed two other chambers for now because they caused too many problems. Will add them later on.
Hope you like it.......and oh, there is no cake but a little surprise if you play it to the end........
Don't forget: do not rename the file (because of the cubemaps)!
File Name: sp_momentum_beta_3_9.rar
File Size: 4.93 MiB
Click here to download [SP] 'Momentum' beta_3_9
Quote from NuclearDuckie on July 17, 2011, 10:57 pmMake it less broken. plzkthnx
Make it less broken. plzkthnx

Quote from neco on July 18, 2011, 1:39 amFirst of all thanks for your reply.
I can't even reproduce what you did there (I have to try a little harder perhaps) but it definitely isn't the intended solution (it's solvable with all three panels up. [spoiler]You can use the portals to place the cubes on top of the panels. Use the slanted portable brushes and jump, holding the cube on them[/spoiler]). If I'm not wrong you weren't able to open the exit door like that. A little more verbose description of what you mean saying "broken" would be helpful.
First of all thanks for your reply.
I can't even reproduce what you did there (I have to try a little harder perhaps) but it definitely isn't the intended solution (it's solvable with all three panels up.
Quote from neco on July 18, 2011, 1:48 amHas anybody finished the map. Is it too hard? Too easy?
My only reference so far were my twins. They indebedently solved the puzzles and that's why I thought that it can't be that hard.PS: Please keep in mind that English isn't my first language. So if anything sounds weird or wrong be lenient.
Has anybody finished the map. Is it too hard? Too easy?
My only reference so far were my twins. They indebedently solved the puzzles and that's why I thought that it can't be that hard.
PS: Please keep in mind that English isn't my first language. So if anything sounds weird or wrong be lenient.
Quote from NuclearDuckie on July 18, 2011, 11:07 amThe floating cubes are a result of placing them on the raised panels and then lowering those panels (by breaking the laser chain holding them up). Thanks for the tip on how to get on top of them, although that wouldn't have worked in my previous situation due to my needing the portals in one place in order to direct the laser.
I've played it through again and I'll give you feedback on where things were confusing or "broken".
? Firstly, how was I supposed to get the cube onto the button activating the excursion funnel? I ended up throwing it as I jumped through a high-up portal, but this took many tries to get right.
? Second, I noticed that if you press the button to vaporise/respawn the cube, the excursion funnel stays active. This means I can use it to activate the laser, giving me a spare redirection cube.
? To activate the raised panels, I had to turn a redirection cube so that it faced upwards, which felt more like an exploit than a proper solution. However, the alternative required the use of portals, which ended up producing the consequences shown above.
? At the point where I had to put the redirection cubes onto each of the raised panels, I found it frustrating to keep having to return to the small patch of portalable wall in the corner. It would be better if the whole room had white walls at the base.
? This was a minor annoyance, but the excursion funnel kept catching me as I attempted to land on the raised platforms.
? I wasn't entirely sure of my solution to getting the second laser into the receptor. Here's what it looked like:[spoiler]
[/spoiler]
? It's possible to trap yourself in the "NEXT CHAMBER THIS WAY" room.
? I was able to easily bypass the section involving the timed elevator and the emancipation grill simply by bringing two boxes with me into the "NEXT CHAMBER THIS WAY" room.
? I enjoyed the chamber demonstrating the new mechanic; however I felt it was a little too easy to die from falling into the emancipation grill, which really only needed to destroy the cube.
? Another thing which felt like an exploit: having to raise the cube behind the force field by repeatedly placing the light bridge, which doesn't make any physical sense.
? When I got the cube onto the button, the lasery death field was de-activated, and another door opened, but there was a brick wall immediately behind it. Was this to lead to one of the chambers you cut?I liked the ending; preferable to a boring old elevator any day, and the turrets made me jump a bit.
I also liked that this was the first map I've played in which you can actually see some of the outside world (well, a tree anyway), and not just stuff growing inside the chambers.But yeah, while the chamber is playable, there are a number of issues which should probably be addressed before it's considered "done".
The floating cubes are a result of placing them on the raised panels and then lowering those panels (by breaking the laser chain holding them up). Thanks for the tip on how to get on top of them, although that wouldn't have worked in my previous situation due to my needing the portals in one place in order to direct the laser.
I've played it through again and I'll give you feedback on where things were confusing or "broken".
? Firstly, how was I supposed to get the cube onto the button activating the excursion funnel? I ended up throwing it as I jumped through a high-up portal, but this took many tries to get right.
? Second, I noticed that if you press the button to vaporise/respawn the cube, the excursion funnel stays active. This means I can use it to activate the laser, giving me a spare redirection cube.
? To activate the raised panels, I had to turn a redirection cube so that it faced upwards, which felt more like an exploit than a proper solution. However, the alternative required the use of portals, which ended up producing the consequences shown above.
? At the point where I had to put the redirection cubes onto each of the raised panels, I found it frustrating to keep having to return to the small patch of portalable wall in the corner. It would be better if the whole room had white walls at the base.
? This was a minor annoyance, but the excursion funnel kept catching me as I attempted to land on the raised platforms.
? I wasn't entirely sure of my solution to getting the second laser into the receptor. Here's what it looked like:

? It's possible to trap yourself in the "NEXT CHAMBER THIS WAY" room.
? I was able to easily bypass the section involving the timed elevator and the emancipation grill simply by bringing two boxes with me into the "NEXT CHAMBER THIS WAY" room.
? I enjoyed the chamber demonstrating the new mechanic; however I felt it was a little too easy to die from falling into the emancipation grill, which really only needed to destroy the cube.
? Another thing which felt like an exploit: having to raise the cube behind the force field by repeatedly placing the light bridge, which doesn't make any physical sense.
? When I got the cube onto the button, the lasery death field was de-activated, and another door opened, but there was a brick wall immediately behind it. Was this to lead to one of the chambers you cut?
I liked the ending; preferable to a boring old elevator any day, and the turrets made me jump a bit.
I also liked that this was the first map I've played in which you can actually see some of the outside world (well, a tree anyway), and not just stuff growing inside the chambers.
But yeah, while the chamber is playable, there are a number of issues which should probably be addressed before it's considered "done".
Quote from 2CAE7256 on July 18, 2011, 11:15 amThis is my playthrough, I tried to show you some of many glitches I found.
SQK9L1AyUZU
You can see (and hear) that "a cube falling on the floor" sound is not working properly.
The glitchy portal I shoot at ~2:24 is not really necessary, I could just shoot a portal on the ceiling (the door that opened as the panels were raising won't (and shouldn't) close (as you can see at ~2:29)).
You can get where I'm at 3:14 without using the bridge. You can squeeze yourself through the gap between the wall and the "repulsion field".
At 3:44 an invisible wall is blocking me, that's annoying and I don't see any reason why it should be there.You can shoot portal on the ceiling inside the corridor like this:
http://cloud.steampowered.com/ugc/59469 ... 8680ECE4D/You can get stuck inside a panel.
- If you press a button and go near the pertaining panel:
http://cloud.steampowered.com/ugc/59469 ... 734594A1F/
- If you trigger the "all panels raising" sequence and you stand on a panel before it raises:
http://steamcommunity.com/profiles/7656 ... 7353687677You can get stuck inside a door if you go back as it is closing:
http://cloud.steampowered.com/ugc/59469 ... 84ECAB0B0/Is this supposed to be the Sun? That cannot be the case because the Sun is so far away that it's position on the sky shouldn't change as you move around. Consider using the env_sun entity.
http://cloud.steampowered.com/ugc/59469 ... E97D724F1/
This is my playthrough, I tried to show you some of many glitches I found.
SQK9L1AyUZU
You can see (and hear) that "a cube falling on the floor" sound is not working properly.
The glitchy portal I shoot at ~2:24 is not really necessary, I could just shoot a portal on the ceiling (the door that opened as the panels were raising won't (and shouldn't) close (as you can see at ~2:29)).
You can get where I'm at 3:14 without using the bridge. You can squeeze yourself through the gap between the wall and the "repulsion field".
At 3:44 an invisible wall is blocking me, that's annoying and I don't see any reason why it should be there.
You can shoot portal on the ceiling inside the corridor like this:
http://cloud.steampowered.com/ugc/59469 ... 8680ECE4D/
You can get stuck inside a panel.
- If you press a button and go near the pertaining panel:
http://cloud.steampowered.com/ugc/59469 ... 734594A1F/
- If you trigger the "all panels raising" sequence and you stand on a panel before it raises:
http://steamcommunity.com/profiles/7656 ... 7353687677
You can get stuck inside a door if you go back as it is closing:
http://cloud.steampowered.com/ugc/59469 ... 84ECAB0B0/
Is this supposed to be the Sun? That cannot be the case because the Sun is so far away that it's position on the sky shouldn't change as you move around. Consider using the env_sun entity.
http://cloud.steampowered.com/ugc/59469 ... E97D724F1/
Quote from neco on July 18, 2011, 12:02 pmHi 2CAE7256 (I had to copy/paste this),
You guys demonstrate why a WIP and beta testing is a must. With your catlike reflexes and jumping/flinging and box throwing skills you really have to make a map foolproof to force your way of solving a puzzle.
Thank you very much for the video. I have to admit that I have to change a lot of things to make you solve it the way it was intended to.
You even bypassed a whole chamber. Apropos bypassing, you also bypassed a lot of triggers which were meant to give you the right sounds at the right time.The ending on your machine compared to mine (I don't know what your settings are) look awful. The music is missing and the fog/depth seems to be missing somehow, and why does it show that ugly white something were the linked portal is supposed to repeat itself???
I think that this is one major problem with map creation. You have to take to many things into account.Again, thank you very much for your help! I really appreciate it.
PS: As far as the "mistriggered" sound effect is concerned I have started a thread here:
http://forums.thinking.withportals.com/mapping-help/weird-trigger-behaviour-t4075.htmlThe stupid upper trigger fires the trigger instead of enabling it...
Hi 2CAE7256 (I had to copy/paste this),
You guys demonstrate why a WIP and beta testing is a must. With your catlike reflexes and jumping/flinging and box throwing skills you really have to make a map foolproof to force your way of solving a puzzle.
Thank you very much for the video. I have to admit that I have to change a lot of things to make you solve it the way it was intended to.
You even bypassed a whole chamber. Apropos bypassing, you also bypassed a lot of triggers which were meant to give you the right sounds at the right time.
The ending on your machine compared to mine (I don't know what your settings are) look awful. The music is missing and the fog/depth seems to be missing somehow, and why does it show that ugly white something were the linked portal is supposed to repeat itself???
I think that this is one major problem with map creation. You have to take to many things into account.
Again, thank you very much for your help! I really appreciate it.
PS: As far as the "mistriggered" sound effect is concerned I have started a thread here:
http://forums.thinking.withportals.com/mapping-help/weird-trigger-behaviour-t4075.html
The stupid upper trigger fires the trigger instead of enabling it...
Quote from 2CAE7256 on July 18, 2011, 12:26 pm(I edited my first post to include more information)
I don't know what causes that ending issue.
I also have an issue with viewing a portal through a portal on all custom maps (it works correctly on valve's maps). You can see it at 0:39 - 0:42, it looks black. I didn't see other players having this issue, so the ending will probably work correctly for most players.
(I edited my first post to include more information)
I don't know what causes that ending issue.
I also have an issue with viewing a portal through a portal on all custom maps (it works correctly on valve's maps). You can see it at 0:39 - 0:42, it looks black. I didn't see other players having this issue, so the ending will probably work correctly for most players.
Quote from neco on July 18, 2011, 12:48 pmHi NuclearDuckie!
NuclearDuckie wrote:The floating cubes are a result of placing them on the raised panels and then lowering those panels (by breaking the laser chain holding them up).I actually know why the cubes are floating but this was supposed to happen later on, after having entered the upper small chamber and 823zdfiuwerhztih...........what the heck
you guys have turned everything upside down
You were supposed to leave that room only with one cube basta!
No seriously I have to change a lot of things and should put those door rotating funcs back and place more clips and 'avoid-this-and-thats' everywhere
Quote:Firstly, how was I supposed to get the cube onto the button activating the excursion funnel? I ended up throwing it as I jumped through a high-up portal, but this took many tries to get right.Well actually, that was the inovation which (I am still amazed) both my sons did it the way it was intended to. I will not tell you, yet. Perhaps I'll be able to avoid all other options first and update to beta3
Quote:? Second, I noticed that if you press the button to vaporise/respawn the cube, the excursion funnel stays active. This means I can use it to activate the laser, giving me a spare redirection cube.This cube is the only one which was supposed to be allowed to leave the room. It obviously had its own ideas of being misused
The funnel is needed later on. You bypassed the upper small chamber, too.Quote:? To activate the raised panels, I had to turn a redirection cube so that it faced upwards, which felt more like an exploit than a proper solution. However, the alternative required the use of portals, which ended up producing the consequences shown above.2CAE7256's video shows at least once the intended solution (hope you had a better ending, though
Quote:? At the point where I had to put the redirection cubes onto each of the raised panels, I found it frustrating to keep having to return to the small patch of portalable wall in the corner. It would be better if the whole room had white walls at the base.Maybe you're right but you sometimes have to sacrifice functionality to visual concept (hope it's the right preposition).
Quote:? This was a minor annoyance, but the excursion funnel kept catching me as I attempted to land on the raised platforms.I can't even imagine how you did that......I'm confused, have to play it myself and try a few things differently. I think I was too focused on learning the mechanics/hammer and tools and visual aspects of mapping.
Quote:? I enjoyed the chamber demonstrating the new mechanic; however I felt it was a little too easy to die from falling into the emancipation grill, which really only needed to destroy the cube.
? Another thing which felt like an exploit: having to raise the cube behind the force field by repeatedly placing the light bridge, which doesn't make any physical sense.
? When I got the cube onto the button, the lasery death field was de-activated, and another door opened, but there was a brick wall immediately behind it. Was this to lead to one of the chambers you cut?Again, you guys made me really feel stupid since it wasn't meant to work like that at all. I have to redesign the whole thing. As I said this wasn't meant to be the "new" puzzle element.
Quote:I liked the ending; preferable to a boring old elevator any day, and the turrets made me jump a bit.
I also liked that this was the first map I've played in which you can actually see some of the outside world (well, a tree anyway), and not just stuff growing inside the chambers.I hope you had at least nearly the visual and acoustic experience which I hoped to create (tediously ARGGGHHH!!!!)
Quote:But yeah, while the chamber is playable, there are a number of issues which should probably be addressed before it's considered "done".I have to admit that I have to think differently when mapping and I am glad you helped me to primarily focus on playability and game mechanics. I have no clue how to avoid supper skills, though.
Thank you for having taken the time to write and giving me the nudge I needed. Glad to have found a place like this............
Hi NuclearDuckie!
I actually know why the cubes are floating but this was supposed to happen later on, after having entered the upper small chamber and 823zdfiuwerhztih...........what the heck
you guys have turned everything upside down
You were supposed to leave that room only with one cube basta!
No seriously I have to change a lot of things and should put those door rotating funcs back and place more clips and 'avoid-this-and-thats' everywhere ![]()
Well actually, that was the inovation which (I am still amazed) both my sons did it the way it was intended to. I will not tell you, yet. Perhaps I'll be able to avoid all other options first and update to beta3
This cube is the only one which was supposed to be allowed to leave the room. It obviously had its own ideas of being misused ![]()
The funnel is needed later on. You bypassed the upper small chamber, too.
2CAE7256's video shows at least once the intended solution (hope you had a better ending, though ![]()
Maybe you're right but you sometimes have to sacrifice functionality to visual concept (hope it's the right preposition).
I can't even imagine how you did that......I'm confused, have to play it myself and try a few things differently. I think I was too focused on learning the mechanics/hammer and tools and visual aspects of mapping.
? Another thing which felt like an exploit: having to raise the cube behind the force field by repeatedly placing the light bridge, which doesn't make any physical sense.
? When I got the cube onto the button, the lasery death field was de-activated, and another door opened, but there was a brick wall immediately behind it. Was this to lead to one of the chambers you cut?
Again, you guys made me really feel stupid since it wasn't meant to work like that at all. I have to redesign the whole thing. As I said this wasn't meant to be the "new" puzzle element.
I also liked that this was the first map I've played in which you can actually see some of the outside world (well, a tree anyway), and not just stuff growing inside the chambers.
I hope you had at least nearly the visual and acoustic experience which I hoped to create (tediously ARGGGHHH!!!!)
I have to admit that I have to think differently when mapping and I am glad you helped me to primarily focus on playability and game mechanics. I have no clue how to avoid supper skills, though.
Thank you for having taken the time to write and giving me the nudge I needed. Glad to have found a place like this............
Quote from 2CAE7256 on July 18, 2011, 12:57 pmOh! I forgot to mention these problems:
A cube won't fall through if you put the light bridge like this:
http://cloud.steampowered.com/ugc/59469 ... B3DACD2B0/
This can actually prevent people from finding a solution! (and delayed me about 5 minutes) Why it should work on the other wall if it doesn't work on this one?Also you can get on top with the cube like this:
http://cloud.steampowered.com/ugc/59469 ... 2EE2F4784/
The cube is acting really weird if you grab it (it's movement is restricted). You should be able to grab it and take it with you or the repulsion field should go all the way up to the ceiling.
And if you put the cube high enough it gets stuck like this and you are also stuck:
http://cloud.steampowered.com/ugc/59469 ... 0E2246447/You can also grab the cube through the repulsion field. Again it's movement is restricted.
You can also block the ending panel if you stand like this:
http://cloud.steampowered.com/ugc/59469 ... FBC1A28CB/EDIT: I think that a laser beam should pass through the glass here (as it does in Valve's maps):
http://cloud.steampowered.com/ugc/59469 ... 308959C0E/
Oh! I forgot to mention these problems:
A cube won't fall through if you put the light bridge like this:
http://cloud.steampowered.com/ugc/59469 ... B3DACD2B0/
This can actually prevent people from finding a solution! (and delayed me about 5 minutes) Why it should work on the other wall if it doesn't work on this one?
Also you can get on top with the cube like this:
http://cloud.steampowered.com/ugc/59469 ... 2EE2F4784/
The cube is acting really weird if you grab it (it's movement is restricted). You should be able to grab it and take it with you or the repulsion field should go all the way up to the ceiling.
And if you put the cube high enough it gets stuck like this and you are also stuck:
http://cloud.steampowered.com/ugc/59469 ... 0E2246447/
You can also grab the cube through the repulsion field. Again it's movement is restricted.
You can also block the ending panel if you stand like this:
http://cloud.steampowered.com/ugc/59469 ... FBC1A28CB/
EDIT: I think that a laser beam should pass through the glass here (as it does in Valve's maps):
http://cloud.steampowered.com/ugc/59469 ... 308959C0E/
