[WIP] [SP] 'Momentum' beta_3_8
Quote from neco on July 18, 2011, 1:16 pmQuote: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."Getting there" was 'allowed' both ways but not catching the cube without using the light bridges. I had to leave a gap there (or the bridge would be stopped), however I somehow must have missed the easiest option of all.
Quote: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/I have a pyramid shaped vphysics_clip under the panels. Have to add a panel attached player clip, too. Thanks!
Quote: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/Well yes, I thought a 'distant' star would be better than no light source. Yet you're right I should try an env_sun if that works. Will have to figure that out haven't used it, yet.
After all I really needed that feedback. I think I learned to look at mapping differently now and will concentrate on that. You can't imagine how grateful I am for all your efforts, thank you so much.
I think they should deliver the authoring tools with a warning: "Can cause addiction"
At 3:44 an invisible wall is blocking me, that's annoying and I don't see any reason why it should be there.
"Getting there" was 'allowed' both ways but not catching the cube without using the light bridges. I had to leave a gap there (or the bridge would be stopped), however I somehow must have missed the easiest option of all.
- 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/
I have a pyramid shaped vphysics_clip under the panels. Have to add a panel attached player clip, too. Thanks!
http://cloud.steampowered.com/ugc/59469 ... E97D724F1/
Well yes, I thought a 'distant' star would be better than no light source. Yet you're right I should try an env_sun if that works. Will have to figure that out haven't used it, yet.
After all I really needed that feedback. I think I learned to look at mapping differently now and will concentrate on that. You can't imagine how grateful I am for all your efforts, thank you so much.
I think they should deliver the authoring tools with a warning: "Can cause addiction" ![]()
Quote from neco on July 18, 2011, 1:23 pm2CAE7256 wrote:(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.The usual answer is grapics card/drivers problem, I think. I really don't know. However I have really spend some time to find the right loop and music for the perfect combination. As a musician I would love to include my own music later on but I have (as you have kindly pointed out) other issues to solve first.
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.
The usual answer is grapics card/drivers problem, I think. I really don't know. However I have really spend some time to find the right loop and music for the perfect combination. As a musician I would love to include my own music later on but I have (as you have kindly pointed out) other issues to solve first.
Quote from 2CAE7256 on July 18, 2011, 3:22 pmneco wrote: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
Is this the intended way?
JpVahyc16g0
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
Is this the intended way?
JpVahyc16g0
Quote from neco on July 18, 2011, 3:49 pmOh dear, yes, well almost. You were supposed to use both panels placing the cube in the gap surrounding the panel (the edge pointing downwards in order to gain the right angle/momentum), though. When I replaced the brush with glas texture with the prop_static glas I forgot to accomodate the height, as I've learned now. The former height wouldn't have allowed to use the panel infront of the glas alone. Once having figured it out it's quite easy since I placed a lot of helpers like trigger_pushs and and a funnel shaped gravity vphysics_brush around the slanted area to help the cube in.
I tried to set the values in a way that no frustration should occur. Have tried it a dozen times until I at least made 2 out of 5 myself. Kick the cube!
I mean can't you guys simply follow the numbers, huh??? First: One Dot! Next comes: Two Dots! etc
I think that I've learned my lesson well. The motto seems to be: "Try it differently!"
I also have to prevent the panel buttons from being pushed after they are all raised. There is no disable IN/OUT for them as far as I know. Perhaps I might func_door_disappear 'em downwards........
Oh dear, yes, well almost. You were supposed to use both panels placing the cube in the gap surrounding the panel (the edge pointing downwards in order to gain the right angle/momentum), though. When I replaced the brush with glas texture with the prop_static glas I forgot to accomodate the height, as I've learned now. The former height wouldn't have allowed to use the panel infront of the glas alone. Once having figured it out it's quite easy since I placed a lot of helpers like trigger_pushs and and a funnel shaped gravity vphysics_brush around the slanted area to help the cube in.
I tried to set the values in a way that no frustration should occur. Have tried it a dozen times until I at least made 2 out of 5 myself. Kick the cube!
I mean can't you guys simply follow the numbers, huh??? First: One Dot! Next comes: Two Dots! etc ![]()
I think that I've learned my lesson well. The motto seems to be: "Try it differently!"
I also have to prevent the panel buttons from being pushed after they are all raised. There is no disable IN/OUT for them as far as I know. Perhaps I might func_door_disappear 'em downwards........
Quote from NuclearDuckie on July 18, 2011, 10:44 pm2CAE7256 wrote: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.Try turning your shader quality up.
Try turning your shader quality up.
Quote from neco on July 22, 2011, 2:27 am2CAE7256 wrote: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/I have tried to mend some of the problems you pointed out. The thing is that judging from the YouTube video you kindly provided, there is a problem with the behaviour of your player.
I know it sounds strange but it looks as if some player and object clips are ignored during your gameplay.When you fall in the shaft at the end for example you shouldn't be caught or even touch the tubes surrounding the player. There is a 'player clip tube' which is meant to prevent that. Yet, your player (at 3:58) is caught by the corner of the tubing. It seems as if there is a semi "noclip" like behaviour of your player.
PS: Could you please check your inbox, maybe it is full...
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/
I have tried to mend some of the problems you pointed out. The thing is that judging from the YouTube video you kindly provided, there is a problem with the behaviour of your player.
I know it sounds strange but it looks as if some player and object clips are ignored during your gameplay.
When you fall in the shaft at the end for example you shouldn't be caught or even touch the tubes surrounding the player. There is a 'player clip tube' which is meant to prevent that. Yet, your player (at 3:58) is caught by the corner of the tubing. It seems as if there is a semi "noclip" like behaviour of your player.
PS: Could you please check your inbox, maybe it is full...
Quote from Djinndrache on July 22, 2011, 8:29 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:XYj-fh1RfnU
(Link: http://www.youtube.com/watch?v=XYj-fh1RfnU)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
XYj-fh1RfnU
(Link: http://www.youtube.com/watch?v=XYj-fh1RfnU)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Ruien on July 24, 2011, 7:40 amI found this map, while interesting, to be so broken that it really was frustrating. When I solve puzzles, I don't run around aimlessly but tend to stand and think of the solution. This puzzle really did not work for that. There are some completely unintuitive pieces that I feel seriously detract from the gameplay unless they are made clear:
frustrating elements
[spoiler]- The excursion funnel remains on when the box is removed from its power switch.- The initial door can be re-entered by walking near to it. It appears to close behind you and one would expect that it would not be opened again. At the very least, it would be expected that, if needed, some trigger (lighting [3] for example?) would open it.
- The panels can be lifted as a sequence of illuminating the laser catcher behind the door. The section [3] laser relays can be illuminated by pointing a box vertically, but then the player is left staring at the other [3] next to the closed door wondering what the next goal should be. Walking to the door causes it to open, at which point the player exits. When he reenters the room, the panels are raised. It isn't even immediately clear that this was caused by the catcher behind the door, because that catcher is no longer powered.
- Once the panels are raised, pressing the panel launch button lowers them, and breaks the room. Re-raising them does not even necessarily work even after you know what initiates the raise sequence in the first place.
- Three redirection cubes are locked behind panels and it appears that you need to light up all relays and catchers in this room to open those panels, or something. No matter what i lit up, I couldn't get that chamber open. Later I just saw that it "was open" and only afterward realized it was opened as part of the panel-raising sequence.
- ... etc ...[/spoiler]
In short, the map is interesting, but relationships between room objects should be explained, either visually or even textually. The player should solve the puzzle, not solve how the room interacts with itself.If these relationships were made clear, this map would easily be a 5/5 in my opinion. As an example, I did solve the "turn-on-the-excursion-funnel puzzle" by [spoiler]using the two panels and their buttons to launch the box[/spoiler] as intended. This was an awesome puzzle element, and it was fun because the goal was well-labeled and clear: given two launchers and a box, place the box into the receptacle containing a box-button.
I found this map, while interesting, to be so broken that it really was frustrating. When I solve puzzles, I don't run around aimlessly but tend to stand and think of the solution. This puzzle really did not work for that. There are some completely unintuitive pieces that I feel seriously detract from the gameplay unless they are made clear:
frustrating elements
- The initial door can be re-entered by walking near to it. It appears to close behind you and one would expect that it would not be opened again. At the very least, it would be expected that, if needed, some trigger (lighting [3] for example?) would open it.
- The panels can be lifted as a sequence of illuminating the laser catcher behind the door. The section [3] laser relays can be illuminated by pointing a box vertically, but then the player is left staring at the other [3] next to the closed door wondering what the next goal should be. Walking to the door causes it to open, at which point the player exits. When he reenters the room, the panels are raised. It isn't even immediately clear that this was caused by the catcher behind the door, because that catcher is no longer powered.
- Once the panels are raised, pressing the panel launch button lowers them, and breaks the room. Re-raising them does not even necessarily work even after you know what initiates the raise sequence in the first place.
- Three redirection cubes are locked behind panels and it appears that you need to light up all relays and catchers in this room to open those panels, or something. No matter what i lit up, I couldn't get that chamber open. Later I just saw that it "was open" and only afterward realized it was opened as part of the panel-raising sequence.
- ... etc ...
In short, the map is interesting, but relationships between room objects should be explained, either visually or even textually. The player should solve the puzzle, not solve how the room interacts with itself.
If these relationships were made clear, this map would easily be a 5/5 in my opinion. As an example, I did solve the "turn-on-the-excursion-funnel puzzle" by
Quote from neco on August 1, 2011, 4:52 pmOhhhhh dear, I can't believe it. I'm so stupid. It's sooooo embarrassing.
![]()
If NuclearDuckie hadn't mentionned the new posting and comments in his PM, I wouldn't have realised that there were new postings here. I am really sorry.
I always scrolled down the first page and found the last posting remaining the same without taking a look at the page number.I'll definitely have to use the email notification.
Again, I'm very sorry. I will update to the latest version ASAP.
![]()
![]()
Shame on me....
Ohhhhh dear, I can't believe it. I'm so stupid. It's sooooo embarrassing.
If NuclearDuckie hadn't mentionned the new posting and comments in his PM, I wouldn't have realised that there were new postings here. I am really sorry.
I always scrolled down the first page and found the last posting remaining the same without taking a look at the page number.
I'll definitely have to use the email notification.
Again, I'm very sorry. I will update to the latest version ASAP.
![]()
Shame on me....
Quote from neco on August 1, 2011, 5:03 pmHi Djinndrache,
thank you very much for having made this video. I was able to mend some of the problems/issues with this version in the latest one. There may be others, though. I hope the next beta wont be that broken. Will try to make things more obvious and concentrate more on gameplay and gameflow.
The only thing that I haven't understood is why you didn't use the slanted areas to jump (cube in hand) on the panels? I thought this would be so obvious. Erare humanum est...
Should add some "jump through portal" sinage.
With the next version I hope you'll have a better gameflow and some confusing/intersecting parts are discarded anyway.Thank you for having taken the time to make the video it is very useful in understanding how others come to different solutions. It shows many mistakes which I could have avoided in the first place.
Hi Djinndrache,
thank you very much for having made this video. I was able to mend some of the problems/issues with this version in the latest one. There may be others, though. I hope the next beta wont be that broken. Will try to make things more obvious and concentrate more on gameplay and gameflow.
The only thing that I haven't understood is why you didn't use the slanted areas to jump (cube in hand) on the panels? I thought this would be so obvious. Erare humanum est...
Should add some "jump through portal" sinage.
With the next version I hope you'll have a better gameflow and some confusing/intersecting parts are discarded anyway.
Thank you for having taken the time to make the video it is very useful in understanding how others come to different solutions. It shows many mistakes which I could have avoided in the first place.
