[WIP] [WIP] Brain Exercise
Quote from StasConstantine on March 18, 2012, 6:55 pmAn easy single player map. Includes Laser, Hardlight, Turrets, and Faith Platform. Have Fun!
Please Point out any flaws, bugs, mistakes, "ninja" ways to solve it.
Added few updates: bug fixes.
File Name: MapZip.zip
File Size: 14.2 MiB
Click here to download Brain Exercise
An easy single player map. Includes Laser, Hardlight, Turrets, and Faith Platform. Have Fun!
Please Point out any flaws, bugs, mistakes, "ninja" ways to solve it.
Added few updates: bug fixes.
File Name: MapZip.zip
File Size: 14.2 MiB
Click here to download Brain Exercise
Quote from spongylover123 on March 18, 2012, 8:09 pmthe map doesnt have an ending
the map doesnt have an ending
Quote from Szieve on March 19, 2012, 6:16 amOk.. took a sec to find the funnel.. it could be heard, but not seen. and final flag is out the window.. to nowhere? Ok WIP.. just asking if that's it so far? Texture for floor in pit/trap door (the one you fling through) in room 1 is buggy. Bridge room is way too bright as is the following room. nice concepts though.. just needs finished and some polish. maybe some cube maps to let us know what does what.. wasn't too hard to figure out what was intended, as the rising block was fixed, but a receptor on the wall it is aimed at with a map to the trap door would do it.
Ok.. took a sec to find the funnel.. it could be heard, but not seen. and final flag is out the window.. to nowhere? Ok WIP.. just asking if that's it so far? Texture for floor in pit/trap door (the one you fling through) in room 1 is buggy. Bridge room is way too bright as is the following room. nice concepts though.. just needs finished and some polish. maybe some cube maps to let us know what does what.. wasn't too hard to figure out what was intended, as the rising block was fixed, but a receptor on the wall it is aimed at with a map to the trap door would do it.
Quote from Lpfreaky90 on March 19, 2012, 9:52 amAh; obviously WIP:
A couple of things:
* Y U KILL ME LAZ0R?! Honestly; this is really annoying, PLEASE change it!
* One of the fizzler-emitters sticks out of the wall.
* I thought it was pretty tedious to constantly run back to the button to activate the laser. Why not use a button just to activate it. That would be a lot easier.
* The roof between test 1 and 2 was really empty.
* The button in room 2 is floating.
* The big white room where you have to jump down all the way could be skipped by just placing portals in your corridor and where you have to go.Couple of issues but they can be fixed! Looks of the first part are really really nice =D
Ah; obviously WIP:
A couple of things:
* Y U KILL ME LAZ0R?! Honestly; this is really annoying, PLEASE change it!
* One of the fizzler-emitters sticks out of the wall.
* I thought it was pretty tedious to constantly run back to the button to activate the laser. Why not use a button just to activate it. That would be a lot easier.
* The roof between test 1 and 2 was really empty.
* The button in room 2 is floating.
* The big white room where you have to jump down all the way could be skipped by just placing portals in your corridor and where you have to go.
Couple of issues but they can be fixed! Looks of the first part are really really nice =D
Quote from StasConstantine on March 19, 2012, 10:00 pmThe laser was intended to be pushed by a button by walking back and forth, this would cause you to think of a correct way to place the cube to knock out as many turrets as you can in one strike
.
Can you please point out which fizzler is popping out, button that is floating and the "empty roof"?Thanks for the replies! I rearanged the first room a little bit, added indicator lights and fixed texture and brush placement mistakes. Lazor is no longer lethal, only is discuraging. Added more things to show where the funnel is (replaced one of the arrows with a funnel sign and added more light there)
The laser was intended to be pushed by a button by walking back and forth, this would cause you to think of a correct way to place the cube to knock out as many turrets as you can in one strike .
Can you please point out which fizzler is popping out, button that is floating and the "empty roof"?
Thanks for the replies! I rearanged the first room a little bit, added indicator lights and fixed texture and brush placement mistakes. Lazor is no longer lethal, only is discuraging. Added more things to show where the funnel is (replaced one of the arrows with a funnel sign and added more light there)
Quote from Lpfreaky90 on March 19, 2012, 10:34 pmwell, the fizzlers in the first room are on thin pieces of glass. To make them nicely fitting so you won't see the back side your things should be at least 32 pixels thick.
The empty roof is just that there is a lot of detail in the environment and there is NOTHING on the roof; the roof is just one big block of roof
well, the fizzlers in the first room are on thin pieces of glass. To make them nicely fitting so you won't see the back side your things should be at least 32 pixels thick.
The empty roof is just that there is a lot of detail in the environment and there is NOTHING on the roof; the roof is just one big block of roof
Quote from StasConstantine on March 19, 2012, 10:51 pmYou mean the open roof? I got the fizzler fixed.
You mean the open roof? I got the fizzler fixed.
Quote from Lpfreaky90 on March 19, 2012, 10:58 pmStasConstantine wrote:You mean the open roof? I got the fizzler fixed.Good
Always nice to see proper fizzlers!
Speaking of which: I'm not sure but do you use dynamic fizzlers?
If you don't:
instructions
[spoiler]1. Change your fizzler-emitters to prop_dynamics.
2. Give them the same name; like fizzler_emitter.
3. Search in the model browser for fizzler_dynamic.
4. Give that what disables the fizzler also these outputs:
Ontrigger/Onpowered; fizzler_emitter; setanimation; close; 0.00
Ontrigger/Onpowered; fizzler_emitter; setdefaultanimation; closeIdle; 0.00[/spoiler]And well I like the open roof; the fact that you can see everything! But the part of the roof you have to cross from once you reach the roof until you get into the funnel that's a rather boring looking piece of roof
Good Always nice to see proper fizzlers!
Speaking of which: I'm not sure but do you use dynamic fizzlers?
If you don't:
instructions
2. Give them the same name; like fizzler_emitter.
3. Search in the model browser for fizzler_dynamic.
4. Give that what disables the fizzler also these outputs:
Ontrigger/Onpowered; fizzler_emitter; setanimation; close; 0.00
Ontrigger/Onpowered; fizzler_emitter; setdefaultanimation; closeIdle; 0.00
And well I like the open roof; the fact that you can see everything! But the part of the roof you have to cross from once you reach the roof until you get into the funnel that's a rather boring looking piece of roof
Quote from StasConstantine on March 19, 2012, 11:00 pmOh, I think I understand, and I'll add the dynamic fizzlers, thank you
Oh, I think I understand, and I'll add the dynamic fizzlers, thank you
Quote from Djinndrache on March 24, 2012, 4:33 pmWhy would I use a laser? http://www.youtube.com/watch?v=wAUql7mKsFQ
Why would I even walk in? http://www.youtube.com/watch?v=k7GOp_tQzJUBy the way, not even a WIP map should have a pathetic filename like that. Even "random_mapname_123" would be better..
Didn't watch anything but the first room so far. Obviously you still got lots of testing to do before this can be released as non-WIP. Keep working on it.
Why would I use a laser? http://www.youtube.com/watch?v=wAUql7mKsFQ
Why would I even walk in? http://www.youtube.com/watch?v=k7GOp_tQzJU
By the way, not even a WIP map should have a pathetic filename like that. Even "random_mapname_123" would be better..
Didn't watch anything but the first room so far. Obviously you still got lots of testing to do before this can be released as non-WIP. Keep working on it.
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