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[WIP] [WIP] CG_GelPuzles PRE FINAL release! Title needed!

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Alright here's the third release and ninth incarnation of CrazyGuy's Untitled Gel Puzzles.

Chapter 8, Three chambers centered around the physics paint, and using the gel in ways that the original valve maps did not.
Difficulty medium to hard.

in area 1, the way OUT of the top to the next area is just above the three panels that fall down; you must bounce out. This is not a spoiler, I intend to have Wheately lines to hint at it.

I have ADDED the much anticipated transition sequence between areas 2 and 3. I really want some Wheately lines to go with it, but for now just rememeber AFTER COMPLETING AREA 2 LOOK UP AND OUT. Also, a strange bug but for some reason the window on the top of the third chamber does not always open. If that happens for you, part of the exterior of area 3 is meant to see into the interior after the sequence ends, but sometimes that portal closes off for no aparrent reason.

I KNOW THERE ARE FRAMERATE ISSUES IN THE TOP OF THE FIRST CHAMBER. I'm sorry about this but I've already done as much optimization as I can for that area. If anyone has the time they could look at the included .vmf and see if they have any suggestions.

Please let me know what you think, and especially if any cheat solutions can be found.

If you get stuck on area 3,

Spoiler
did you know that painting the UNDERSIDE of a lightbridge paints BOTH sides? yes, the blue paint does bleed through lightbridges.

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File Name: CG_GP_prefinal.zip
File Size: 7.03?MiB
CG_GelPuzles PRE FINAL release! Title needed!

Looks great from your screens... Must play.

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Solid map. Found an exploit, though: in

Spoiler
the room that moves into view (the one in the third screenshot), you can gain extra momentum by jumping up from the blue gel faucet. The roof of the faucet will bounce you back down, and the floor will bounce you back up
. Also, in the same room,
Spoiler
after you activate the light bridges, you can bridge up using the panel over the door to a broken panel from the ceiling. If you crouch, you can get underneath this panel. Doesn't break the map, but I figured you wouldn't like it anyways. Actually, on second look, it seems like you can do this with any "broken" panel you can bridge to
. I'll be honest, I'm not 100% sure I solved the last puzzle correctly. I
Spoiler
bridged from the wall on the left as you enter the room, walked to the top, then portaled below me and at the center of the room, then edged close enough to the exit I could get out
. Overall, a wonderful map!

grent wrote:
Solid map. Found an exploit, though: in
Spoiler
the room that moves into view (the one in the third screenshot), you can gain extra momentum by jumping up from the blue gel faucet. The roof of the faucet will bounce you back down, and the floor will bounce you back up
. Also, in the same room,
Spoiler
after you activate the light bridges, you can bridge up using the panel over the door to a broken panel from the ceiling. If you crouch, you can get underneath this panel. Doesn't break the map, but I figured you wouldn't like it anyways. Actually, on second look, it seems like you can do this with any "broken" panel you can bridge to
. I'll be honest, I'm not 100% sure I solved the last puzzle correctly. I
Spoiler
bridged from the wall on the left as you enter the room, walked to the top, then portaled below me and at the center of the room, then edged close enough to the exit I could get out
. Overall, a wonderful map!

thanks for testing! I'm not clear what you mean about the exploit in area 3, but I'm thinking of just putting a grate across the gel spots so you can't do that.

You solved it by using a vertical fling? no that wasn't quite intended.

As for the panesl you can crouch under, I am certain I put invisible walls in front of each and every one of them. It seems they aren't working. Thanks!

Overall I was impressed with this. I thought it was extremely clever to

Spoiler
make the gel go into an infinite loop to paint the ceiling.
The lighting was much better from your other chamber congrats :thumbup:

Your destruction ambience was wayyy cool and you just happen to make things destroy in the right place at the right time.

I got stuck on the chamber in the first screen shot. After flinging myself up to the button I saw

Spoiler
it activated the panels
but every time I tried to bounce off the panel I never got high enough. I soon realised that it was better to put the portal a little lower instead of right at the top like I was doing, THEN it worked properly. At first I thought 'where was the exit?' as everything looked like it was going into a void. (maybe an arrow decal to show where to go?) Then I was like hrmm a target, at an angle... :O! EDIT: just realised you said this in your post. Ignore :)

A bug in the second room: I decided to spray paint everywhere at first and blue paint somehow got underneath the tilted panel with the blue gel on it. No matter what I did I couldn't wash it off and the cube kept on bouncing into the incinerator grid.
I reloaded an autosave and it was fine.
Also in that room there is a portalable surface

Spoiler
where the panels come out
there is a good chance someone could get stuck in there if they don't keep their other portal.
I noticed you put clip (or some kind of invisible wall) to stop the player from pressing the button from down below. You could have the same effect by putting the buttons inside an offside room (instead of the middle of the room), so the player cannot reach the cube in time etc.

The third room was really crafty but being cheap I decided to use the fling myself using the replace portal glitch up to the exit instead of using the lightbridges. I know you were meant to use the blue paint somehow but I was like meh. Flinging is easier.
Glitch: on the underside of the grate it is invisible (just so you know).

Overall it was great! It wasn't (too) frustrating and you had a couple of ideas I've never seen before. I could make a walkthrough/show your glitches if you like in a youtube vid.

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Wow. Creative, original, challenging and fun... Wish I could give you a six!

Difficult, original, and good map. It just really needs a portal placement helper at the top of the light bridge in the first room. Also, in the one room that moves once you're finished with it, there's a portalable surface behind one of the panels that pops diagonally out. This allowed me to get behind there and see what the area would look like after the chamber had moved.

Try out Twin Pillars, a Portal 2 map by BOB74j.
BOB74j wrote:
Difficult, original, and good map. It just really needs a portal placement helper at the top of the light bridge in the first room.

I don't know how you did this, but

Spoiler
in my solution, the light bridge had to be used in a number of angles; a portal placement helper would screw this up royally
.

chickenmobile wrote:
I thought it was extremely clever to
Spoiler
make the gel go into an infinite loop to paint the ceiling.

thanks. Originally that whole chamber was going to be a lot taller and centered around doign that with both the blue and the white. But just playing it by myself I found it a little tedious to charge up the paint over and over again to get all the right spots painted, so I reduced its use to only one spot, and the rest of the chamber sort of evolved from there.

chickenmobile wrote:
Your destruction ambience was wayyy cool and you just happen to make things destroy in the right place at the right time.

Thanks. I was hoping you'd be impressed by how shaken up chamber 3 was after it had been hastily moved into place by Wheateley. I can't tell you how long it took to set up the animations for all those arms, I wanted to make sure I used difderent ones and over the 40 or so arms I used at least 25 different animations. What's really annoying is that a lot of them have the arm start way off its original center and lining it up is annoying. If you open up the .vmf and look there, you'll see several sticking out of the wall and floating in the middle.

chickenmobile wrote:
I got stuck on the chamber in the first screen shot, etc.

yes. Wheateley lines, or game text. Final version =) Also will add exit overlays to better lead the player.

chickenmobile wrote:
A bug in the second room: I decided to spray paint everywhere at first and blue paint somehow got underneath the tilted panel with the blue gel on it. No matter what I did I couldn't wash it off and the cube kept on bouncing into the incinerator grid.

i'm not sure what you mean by getting paint underneath the tiled panel with the blue gel on it. The panel with the prepainted blue gel on it is metal, but that aside, do you mean you painted the lower part of it or the under surface of the angled panel? If its on the under surface it shouldn't effect it. Well I've put a paint cleanser all under the blue panel so only the top surface can get painted.

chickenmobile wrote:
Also in that room there is a portalable surface
Spoiler
where the panels come out
there is a good chance someone could get stuck in there if they don't keep their other portal.

fixed. That concrete wall was part of the broken observation room I built, and I had to extend it up to the top to keep the vis portal flow sealed. Its fixed now, I also added a clip brush across that whole opening (after the panels come out) in case someone tries to bounce in.

chickenmobile wrote:
I noticed you put clip (or some kind of invisible wall) to stop the player from pressing the button from down below. You could have the same effect by putting the buttons inside an offside room (instead of the middle of the room), so the player cannot reach the cube in time etc.

Actually, the clip is above the railings, but I see what you mean. I want the buttons to be in the center overlooking the room because otherwise the puzzle would be too slow and tedious (running or potalling back and fourth.) The original version I actually had a grate and a fence but it just didn't look right so I am using simple railings instead. You really think I should change this? Maybe I could go back to the original setup, like in this screenshot back from when they were all individual maps

Spoiler
Image

chickenmobile wrote:
The third room was really crafty but being cheap I decided to use the fling myself using the replace portal glitch up to the exit instead of using the lightbridges. I know you were meant to use the blue paint somehow but I was like meh. Flinging is easier.

What is this replace portal glitch of which you speak? I tried flinging striaght up to the exit by falling through the fizlers from the top and firing two successive protals, but its really hard. I don't see how flinging is easier.

chickenmobile wrote:
Glitch: on the underside of the grate it is invisible (just so you know).

fixed. Thanks, I didn't think to check there

chickenmobile wrote:
Overall it was great! It wasn't (too) frustrating and you had a couple of ideas I've never seen before. I could make a walkthrough/show your glitches if you like in a youtube vid.

thanks for testing! Yes I'd like to see a demo of any glitches found (don't bother with the errant portalable surface in area 2 or the nodraw surface in 3)
I am also already aware of the fact that several of the holes in the wall of area 3 can be crouched into. I have already clipped them all off so don't bother with those.
But yeah if you can show me that paint glitch in 2, and the "cheat" solution to 3, and if you find anymore nodraw surfaces (with me that's rare) I'd like to see em. You don't need a youtube vid, a .dem will be fine

CrazyGuy wrote:
Actually, the clip is above the railings, but I see what you mean. I want the buttons to be in the center overlooking the room because otherwise the puzzle would be too slow and tedious (running or potalling back and fourth.) The original version I actually had a grate and a fence but it just didn't look right so I am using simple railings instead. You really think I should change this? Maybe I could go back to the original setup, like in this screenshot back from when they were all individual maps

Spoiler
Image

I actually think that the walkway in the centre of the room kinda of gets in the way of the gel spraying from the back wall. I don't know if you wanted to do this as you need the portable texture on the roof to spray the

Spoiler
bouncy paint
. Even if you had some kind of platform to the side (which could be raised and have stairs to with observation glass) might be better than what you currently have.

I'll record the demo soon. PM it back to you when I do.

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