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[WIP] [WIP] Detour

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Logic wrote:
I did find a few thighs you might wanna look at:

Thanks for the new feedback! All the things you wondered about if they were intended were intended. In detail:

Spoiler

Logic wrote:
Once you've reached one of the cubes in the first room you can just place a portal under the other one (intended?)

Absolutely, else you would have to repeat the jump which I would find annoying.

Logic wrote:
- There is another pipe that you can walk through by the broken elevator

Whoops, fixed.

Logic wrote:
- Overuse of the sparks on the different signs in my opinion. I'd scale it down a bit

You are right, I made the delay a bit longer.

Logic wrote:
- The wall that breaks down in the first chamber can be picked up by the player (probably intended?)

Yep, I thought this would add to the immersion.

Logic wrote:
- The wall-parts have an odd shape (intended?)

You are right, that was a work-around when the wall was bigger and its collapse caused too many collisions. Now that the wall is rather small, it works with the normal shape again. This turned out much nicer: Now the player has to tear the wall down by himself, while the light behind it should give enough indication that this is the next step. Thanks!

Logic wrote:
- If you enter the second chamber and look back you can see the world portal closing and "blurr" appearing

Thanks, fixed.

Logic wrote:
- I'd also say that the broken wall model on the triange-like sealing-part dosn'r really fir in

Yep, you're right. I reworked the destruction a bit.

Logic wrote:
- Is it really necessary to have 2 rooms to simulate the "testchamber breakdown-effect"? World portals are bad m'kay?

I first tried to have the lights turn off but quickly ran into the "Don't name your lights" problems: https://developer.valvesoftware.com/wiki/Naming_Lights. Besides, it would need a lot more work to get everything behave normal first and then appear broken afterwards. So instead, I used this easy to build world portal work-around. I made sure they are only open when needed and it never gliched out for me, so I don't see why that should be a problem.

Logic wrote:
- The elevator-frame is a bit darker than the rest of the broken elevator

I haven't found a way to fix this yet. For now I removed a light to try to make the problem less obvious. I tried to disable Shadows and Flashlight in the properties for the tube, but it didn't help. If anyone has an idea, I'd be glad about any hint. Here's a screenshot of the problem: http://steamcommunity.com/profiles/7656 ... tab=public

Logic wrote:
- The discouragement-field-emitter is not properly lit (the one in the corridor before the dark testchamber)

I haven't found a fix for this either so far. The fizzler models appear lit although they are placed in a pitch-black room. I tried placing a dark light near them but it didn't help. Again, if anyone has an idea, I'd be glad about any hint. Here's a screenshot of the problem: http://steamcommunity.com/profiles/7656 ... tab=public

Well, you really absorbed that feedback. Good thing that you took a look at all of those things. Now, I'm not a professional mapper (yet) but I can still find some flaws ;)

Great work. I can play through it again once you're finished if you want to ^^

Never use Logic to solve a puzzle, he's an idiot...

A fantastic - FANTASTIC map.
How this was rated so low in the Workshop I'll never know - but I suspect those people could not solve it so they slammed it. Even I began wondering if it was solvable.

First I tried freezing the reflector cube's position between the blue funnel's vertical and horizontal paths - that used to work for me in some situations but for some reason the cube would not stay in the place where the two paths crossed.

And of course, I tried the stupid . . . "send the sphere up the blue funnel and the reflector cube under it" . . only to see the laser and cube flail around aimlessly - LOL.

Then the 2nd day (yes . . . the 2nd DAY !!) - I had that ahaaa moment, and it was the best ahaaa moment I have had in a long time.

The solution was twisted, cool, and of course . . . SICK ! !
5 of 5

Haha, nice read. :thumbup: Glad you enjoyed it!

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