Please or Register to create posts and topics.

[WIP] [WIP] "Helix" Wall Maneuver-Test Track

Page 1 of 2Next

Hello all!

Helix Wall Jump is a concept element for my upcoming map. Please test it and leave your comments!

--Shroudeye

File Name: test_helixwall.rar
File Size: 819 KiB
Click here to download "Helix" Wall Maneuver-Test Track

This is a nice concept and works fine :) This makes me wonder if it is possible to have the same effect with 6 or 8 walls... :P

Need a testpartner or playtester for your map?
-- Send a PM! --

Do you have a player spawn in the map because when I try to load it up I get a Portal 2 crash, which has only ever happened when there's no player spawn

My Maps:
[spoiler][SP] Alternate[/spoiler]

@Vordwann: That is odd, never experienced it... AND There is a basic info_player_start&portalgun (Otherwise how could I playtest it?? :D )...

@RockeTek: With some tweaking, it could be turned into a figure-8, or even a "clover" turn.

However, it also has its disadvantages. The first two being the major ones:

1-First and foremost, the maneuver gets harder, and more prone to accidents when it becomes complexier. Unlike catapults, the paint is a "random" element (If you've run it several times, you'll notice that you follow a different trajectory, and land on different parts of the platform...).

2-In addition, when I've tested the element for the first time, I've noticed that the player's momentum wears off very rapidly. It starts to stall somewhere between 4th or 5th loop.(Hence there is only three full circles or helices.) This could be worked around by playing with gravity (Valve did it allright??)...

3-It requires some space, both vertical and horizontal. This may be compensated with.

4-It would take time for the player to paint all the walls... But with some clever puzzles, this might be turned into an advantage?

5-It can make people dizzy..? :D :D

But if made right, it would make an excellent crescendo. I'll pursue that matter.

Works just fine!

First try ends in a deep fall :) It works fine when you not look around while in the helix.

If you actually manage to smoothly integrate this into a test, the experience would be very rewarding. It would make for a great finale.

Thank you all!

For an actual test, I've started to build up some stuff, in Old Aperture style, by the day I've uploaded the test run. Yet currently I'm dealing with some "new house" hassles, so my progress has a stop and go pace. However, I'll have a more smoother pace, perhaps in a a day or two.

I'll try to upload some new pictures this evening, or tomorrow morning.

@Big Whoop: As my playtests shown, the maneuver's success depends more on your angle of entry to the helix. If you managed to enter perfectly parallel to the ramp, you should be fine. I've looked around a lot in the helix, as I ascent, almost all the time; and landed just fine. However, it is still not a flawless design.

Stay tuned!

Indeed it works, it will be fun if players can splash all that blue gel beforehand!

the hills are alive... with the sound of music

Well, sorry for the delay-the housework again.

Anyways, I've managed to turn the maneuver into an one-and-half figure eight maneuver, without much of..."casualities". Plus, I've added pipes here and there, and now I'm working on the puzzling element.

Sorry, no pics again. But no worries, I'll attempt to upload them tomorrow.

Stay tuned!!

Page 1 of 2Next