[WIP] [WIP] [sp] Into the Multiverse (Mappack) in progress
Quote from Fracture on July 5, 2013, 1:16 amPLEASE DELETE THIS PAGE, ADMINISTRATORS
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PLEASE DELETE THIS PAGE, ADMINISTRATORS
File Name: blaperture_mesa_by_etherlad-d4zerm2.7z
File Size: 78.34 KiB
Click here to download IGNORE THIS PAGE
Quote from RogerL on July 5, 2013, 1:29 pmI thought the map worked fine for what it was, but I noticed a couple of glitches. Under the bouncing [spoiler]pink heart[/spoiler] there was just a big blue ERROR sign, so something didn't get packed in. Also, the elevator didn't shudder and make a sound like it does in the game, so I didn't realize I was being transported somewhere; I thought perhaps the level was done. There were some humorous moments and some surprises, which kept my interest. But it was odd to see the portal gun at the bottom of the screen but not be able to use it; perhaps that had something to do with starting the name of the map with "sp_"?
I thought the map worked fine for what it was, but I noticed a couple of glitches. Under the bouncing
Quote from Fracture on July 5, 2013, 5:06 pmyeah the sp_ makes you spawn the gun automatically. I needed it later for when you actually obtain it in another map. I guess i can remove it and use a timer to command giving the portalgun repeatedly for when the player dies.
Also, i forgot to pakrat the map for the cake model i put in. the elevator i guess i can make shudder with a env_shake. but i do not know what sound it is supposed to make.
EDIT: I realize you probably can't hear the elevator moving because of the elevator music. The following changes include the cake, and the elevator fixes. several stairway collisions edited and I added several offices and one jumpscare. You may test it out at your leisure once it is uploaded
yeah the sp_ makes you spawn the gun automatically. I needed it later for when you actually obtain it in another map. I guess i can remove it and use a timer to command giving the portalgun repeatedly for when the player dies.
Also, i forgot to pakrat the map for the cake model i put in. the elevator i guess i can make shudder with a env_shake. but i do not know what sound it is supposed to make.
EDIT: I realize you probably can't hear the elevator moving because of the elevator music. The following changes include the cake, and the elevator fixes. several stairway collisions edited and I added several offices and one jumpscare. You may test it out at your leisure once it is uploaded
Quote from Fracture on July 20, 2013, 1:11 amThe second map is now available for testing. You have no idea how many times i had to experiment with certain.... elements.... in order to create a scene where you hide from enemy fire. This will be unlike any turret interaction you have ever seen
The second map is now available for testing. You have no idea how many times i had to experiment with certain.... elements.... in order to create a scene where you hide from enemy fire. This will be unlike any turret interaction you have ever seen
Quote from RogerL on July 20, 2013, 11:54 amThe first map played much better this time, I thought. Map 2 had a few small problems. The water/goo texture at the bottom of the pit was missing. And I don't think it ended right: after I got the "To Be Continued...", I died and it reloaded my last save. I guess I died from drowning? And there was one thing I didn't understand: [spoiler]once the big turret started to fire, after a couple of minutes it just stopped.[/spoiler] I have no idea what I might have done to make that happen. Maybe my graceful ninja moves did it.
The first map played much better this time, I thought. Map 2 had a few small problems. The water/goo texture at the bottom of the pit was missing. And I don't think it ended right: after I got the "To Be Continued...", I died and it reloaded my last save. I guess I died from drowning? And there was one thing I didn't understand:
Quote from Fracture on July 20, 2013, 6:00 pmyeah, the turret is actually in a skybox, rigged to a npc_enemyfinder, but it keeps doing this thing where it ignores the onaquiredtarget outputs randomly. so i got to figure that out. as for the texture, i know i used pakrat this time. why u no see it i dont know.
yeah, the turret is actually in a skybox, rigged to a npc_enemyfinder, but it keeps doing this thing where it ignores the onaquiredtarget outputs randomly. so i got to figure that out. as for the texture, i know i used pakrat this time. why u no see it i dont know.
Quote from HMW on July 22, 2013, 2:16 pmI must say I like the whole office turrets thing in the first map. [spoiler]I LOL'd at the one in the toilet. (*door opens*AAAAaaaaAAAA*door closes*)[/spoiler]
There were several things that didn't work: [spoiler]the exit door from the container room didn't open, there is an invisible brush in one corner of the walkways in the container room that has no reason for being there as far as I can see, and I could not activate the Uber-Turret in the second map. (I assume that you're supposed to do something with the control panel on the concrete structure with the water tower?)[/spoiler]
I must say I like the whole office turrets thing in the first map.
There were several things that didn't work:
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Fracture on July 22, 2013, 3:38 pm[spoiler]you have to talk to the three turrets on the ground floor in the container room of the first map, the busted 2-headed turret gives you a key when you walk up to it. The uber turret seems to work only half the time. It supposed to be activated after talking to glados on the broken monitor. The water tower setup hasn't got anything going for it yet. It's currently an aesthetic[/spoiler]
Currently my computer is under maintenance so i cannot do anything at this point. But I will have to redo the entire setup for the [spoiler]uber turret[/spoiler]. Certain entities are being very very uncooperative. If I am lucky I can make the npc_enemyfinder still work instead of resorting to a mass collection of triggers
Currently my computer is under maintenance so i cannot do anything at this point. But I will have to redo the entire setup for the
Quote from Fracture on August 8, 2013, 2:12 amokay I was forced to redo the entire turret scene by using triggers instead. It doesnt have the same efficiency of npc_enemyfinder, but at least it doesn't disable itself for no reason. I also added in a second room for the sewer. Nothing special, just aesthetics.
I hope the custom textures are properly packed this time, though.
okay I was forced to redo the entire turret scene by using triggers instead. It doesnt have the same efficiency of npc_enemyfinder, but at least it doesn't disable itself for no reason. I also added in a second room for the sewer. Nothing special, just aesthetics.
I hope the custom textures are properly packed this time, though.
Quote from RogerL on August 8, 2013, 12:31 pmThe new beginning to map 2 was interesting. I couldn't find anything to stick the disk into, though. Maybe I should play that part again. The turret battle was certainly more challenging. In my opinion, too challening; too much death. I can understand why you placed the autosaves where you did, but a couple of times it put me into an infinite loop of instant death and loading. I still don't get the texture for the water at the bottom of the pit. I'm not sure why; there is no error message in the console about it.
The mappack seems to be coming along nicely, but, to tell you the truth, I don't really have much patience for exploratory-type maps. Give me a portal gun!
The new beginning to map 2 was interesting. I couldn't find anything to stick the disk into, though. Maybe I should play that part again. The turret battle was certainly more challenging. In my opinion, too challening; too much death. I can understand why you placed the autosaves where you did, but a couple of times it put me into an infinite loop of instant death and loading. I still don't get the texture for the water at the bottom of the pit. I'm not sure why; there is no error message in the console about it.
The mappack seems to be coming along nicely, but, to tell you the truth, I don't really have much patience for exploratory-type maps. Give me a portal gun!