[WIP] [WIP] [SP] Introbackfling
Quote from Sprowl on January 5, 2012, 4:37 pmA new Version is out, the chanelog can be found on my first post.
dinnesch wrote:[...]although the white metal support things looked a bit ugly in contrast.They are actually brown / black. It was a problem with the non-existing cubemaps, which I added in the new Version. I hope they work now.
dinnesch wrote:- Some portal placement helpers would be nice in a map that relies so heavily on flinging, it's annoying to fly through your portal and see the camera turn around which makes you fail at shooting the next portal.I know what you mean, but that problem was caused by the panels which were hanging on the wall. They looked a little bit to the top.
Now they look down and the camera doesn't flip around anymore.dinnesch wrote:- Like Djinndrache said the rooms are too small for flingingCould you (two) tell me exactly what is wrong with the size? I don't see a problem...
dinnesch wrote:- Nice that you made the flying easier with the trigger_catapults, but in the section with the small room with the hole in the glass it actually made the map more difficult. I hardly got a chance to shoot my portal at the floor and pick up the cube again because I was smashed at the floor by the catapult. If you want to keep the catapult entity I would suggest at least making the room bigger.If you want to grab the / a cube while flying you are doing it wrong. There's never a problem with the catapults, like, as you said, smashing to the ground.
Szieve wrote:[spoiler]I did however bypass the fling in the 2nd room. Put portal on angled block.. go back up stairs to ledge put portal in floor and fling using that surface.[/spoiler]I know about that second solution and I don't think there's a problem with it. The glascube is only there to get some speed in a more complex looking way.
Djinndrache wrote:Can't tell you if this guy really used this instance, but it's looking alikeNah I decompiled one of the official underground maps and copied the timer out of there. But yes, in the end it's same.
A new Version is out, the chanelog can be found on my first post.
They are actually brown / black. It was a problem with the non-existing cubemaps, which I added in the new Version. I hope they work now.
I know what you mean, but that problem was caused by the panels which were hanging on the wall. They looked a little bit to the top.
Now they look down and the camera doesn't flip around anymore.
Could you (two) tell me exactly what is wrong with the size? I don't see a problem...
If you want to grab the / a cube while flying you are doing it wrong. There's never a problem with the catapults, like, as you said, smashing to the ground.
I know about that second solution and I don't think there's a problem with it. The glascube is only there to get some speed in a more complex looking way.
Nah I decompiled one of the official underground maps and copied the timer out of there. But yes, in the end it's same.
Quote from dinnesch on January 8, 2012, 1:52 pmJust played the new version to see if I could point out any more issues with the map. Nice little improvements, liked seeing the classy theme without the white support things.
some thoughts:
- The second room could probably use a marker for where the player would approximately land when jumping into it. This removes some trial&error for misaligning the cube.
- You can break the third room's puzzle by placing the cube where you can't get it back. Placing some invisible walls(tools/clip) should prevent assholes like me from doing this.
- jumping on the cube in the second room allows you to do this
- should speak for itself
Just played the new version to see if I could point out any more issues with the map. Nice little improvements, liked seeing the classy theme without the white support things.
some thoughts:
- The second room could probably use a marker for where the player would approximately land when jumping into it. This removes some trial&error for misaligning the cube.
- You can break the third room's puzzle by placing the cube where you can't get it back. Placing some invisible walls(tools/clip) should prevent assholes like me from doing this.
- jumping on the cube in the second room allows you to do this
- should speak for itself
