[WIP] [WIP] [SP] Test Map Pack 3
Quote from x6herbius on January 23, 2012, 4:55 pmThe [spoiler]pinball machine[/spoiler] was the most awesome thing I've seen in a Portal 2 map to date, so well done on that one.
A couple of issues I found: [spoiler]on the map with the movable floor button, it's possible to push the button and its enclosure right up against the portalable surfaces and thereby prohibit placing portals on the surfaces to move the button with the excursion beam again. I got stuck this way and was unable to move the button any further than the platform where the exit door is, so I had to skip that level.[/spoiler]
Also, some possibly unintentional ways in which I solved a couple of the levels:
The first one might well be intended (I just wondered because of the ninja move I had to pull after quickly stepping off the floor button), but the second one I'm pretty sure wasn't supposed to happen. Also, if you don't manage to nip through the door when it opens then you're stuck on that exit platform with no way off other than to kill yourself.
The
A couple of issues I found:
Also, some possibly unintentional ways in which I solved a couple of the levels:
The first one might well be intended (I just wondered because of the ninja move I had to pull after quickly stepping off the floor button), but the second one I'm pretty sure wasn't supposed to happen. Also, if you don't manage to nip through the door when it opens then you're stuck on that exit platform with no way off other than to kill yourself.
Quote from Rand0mNumbers on January 25, 2012, 4:00 amx6herbius wrote:The [spoiler]pinball machine[/spoiler] was the most awesome thing I've seen in a Portal 2 map to date, so well done on that one.Thank you.
For Up and Down, I didn't really want the player to shoot from that angle, but I didn't rule it out either. I think that's actually harder than the intended solution.
Heavy Lifting wasn't completely affected by the bug correct? Only some surfaces were susceptible? If so, it is because I didn't cover all of them with a vphysics clip to prevent that. I noticed this while finishing the map and only covered the ones I encountered throughout the solution. This has been remedied. I've (hopefully) corrected this in the next build by covering every portallable surface with a vphysics clip and removed an exploit on a speedrun that allows the player to pretty much skip the entire test.
For Enough is Enough, I haven't released the fix for it yet. I merely covered the exit door with a clip that doesn't go away until you complete the puzzle. I was thinking about adding a wall projector or vertical deathfield (that sounds like a band name...), but they didn't seem right. I didn't consider being stranded a bad thing at the time (no idea why). This has been fixed by adding a moving portallable surface to the map that only appears if you strand yourself (further reenforcing the notion that someone is watching and manipulating the world).
Thank you. ![]()
For Up and Down, I didn't really want the player to shoot from that angle, but I didn't rule it out either. I think that's actually harder than the intended solution.
Heavy Lifting wasn't completely affected by the bug correct? Only some surfaces were susceptible? If so, it is because I didn't cover all of them with a vphysics clip to prevent that. I noticed this while finishing the map and only covered the ones I encountered throughout the solution. This has been remedied. I've (hopefully) corrected this in the next build by covering every portallable surface with a vphysics clip and removed an exploit on a speedrun that allows the player to pretty much skip the entire test.
For Enough is Enough, I haven't released the fix for it yet. I merely covered the exit door with a clip that doesn't go away until you complete the puzzle. I was thinking about adding a wall projector or vertical deathfield (that sounds like a band name...), but they didn't seem right. I didn't consider being stranded a bad thing at the time (no idea why). This has been fixed by adding a moving portallable surface to the map that only appears if you strand yourself (further reenforcing the notion that someone is watching and manipulating the world).
Quote from x6herbius on February 20, 2012, 6:28 pmIf you don't mind me asking - where did you put the script files for the maps? I'm trying to sort out some scripts of my own but they're giving me a lot of grief, and it would be really useful if I could see some examples of working scripts so that I know how to properly set up things like think triggers.
If you don't mind me asking - where did you put the script files for the maps? I'm trying to sort out some scripts of my own but they're giving me a lot of grief, and it would be really useful if I could see some examples of working scripts so that I know how to properly set up things like think triggers.
Quote from Rand0mNumbers on February 24, 2012, 7:51 amI don't use scripts. Well, aside from one case of using them to get turrets to use defective VO, I don't use scripts. Everything you see in my maps was made using I/O in Hammer (all the mappacks, test map pack instances, and that one contest entry...).
That's probably my only complaint about the RoundUp entry: I'm not an awesome scripter. Well, I haven't tried scripting, so my proficiency has yet to be seen.
I don't use scripts. Well, aside from one case of using them to get turrets to use defective VO, I don't use scripts. Everything you see in my maps was made using I/O in Hammer (all the mappacks, test map pack instances, and that one contest entry...).
That's probably my only complaint about the RoundUp entry: I'm not an awesome scripter. Well, I haven't tried scripting, so my proficiency has yet to be seen.
Quote from x6herbius on February 24, 2012, 8:01 amI have to admit, I was going by the roundup description when I assumed you'd used VScripts.
I was just looking for a way to monitor the point at which the player was looking at a constant rate, but it doesn't look like there's a scripting command for view angles anyway.
I have to admit, I was going by the roundup description when I assumed you'd used VScripts.
I was just looking for a way to monitor the point at which the player was looking at a constant rate, but it doesn't look like there's a scripting command for view angles anyway.
