[WIP] [WIP] [SP] Test Map Pack
Quote from Spam Nugget on August 18, 2011, 8:06 amSome really good ideas, I like the rotating room, the tilty floor and the room that builds itself. However, it has some problems. I couldnt figure out what to do in the laser chamber, and in the end noclipped out. In the last chamber, I found it really disorentating that if you die you get a different chamber. Also, i think you need indicator lights on EVERYTHING, as it's really annoying to push a button and then have to look around to see what its done, amd even more annoying when it doesnt seem to have done anything. Also, though this is kinda minor, I was dissappointed that I couldnt get sucked up the pneumatic diversity vent myself
Some really good ideas, I like the rotating room, the tilty floor and the room that builds itself. However, it has some problems. I couldnt figure out what to do in the laser chamber, and in the end noclipped out. In the last chamber, I found it really disorentating that if you die you get a different chamber. Also, i think you need indicator lights on EVERYTHING, as it's really annoying to push a button and then have to look around to see what its done, amd even more annoying when it doesnt seem to have done anything. Also, though this is kinda minor, I was dissappointed that I couldnt get sucked up the pneumatic diversity vent myself

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Blaizer on August 20, 2011, 8:29 amI hated HATED the map with the laser pursuing you. Without knockback from the laser, in noclip, it was at least bearable.
The last chamber was the only one fleshed out enough to be interesting. When I [spoiler]realised what the glass panes and buttons were doing[/spoiler] I was quite surprised. I agree with adding indicator strips everywhere there... and some kind of indication of what the buttons near the glass panes do.
I hated HATED the map with the laser pursuing you. Without knockback from the laser, in noclip, it was at least bearable.
The last chamber was the only one fleshed out enough to be interesting. When I
Quote from Rand0mNumbers on August 20, 2011, 8:41 pmSpam Nugget wrote:I couldnt figure out what to do in the laser chamber, and in the end noclipped out.I guess I didn't make firing the laser through all relays clear. I'm not quite sure how to do that.
Spam Nugget wrote:In the last chamber, I found it really disorentating that if you die you get a different chamber.You mean the last map of pack 2, right?
Spam Nugget wrote:Also, i think you need indicator lights on EVERYTHING, as it's really annoying to push a button and then have to look around to see what its done, amd even more annoying when it doesnt seem to have done anything.Some buttons didn't need indicators. Do you mean putting them everywhere in every map or are there particular buttons you are referring to?
Spam Nugget wrote:Also, though this is kinda minor, I was dissappointed that I couldnt get sucked up the pneumatic diversity vent myselfYou can get sucked in indirectly, but it'll either get you stuck or cause physics to freak out. Just let the tiles hit you on their way through the portal. I'm not sure if the player can easily fit in the vactubes anyways. The scene in Portal 2 looked like a modified point_viewcontrol on a track instead of the player actually being there.
Blaizer wrote:I hated HATED the map with the laser pursuing you. Without knockback from the laser, in noclip, it was at least bearable.Really? The laser was slowed down enough for players to outrun it by sprinting.
If you are dead set on walking through the entire map, don't run from the laser (it'll keep knocking you back) and use cover. Also, if you run into the laser, you won't be hit (weird bug).
Otherwise, portal across the rooms. That was the whole point of having portalable surfaces everywhere.
Blaizer wrote:The last chamber was the only one fleshed out enough to be interesting. When I [spoiler]realised what the glass panes and buttons were doing[/spoiler] I was quite surprised. I agree with adding indicator strips everywhere there... and some kind of indication of what the buttons near the glass panes do.I suppose I could add a loud noise when the buttons are pressed to indicate they've stamped their corresponding window's reality onto the player's. The indicator lights in that map will stay as is. I want the player to combine both views in their head and work that way.
I guess I didn't make firing the laser through all relays clear. I'm not quite sure how to do that.
You mean the last map of pack 2, right?
Some buttons didn't need indicators. Do you mean putting them everywhere in every map or are there particular buttons you are referring to?

You can get sucked in indirectly, but it'll either get you stuck or cause physics to freak out. Just let the tiles hit you on their way through the portal. I'm not sure if the player can easily fit in the vactubes anyways. The scene in Portal 2 looked like a modified point_viewcontrol on a track instead of the player actually being there.
Really? The laser was slowed down enough for players to outrun it by sprinting.
If you are dead set on walking through the entire map, don't run from the laser (it'll keep knocking you back) and use cover. Also, if you run into the laser, you won't be hit (weird bug).
Otherwise, portal across the rooms. That was the whole point of having portalable surfaces everywhere.
I suppose I could add a loud noise when the buttons are pressed to indicate they've stamped their corresponding window's reality onto the player's. The indicator lights in that map will stay as is. I want the player to combine both views in their head and work that way.
Quote from Blaizer on August 22, 2011, 4:50 amRand0mNumbers wrote:Spam Nugget wrote:I couldnt figure out what to do in the laser chamber, and in the end noclipped out.I guess I didn't make firing the laser through all relays clear. I'm not quite sure how to do that.
Just put 4 tick indicators at the door with each relay lighting up their respective one.
Rand0mNumbers wrote:Blaizer wrote:I hated HATED the map with the laser pursuing you. Without knockback from the laser, in noclip, it was at least bearable.Really? The laser was slowed down enough for players to outrun it by sprinting.
If you are dead set on walking through the entire map, don't run from the laser (it'll keep knocking you back) and use cover. Also, if you run into the laser, you won't be hit (weird bug).
Otherwise, portal across the rooms. That was the whole point of having portalable surfaces everywhere.
Reading this thread, I think my problem was I was actually doing it wrong. I thought I had to get the laser going through the 4 relays while it was pursuing me. Was there some way to stop it pursuing you? If there is... I really think you should make it more clear.
I guess I didn't make firing the laser through all relays clear. I'm not quite sure how to do that.
Just put 4 tick indicators at the door with each relay lighting up their respective one.
Really? The laser was slowed down enough for players to outrun it by sprinting.
If you are dead set on walking through the entire map, don't run from the laser (it'll keep knocking you back) and use cover. Also, if you run into the laser, you won't be hit (weird bug).
Otherwise, portal across the rooms. That was the whole point of having portalable surfaces everywhere.
Reading this thread, I think my problem was I was actually doing it wrong. I thought I had to get the laser going through the 4 relays while it was pursuing me. Was there some way to stop it pursuing you? If there is... I really think you should make it more clear.
Quote from Djinndrache on February 6, 2012, 6:18 amFinally I played your last (actually first) mappack. No problems in here. Some of the ideas are really interesting like the map where you could see everything different when you look through a glass and make it real by pressing a button.
Here are my blindruns on the maps of this mappack:
map 3:
XinMdgR15Vs
(Link: http://www.youtube.com/watch?v=XinMdgR15Vs)map 4:
2udRLK22UTc
(Link: http://www.youtube.com/watch?v=2udRLK22UTc)map 6:
je1AsoaM7qI
(Link: http://www.youtube.com/watch?v=je1AsoaM7qI)map 7:
Kg8eFAS0ESE
(Link: http://www.youtube.com/watch?v=Kg8eFAS0ESE)map 9:
XGv8ComWnvI
(Link: http://www.youtube.com/watch?v=XGv8ComWnvI)map 12:
0ip9ofmoMBw
(Link: http://www.youtube.com/watch?v=0ip9ofmoMBw)map 13:
fTMjsVtpq-c
(Link: http://www.youtube.com/watch?v=fTMjsVtpq-c)
Finally I played your last (actually first) mappack. No problems in here. Some of the ideas are really interesting like the map where you could see everything different when you look through a glass and make it real by pressing a button.
Here are my blindruns on the maps of this mappack:
map 3:
XinMdgR15Vs
(Link: http://www.youtube.com/watch?v=XinMdgR15Vs)
map 4:
2udRLK22UTc
(Link: http://www.youtube.com/watch?v=2udRLK22UTc)
map 6:
je1AsoaM7qI
(Link: http://www.youtube.com/watch?v=je1AsoaM7qI)
map 7:
Kg8eFAS0ESE
(Link: http://www.youtube.com/watch?v=Kg8eFAS0ESE)
map 9:
XGv8ComWnvI
(Link: http://www.youtube.com/watch?v=XGv8ComWnvI)
map 12:
0ip9ofmoMBw
(Link: http://www.youtube.com/watch?v=0ip9ofmoMBw)
map 13:
fTMjsVtpq-c
(Link: http://www.youtube.com/watch?v=fTMjsVtpq-c)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Rand0mNumbers on February 7, 2012, 6:06 pmDjinndrache wrote:Finally I played your last (actually first) mappack. No problems in here. Some of the ideas are really interesting like the map where you could see everything different when you look through a glass and make it real by pressing a button.Here are my blindruns on the maps of this mappack:
You looked a little confused on 3 and 4. Yes, they were that simple. They were my 3rd and 4th maps. I was rushing the maps back then. Less than a day for each. That trend continued for a few others, but the rest took 2-3 days. I kind of wish Bits Or Pieces was more up to par. That, or I submitted 7 instead. 12 and 13 weren't started yet (I think...).
For 3, I was going nuts with the details and actually gave HDR a chance. The included fog presets did the rest as they set hdr values as well as fog. Big thanks to Valve there.
For 4, panels were quite interesting in P2 and I was curious about instances. Solution? Build a whole bunch of panels, slap them into instances of instances, and see what happens.
For 6, I was experimenting with parenting test elements (before I knew about fgd editing and Engine entity support checking). There was supposed to be a platform for the second bounce, but it wasn't necessary when I was testing. Lighting was an issue, but Source isn't big on dynamic lighting. I tried projected textures, but making one reach the end of the room looked weird.
For 7, I did raise the platform a bit and added some player clips to help land the jump. At least it wasn't impossible. Hearing the ambient audio again surprised me. I remember when it didn't have any. It was kind of...empty.
For 9, you missed my recreation of Valve's tear apart wall.
Anyways, it was an experiment to see how I could use Diversity Vents. So again, quite simple. Although, you also missed the sequence of the laser cutting itself into the level. I added sparks to announce it, but you had to be at the button to see them (they didn't want to fall far). Something for me to consider next time.
For 12, I probably should have added a visible block to the control panel. I put a blocking brush over it to keep people from killing the laser before disabling the death fields. That conveniently nullified the threat of players getting inside the field area, but seems to make it a bit confusing. I'm glad I slowed the laser down a bit. Perhaps I should have added an incinerator for you to vent your frustration on the core.
For 13, I don't know how to fix world portals blanking out when viewed at ~80 degrees. I think the indicator strip leading to the button in the right window shouldn't be on like that. It's been a while, so I don't remember. Fortunately, as you saw, toggling between windows reruns activation i/o.
Here are my blindruns on the maps of this mappack:
You looked a little confused on 3 and 4. Yes, they were that simple. They were my 3rd and 4th maps. I was rushing the maps back then. Less than a day for each. That trend continued for a few others, but the rest took 2-3 days. I kind of wish Bits Or Pieces was more up to par. That, or I submitted 7 instead. 12 and 13 weren't started yet (I think...).
For 3, I was going nuts with the details and actually gave HDR a chance. The included fog presets did the rest as they set hdr values as well as fog. Big thanks to Valve there.
For 4, panels were quite interesting in P2 and I was curious about instances. Solution? Build a whole bunch of panels, slap them into instances of instances, and see what happens.
For 6, I was experimenting with parenting test elements (before I knew about fgd editing and Engine entity support checking). There was supposed to be a platform for the second bounce, but it wasn't necessary when I was testing. Lighting was an issue, but Source isn't big on dynamic lighting. I tried projected textures, but making one reach the end of the room looked weird.
For 7, I did raise the platform a bit and added some player clips to help land the jump. At least it wasn't impossible. Hearing the ambient audio again surprised me. I remember when it didn't have any. It was kind of...empty.
For 9, you missed my recreation of Valve's tear apart wall. Anyways, it was an experiment to see how I could use Diversity Vents. So again, quite simple. Although, you also missed the sequence of the laser cutting itself into the level. I added sparks to announce it, but you had to be at the button to see them (they didn't want to fall far). Something for me to consider next time.
For 12, I probably should have added a visible block to the control panel. I put a blocking brush over it to keep people from killing the laser before disabling the death fields. That conveniently nullified the threat of players getting inside the field area, but seems to make it a bit confusing. I'm glad I slowed the laser down a bit. Perhaps I should have added an incinerator for you to vent your frustration on the core.
For 13, I don't know how to fix world portals blanking out when viewed at ~80 degrees. I think the indicator strip leading to the button in the right window shouldn't be on like that. It's been a while, so I don't remember. Fortunately, as you saw, toggling between windows reruns activation i/o.
Quote from matthew10a on January 4, 2013, 9:09 pmwhere do you put the file?!
I WANA PLAY IT
where do you put the file?!
I WANA PLAY IT