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[WIP] [WIP] [WIP] Released

This is the first map i have worked on, for portal, that has got near release status. It was designed to see how first time players can handle all of the tools at once.

Note that "Released" Is the name of the map, but may not stay this way.

Please read the readme in the .zip before posting bugs, and please send some constructive criticism my way. As long as it IS constructive, and does not exist to get me down.

Also i am still trying (And failing) to get a cube dropper working. Any idea why the cube dropper model wont open through setAnimation? But for now, if you lose the box, your going to have to start again.

PS: My SDK is a bit bugged and errors are popping up in some entities. This is just the SDK, not ingame, so dont worry, but it doesnt help my mapmaking.

File Name: g_released1.rar
File Size: 484.34?KiB
Released

map looks fine, but i dont get it. im normaly pretty fast in solving the pussels! for example whats this button for where when you push it the lamp turn from blue to orange. and how do i get over the yellow bad stuff, becouse i cant enter the funnel becouse i cant jump so high, mabe send me a pm with a short tip. becouse i have no idea how to do this. thx

narfomatikus wrote:
map looks fine, but i dont get it. im normaly pretty fast in solving the pussels! for example whats this button for where when you push it the lamp turn from blue to orange. and how do i get over the yellow bad stuff, becouse i cant enter the funnel becouse i cant jump so high, mabe send me a pm with a short tip. becouse i have no idea how to do this. thx

Spoiler
The button also activates another hard light bridge, in the main chamber. I am going to make a small puzzle to activate that after the button is pressed

i got it now

Spoiler
used the new bridge to go over the yelow stuff. ahh im so nooby :D

edit:
cool map, but for what is the funnel? found no bugs, keep it up!! mabe a coop map? :notworthy:

narfomatikus wrote:
i got it now
Spoiler
used the new bridge to go over the yelow stuff. ahh im so nooby :D

edit:
cool map, but for what is the funnel? found no bugs, keep it up!! mabe a coop map? :notworthy:

Spoiler
How did you manage to get rid of the turrets guarding the button? You were supposed to use the funnel to push the turrets off the ledge. Did you use the bridge to block them? Perhaps ill make the first light bridge, and the first button, behind another fizzler to prevent that being used to block the turrets.

I am attempting to create a working coop map, but in the end i just started using a prefab for the spawn. Once i learn how to create coop spawn rooms perfectly, then i will.

ehm,

Spoiler
i first blocket the turrets with the bridge to enable the button with the cube, then i used the funnel to get rid of the other 2 turrents and then used the bridge that where aktivated by the blue/orange button, but i thought that you had to use the funnel for something else ;)

narfomatikus wrote:
ehm,
Spoiler
i first blocket the turrets with the bridge to enable the button with the cube, then i used the funnel to get rid of the other 2 turrents and then used the bridge that where aktivated by the blue/orange button, but i thought that you had to use the funnel for something else ;)

That is the correct method. Good to know it isnt too badly built that people cheat without knowing.

Once i have finished the map, i will release the VMF with the zip, so people can tell me anything that i have done to mess the map up

Nice map. Didn't spot any bugs except the texture on the last fizzler seems to be misaligned, unless my computer is being wearied, of course that's no big deal. I enjoyed playing it. I even went 'aaaw' when it said to be continued lol. Hope to see more soon :)

Nicky397 wrote:
Nice map. Didn't spot any bugs except the texture on the last fizzler seems to be misaligned, unless my computer is being wearied, of course that's no big deal. I enjoyed playing it. I even went 'aaaw' when it said to be continued lol. Hope to see more soon :)

Yes, i knew about that misaligned fizzler, and i think i have already fixed it, however it looks as if it would in a fullbright map.

Im currently redesigning the

Spoiler
caged turret
bit, as a separate room, as i found people would think you need to reuse the
Spoiler
light bridge

Never a fan of caged turrets. Just have enough of them set back far enough and you don't need the cage. Maybe add some dotted lines on the wall to indicate that the last button activates the bridge. Otherwise good start.