Quick Draw

by RectorRocks · Uploaded Oct 28, 2012

Screenshot 1

File Size: 5.53 MB

Downloads: 492

Rating: (4 votes)

Description

Hey guys, its been a while since I released a map, so here it is! This map was made in a week, and it consists of two chambers. Special thanks to my friend (iStarStruck) for designing Chamber 1! Chamber 2 was designed by me, and both chambers were made by me. This map was purely made in Hammer. Note: This map is not part of the JFTC series, its just a stand-alone map. Note 2: If you don't really care about the test chamber sign, ignore the "scripts" folder. Difficulty: Medium Size: Medium Theme: Clean, Behind the Scenes Testing elements present: -Laser Field -Angled panel -90? panel -Excursion Funnel (polarity change) -Repulsion Gel -Propulsion Gel -Thermal Discouragement Beam (and its receptacle) -Discouragement Redirection Cube -Fizzlers -Basic elements (cubes, buttons, switches...etc) Remember to rate it and comment about what you think about it! Blindruns are much appreciated, they help me alot! Changelog: v1.0-v1.1 -Fixed unintended solutions --Made Chamber 2 larger --Reduced white surfaces on the room in Chamber 2 -Included an "angled wall version" of the map for players who are having problems with the angled panel (such as bmail) --The angled panel in the "angled wall version" is now replaced with an angled wall instead. Walkthrough: (v1.0) Warning! Spoiler alert! Only watch if you're stuck or have already completed the level! [spoiler]JWiUVLFuQ98[/spoiler] Screenshots: Screenshots [spoiler] Entrance to the first chamber, with the test chamber sign. An overview of the first chamber. Ditto. Ditto. Ditto. The Goo and angled panel in Chamber 1. The right room of Chamber 1. Behind the scenes section seen from Chamber 1. The hallway between chambers 1 and 2. An overview of Chamber 2. Ditto. Ditto. A room in Chamber 2 An overview of the room in Chamber 2. Ditto. Behind the Scenes section. Ditto. Ditto, with a view of Chamber 1 through the grate.[/spoiler] Added to the Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =154863757 Thanks for testing!

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RectorRocks • Oct 28, 2012 • #59995
522 posts

Hey guys, its been a while since I released a map, so here it is! This map was made in a week, and it consists of two chambers. Special thanks to my friend (iStarStruck) for designing Chamber 1! Chamber 2 was designed by me, and both chambers were made by me. This map was purely made in Hammer.

Note: This map is not part of the JFTC series, its just a stand-alone map.
Note 2: If you don't really care about the test chamber sign, ignore the "scripts" folder.

Difficulty: Medium
Size: Medium
Theme: Clean, Behind the Scenes

Testing elements present:
-Laser Field
-Angled panel
-90? panel
-Excursion Funnel (polarity change)
-Repulsion Gel
-Propulsion Gel
-Thermal Discouragement Beam (and its receptacle)
-Discouragement Redirection Cube
-Fizzlers
-Basic elements (cubes, buttons, switches...etc)

Remember to rate it and comment about what you think about it! Blindruns are much appreciated, they help me alot!

Changelog:
v1.0-v1.1
-Fixed unintended solutions
--Made Chamber 2 larger
--Reduced white surfaces on the room in Chamber 2
-Included an "angled wall version" of the map for players who are having problems with the angled panel (such as bmail)
--The angled panel in the "angled wall version" is now replaced with an angled wall instead.

Walkthrough: (v1.0)
Warning! Spoiler alert! Only watch if you're stuck or have already completed the level!
JWiUVLFuQ98

Screenshots:
Screenshots
[img]http://i45.tinypic.com/rlde0w.png[/img]
Entrance to the first chamber, with the test chamber sign.
[img]http://i50.tinypic.com/98fxom.png[/img]
An overview of the first chamber.
[img]http://i48.tinypic.com/16j3q51.png[/img]
Ditto.
[img]http://i50.tinypic.com/31776ok.png[/img]
Ditto.
[img]http://i45.tinypic.com/33lhx12.png[/img]
Ditto.
[img]http://i46.tinypic.com/vwpnyr.png[/img]
The Goo and angled panel in Chamber 1.
[img]http://i49.tinypic.com/33ohbo7.png[/img]
The right room of Chamber 1.
[img]http://i50.tinypic.com/v78i6q.png[/img]
Behind the scenes section seen from Chamber 1.
[img]http://i48.tinypic.com/w7o60.jpg[/img]
The hallway between chambers 1 and 2.
[img]http://i47.tinypic.com/ri515y.png[/img]
An overview of Chamber 2.
[img]http://i47.tinypic.com/2mqrxwo.png[/img]
Ditto.
[img]http://i48.tinypic.com/nlwnjq.png[/img]
Ditto.
[img]http://i50.tinypic.com/2yzgcxi.png[/img]
A room in Chamber 2
[img]http://i46.tinypic.com/2eaifkw.png[/img]
An overview of the room in Chamber 2.
[img]http://i47.tinypic.com/kbdbft.png[/img]
Ditto.
[img]http://i49.tinypic.com/3469qpv.png[/img]
Behind the Scenes section.
[img]http://i48.tinypic.com/9qjm8j.png[/img]
Ditto.
[img]http://i47.tinypic.com/2077ta8.png[/img]
Ditto, with a view of Chamber 1 through the grate.


Added to the Steam Workshop:
http://steamcommunity.com/sharedfiles/f ... =154863757

Thanks for testing!

File Name: sp_quick_draw_v1.1.rar
File Size: 5.53 MiB
Click here to download Quick Draw

Bluntman • Oct 29, 2012 • #59996
18 posts

Found 2 unintended solutions in the 2nd chamber:

http://steamcommunity.com/sharedfiles/filedetails/?id=105436305
Didn't used gel at all.

http://steamcommunity.com/sharedfiles/filedetails/?id=105436257
You can solve this by only activating the light bridge and the throwing the cube into funnel.

RectorRocks • Oct 29, 2012 • #59997
522 posts

Bluntman wrote:
Found 2 unintended solutions in the 2nd chamber:

||http://steamcommunity.com/sharedfiles/filedetails/?id=105436305
Didn't used gel at all.

http://steamcommunity.com/sharedfiles/filedetails/?id=105436257
You can solve this by only activating the light bridge and the throwing the cube into funnel.||

  1. Can you enter the funnel to get to the other side? I placed player clip behind the ramp all the way to the funnel. Can you still get to the other side?
  2. Uhh...not sure how to fix that.
    Thanks though, for letting me know the unintended solutions.

Bluntman • Oct 29, 2012 • #59998
18 posts

RectorRocks wrote:
1. Can you enter the funnel to get to the other side? I placed player clip behind the ramp all the way to the funnel. Can you still get to the other side?

Yeah,I still somehow managed to get to other side.
And there is also another way:
http://steamcommunity.com/sharedfiles/filedetails/?id=105440782
Place a portal here and jump from the button into the funnel.

RogerL • Oct 29, 2012 • #59999
490 posts

Yeah, as Bluntman points out, a little cube-tossing ability allows you to bypass much of the puzzles, especially in chamber two; I didn't use two of the three buttons on the other side of the fizzler in chamber two. Making the rooms bigger and moving the funnels away from the player might help.

RectorRocks • Oct 30, 2012 • #60000
522 posts

RogerL wrote:
Yeah, as Bluntman points out, a little cube-tossing ability allows you to bypass much of the puzzles, especially in chamber two; I didn't use two of the three buttons on the other side of the fizzler in chamber two. Making the rooms bigger and moving the funnels away from the player might help.

Yeah, okay, will go fix that in the next version.

Bluntman wrote:
And there is also another way:
http://steamcommunity.com/sharedfiles/filedetails/?id=105440782
Place a portal here and jump from the button into the funnel.

Hmm? Okay, I'll remove the white panel in the next version.

Uhh...besides the unintended solutions...is there anything else you would like to say...?

lifeson99 • Oct 30, 2012 • #60001
102 posts

Excellent. I especially like the first room, which was very tricky to get out of and the solution to that room - although I figured out "how" took me many attempts to get it within the time alloted.

RectorRocks • Oct 30, 2012 • #60002
522 posts

lifeson99 wrote:
Excellent. I especially like the first room, which was very tricky to get out of and the solution to that room - although I figured out "how" took me many attempts to get it within the time alloted.

Thanks! Glad you liked it

quatrus • Nov 02, 2012 • #60003
1,047 posts

Excellent puzzles in two rooms, the solutions were medium, but the execution took a bit of trying especially in room 1. Thanks for creating.

RectorRocks • Nov 03, 2012 • #60004
522 posts

quatrus wrote:
Excellent puzzles in two rooms, the solutions were medium, but the execution took a bit of trying especially in room 1. Thanks for creating.

Thanks man! Glad you liked it! Cheers!

bmail • Nov 06, 2012 • #60005
32 posts

RectorRocks:
Downloaded Quick Draw but see a Blue Error in the room to the left just above the white floor panel at the back of the room. The panel does not move to 45 degrees but remains flat with the word ERROR over it. Thus no way to use it to jump over the acid water. Any ideas? I've downloaded it twice.
BM

RectorRocks • Nov 07, 2012 • #60006
522 posts

bmail wrote:
RectorRocks:
Downloaded Quick Draw but see a Blue Error in the room to the left just above the white floor panel at the back of the room. The panel does not move to 45 degrees but remains flat with the word ERROR over it. Thus no way to use it to jump over the acid water. Any ideas? I've downloaded it twice.
BM

Hmm...that never happened before. I don't see other players having this problem. Have you tried deleting the map and redownloading it?

bmail • Nov 07, 2012 • #60007
32 posts

Yes, but I guess I could try it one more time. I assume that it didn't matter that I did not install the scripts?

RectorRocks • Nov 07, 2012 • #60008
522 posts

bmail wrote:
Yes, but I guess I could try it one more time. I assume that it didn't matter that I did not install the scripts?

Yeah, the scripts are completely optional. The scripts does nothing but lights up the sign with information.
If the problem persists, can you take a screenshot?

bmail • Nov 07, 2012 • #60009
32 posts

This is what I see.

BM

RectorRocks • Nov 08, 2012 • #60010
522 posts

bmail wrote:
This is what I see.

BM

I don't think I placed anything above the white panel O_O
Can you check your console for any red error texts?

bmail • Nov 08, 2012 • #60011
32 posts

Here are all the red error text. Obviously there is a great deal more text on the screen that I didn't copy here:

CGameUIConVarRef mp_gamemode doesn't point to an existing ConVar
maxplayers set to 1
---- Host_NewGame ----
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
Unable to load sprite material materials/sprites/gunsmoke.vmt!
Unable to load sprite material materials/sprites/bubble.vmt!
PrecacheScriptSound 'music.sp_quick_draw_lbout' failed, no such sound script entry
PrecacheScriptSound 'music.sp_quick_draw_tbout' failed, no such sound script entry
Script not found (scripts/vscripts/videos/video_splitterTFF.nut)
Script not found (scripts/vscripts/videos/video_splitterTFF.nut)
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther
*****
NO GAME SESSION
some features might be disabled
(achievements, stats, UI, etc.)
*****
ERROR: Tried to SetParentAttachmentMaintainOffset for entity func_brush (left_room_angled_panel_brush), but it has no attachment named panel_attach.

AN ERROR HAS OCCURED [the index 'StartDestructedArrivalVideo' does not exist]

Dynamic prop left_room_angled_panel: no sequence named:ramp_45_deg_open

By the way...the portal gun has no shooting indicator (site) to see where you are pointing.

RectorRocks • Nov 09, 2012 • #60012
522 posts

bmail wrote:
Here are all the red error text. Obviously there is a great deal more text on the screen that I didn't copy here:

CGameUIConVarRef mp_gamemode doesn't point to an existing ConVar
maxplayers set to 1
---- Host_NewGame ----
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
Unable to load sprite material materials/sprites/gunsmoke.vmt!
Unable to load sprite material materials/sprites/bubble.vmt!
PrecacheScriptSound 'music.sp_quick_draw_lbout' failed, no such sound script entry
PrecacheScriptSound 'music.sp_quick_draw_tbout' failed, no such sound script entry
Script not found (scripts/vscripts/videos/video_splitterTFF.nut)
Script not found (scripts/vscripts/videos/video_splitterTFF.nut)
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther


  • NO GAME SESSION *
  • some features might be disabled *
  • (achievements, stats, UI, etc.) *

ERROR: Tried to SetParentAttachmentMaintainOffset for entity func_brush (left_room_angled_panel_brush), but it has no attachment named panel_attach.

AN ERROR HAS OCCURED [the index 'StartDestructedArrivalVideo' does not exist]

Dynamic prop left_room_angled_panel: no sequence named:ramp_45_deg_open

By the way...the portal gun has no shooting indicator (site) to see where you are pointing.

I'll make an update version of this map soon. If the problem persists in the updated version, tell me, I'll replace the panel to make it a angled wall instead.

About your portal gun shooting indicator, maybe you turned off your crosshair? Go to your console and type "crosshair 1" See if it fixes it

bmail • Nov 09, 2012 • #60013
32 posts

Did the error info shed any light on the problem?

Don't know why the crosshair got turned off, but thanks for the tip...their back in your map.

RectorRocks • Nov 09, 2012 • #60014
522 posts

bmail wrote:
Did the error info shed any light on the problem?

Don't know why the crosshair got turned off, but thanks for the tip...their back in your map.

Nah, all inputs and outputs are correct, no errors. Don't know why yours has problems. Should I replace the angled panel with an angled wall instead?

bmail • Nov 09, 2012 • #60015
32 posts

I'd love to be able to play it, but can't see you spending time to fix it just for me, especially if no one else is having this problem. I'll leave that up to you.

RectorRocks • Nov 09, 2012 • #60016
522 posts

bmail wrote:
I'd love to be able to play it, but can't see you spending time to fix it just for me, especially if no one else is having this problem. I'll leave that up to you.

I just updated the version of the file. (v1.1) The file includes 2 maps. You should play the normal updated version first. If the problem still persists, then you play the "angled wall version". In that version, its exactly in the same as the normal updated version, just that the angled panel is replaced with an angled wall instead. Have fun! Can you give feedbacks after you played the map? Thanks!

bmail • Nov 09, 2012 • #60017
32 posts

Just downloaded both maps. The regular one did the same thing, but the angled wall played great!
The first room was straight forward...I knew what I had to do. It was just a matter of figuring out the order and being quick. Being able to toss doesn't hurt (I've never really mastered that part very well)...but managed.
The second room was great. Made you stop and think. Finally worked it out and bingo. This is my kind of map. Not so hard that it makes you crazy (I'm crazy enough as it is), but just hard enough that it makes you smile when you figure it out. The solutions to some maps are so obscure and esoteric, that it ends in total frustration for me. This was short and fun.
I couldn't find any negative other than I was enjoying the map...and it ended too soon. Maybe a couple more rooms would be good.
Great job and thanks for all the trouble to get it working.
By the way, I've played all your maps and have enjoyed them all.

RectorRocks • Nov 10, 2012 • #60018
522 posts

bmail wrote:
Just downloaded both maps. The regular one did the same thing, but the angled wall played great!
The first room was straight forward...I knew what I had to do. It was just a matter of figuring out the order and being quick. Being able to toss doesn't hurt (I've never really mastered that part very well)...but managed.
The second room was great. Made you stop and think. Finally worked it out and bingo. This is my kind of map. Not so hard that it makes you crazy (I'm crazy enough as it is), but just hard enough that it makes you smile when you figure it out. The solutions to some maps are so obscure and esoteric, that it ends in total frustration for me. This was short and fun.
I couldn't find any negative other than I was enjoying the map...and it ended too soon. Maybe a couple more rooms would be good.
Great job and thanks for all the trouble to get it working.
By the way, I've played all your maps and have enjoyed them all.

Thanks man! I appreciate it alot! Cheers!

sicklebrick • Nov 23, 2012 • #60019
876 posts

Cheers, fun map ^^
The first bit was a little confusing, before I realised the door was right behind where I was standing, and not behind that grating, but it's pretty cool the way you re-used that area.

RectorRocks • Nov 23, 2012 • #60020
522 posts

Thanks! Glad you enjoyed it.

Cheers!

SkyFerret • Jan 19, 2013 • #60021
276 posts

Nice map. 5/5 for design and concept (and also for keeping the difficulty between medium and head splode). I particularly liked the last chamber. It had a good functionality concept. I don't think I really needed to use the third button that de-activated the fizzler field. After the cube was completely pulled in all the way, I just walked over and switched buttons to activate the vertical light bridge. Unless of course someone mentioned it already. I didn't read all the other comments.
And also, I would have uploaded a blind run for you, but because of the time it takes to play it the video would have been at least 400 to 500 Megs even at a half-assed resolution. My upload speed is only about 0.4 Mbps. It would take quite a while to upload and I'd end up using the neighbor's yard to make snow angles because my yard would fill up pretty quick while passing the time.

Cheers.
The (Snow)Ferret.

RectorRocks • Jan 19, 2013 • #60022
522 posts

SkyFerret wrote:
Nice map. 5/5 for design and concept (and also for keeping the difficulty between medium and head splode). I particularly liked the last chamber. It had a good functionality concept. I don't think I really needed to use the third button that de-activated the fizzler field. After the cube was completely pulled in all the way, I just walked over and switched buttons to activate the vertical light bridge. Unless of course someone mentioned it already. I didn't read all the other comments.
And also, I would have uploaded a blind run for you, but because of the time it takes to play it the video would have been at least 400 to 500 Megs even at a half-assed resolution. My upload speed is only about 0.4 Mbps. It would take quite a while to upload and I'd end up using the neighbor's yard to make snow angles because my yard would fill up pretty quick while passing the time.

Cheers.
The (Snow)Ferret.

Thanks! Glad you liked the map. ^^
I still don't get why (and how) you don't need the third button that deactivated the fizzler. Can you re-explain? Of course a video would be better, but oh well...
Thanks for playing!
Cheers!

SkyFerret • Jan 19, 2013 • #60023
276 posts

RectorRocks wrote:
SkyFerret wrote:

Nice map. 5/5 for design and concept (and also for keeping the difficulty between medium and head splode). I particularly liked the last chamber. It had a good functionality concept. I don't think I really needed to use the third button that de-activated the fizzler field. After the cube was completely pulled in all the way, I just walked over and switched buttons to activate the vertical light bridge. Unless of course someone mentioned it already. I didn't read all the other comments.
And also, I would have uploaded a blind run for you, but because of the time it takes to play it the video would have been at least 400 to 500 Megs even at a half-assed resolution. My upload speed is only about 0.4 Mbps. It would take quite a while to upload and I'd end up using the neighbor's yard to make snow angles because my yard would fill up pretty quick while passing the time.

Cheers.
The (Snow)Ferret.

Thanks! Glad you liked the map. ^^
I still don't get why (and how) you don't need the third button that deactivated the fizzler. Can you re-explain? Of course a video would be better, but oh well...
Thanks for playing!
Cheers!

Here's a quick video recording I did showing the ending. It was only about 25 Megs in size so it didn't take very long to upload.
What actually happens, is I wait for the reflector cube to get pulled in all the way to where the tractor beam starts. Therefore, if you loose your portals (by touching the fizzler field), it doesn't matter. You only need the portals to get it up there.

http://youtu.be/fRTnxdRGPJk

RectorRocks • Jan 19, 2013 • #60024
522 posts

SkyFerret wrote:
Here's a quick video recording I did showing the ending. It was only about 25 Megs in size so it didn't take very long to upload.
What actually happens, is I wait for the reflector cube to get pulled in all the way to where the tractor beam starts. Therefore, if you loose your portals (by touching the fizzler field), it doesn't matter. You only need the portals to get it up there.

http://youtu.be/fRTnxdRGPJk

Ah, I see. Haha, nice move! Thanks for the video! Much appreciated.
Cheers!

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