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by Fracture · Uploaded Jul 05, 2013

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Fracture • Jul 05, 2013 • #60858
797 posts

PLEASE DELETE THIS PAGE, ADMINISTRATORS

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RogerL • Jul 05, 2013 • #60859
490 posts

I thought the map worked fine for what it was, but I noticed a couple of glitches. Under the bouncing pink heart there was just a big blue ERROR sign, so something didn't get packed in. Also, the elevator didn't shudder and make a sound like it does in the game, so I didn't realize I was being transported somewhere; I thought perhaps the level was done. There were some humorous moments and some surprises, which kept my interest. But it was odd to see the portal gun at the bottom of the screen but not be able to use it; perhaps that had something to do with starting the name of the map with "sp_"?

Fracture • Jul 05, 2013 • #60860
797 posts

yeah the sp_ makes you spawn the gun automatically. I needed it later for when you actually obtain it in another map. I guess i can remove it and use a timer to command giving the portalgun repeatedly for when the player dies.

Also, i forgot to pakrat the map for the cake model i put in. the elevator i guess i can make shudder with a env_shake. but i do not know what sound it is supposed to make.

EDIT: I realize you probably can't hear the elevator moving because of the elevator music. The following changes include the cake, and the elevator fixes. several stairway collisions edited and I added several offices and one jumpscare. You may test it out at your leisure once it is uploaded

Fracture • Jul 20, 2013 • #60861
797 posts

The second map is now available for testing. You have no idea how many times i had to experiment with certain.... elements.... in order to create a scene where you hide from enemy fire. This will be unlike any turret interaction you have ever seen

RogerL • Jul 20, 2013 • #60862
490 posts

The first map played much better this time, I thought. Map 2 had a few small problems. The water/goo texture at the bottom of the pit was missing. And I don't think it ended right: after I got the "To Be Continued...", I died and it reloaded my last save. I guess I died from drowning? And there was one thing I didn't understand: once the big turret started to fire, after a couple of minutes it just stopped. I have no idea what I might have done to make that happen. Maybe my graceful ninja moves did it.

Fracture • Jul 20, 2013 • #60863
797 posts

yeah, the turret is actually in a skybox, rigged to a npc_enemyfinder, but it keeps doing this thing where it ignores the onaquiredtarget outputs randomly. so i got to figure that out. as for the texture, i know i used pakrat this time. why u no see it i dont know.

HMW • Jul 22, 2013 • #60864
806 posts

I must say I like the whole office turrets thing in the first map. I LOL'd at the one in the toilet. (door opensAAAAaaaaAAAAdoor closes)

There were several things that didn't work: the exit door from the container room didn't open, there is an invisible brush in one corner of the walkways in the container room that has no reason for being there as far as I can see, and I could not activate the Uber-Turret in the second map. (I assume that you're supposed to do something with the control panel on the concrete structure with the water tower?)

Fracture • Jul 22, 2013 • #60865
797 posts

you have to talk to the three turrets on the ground floor in the container room of the first map, the busted 2-headed turret gives you a key when you walk up to it. The uber turret seems to work only half the time. It supposed to be activated after talking to glados on the broken monitor. The water tower setup hasn't got anything going for it yet. It's currently an aesthetic

Currently my computer is under maintenance so i cannot do anything at this point. But I will have to redo the entire setup for the uber turret. Certain entities are being very very uncooperative. If I am lucky I can make the npc_enemyfinder still work instead of resorting to a mass collection of triggers

Fracture • Aug 08, 2013 • #60866
797 posts

okay I was forced to redo the entire turret scene by using triggers instead. It doesnt have the same efficiency of npc_enemyfinder, but at least it doesn't disable itself for no reason. I also added in a second room for the sewer. Nothing special, just aesthetics.

I hope the custom textures are properly packed this time, though.

RogerL • Aug 08, 2013 • #60867
490 posts

The new beginning to map 2 was interesting. I couldn't find anything to stick the disk into, though. Maybe I should play that part again. The turret battle was certainly more challenging. In my opinion, too challening; too much death. I can understand why you placed the autosaves where you did, but a couple of times it put me into an infinite loop of instant death and loading. I still don't get the texture for the water at the bottom of the pit. I'm not sure why; there is no error message in the console about it.

The mappack seems to be coming along nicely, but, to tell you the truth, I don't really have much patience for exploratory-type maps. Give me a portal gun!

Fracture • Aug 08, 2013 • #60868
797 posts

the disc doesn't go anywhere, it's just a prop. I guess I should remove it and put in more computer towers. As for the mega turret, you can hide behind trees and other stuff, it's basically your duck and hide timing gameplay. I can add some more places to hide though and place the autosaves in the hiding spots instead. If the water texture aint showing up still then perchance you can mention another texture that isn't buggy. And don't worry. The portalgun shows up at the start of part 3.

RogerL • Aug 08, 2013 • #60869
490 posts

Placing some autosaves in the hiding places might be a good idea. I forgot to mention that some of the barrels turn white after the game puts them in their upright assigned locations. I don't remember that happening in the earlier versions of the map. The water texture problem is odd because I've never had that problem with any other map. And I'm not a mapper, so I have no suggestions for you. Maybe you can tell me what texture you used and I can search my computer to see if I have it and if not, why not.

Fracture • Aug 14, 2013 • #60870
797 posts

I saw the barrels turn white aswell. No idea what that's all about.

But as for the water, after re-downloading the material from the forum, I noticed some files that I never packed in. That's why you couldn't see it. So that was added in now.

EDIT Map 3 has been edited extensively and uploaded

RogerL • Aug 14, 2013 • #60871
490 posts

Hmmm. I couldn't figure it out. Maybe I overlooked something. It seems like you want to portal the cube onto the faithplate and into the burner. But the faithplate only triggered once of the dozens I tried. I ended up gettting stuck several times trying various things, had to noclip out. There is an area behind the pillar where I fall through your map. While noclipping around I noticed the turret is unmoveable; is that right? And he's on a button that doesn't seem to do anything.
I got a lot of error messages in the console:
func_physbox (func_physbox) at (-176.000 -684.000 456.000) using obsolete or unknown material type.
func_physbox (plate) at (-3016.000 -1569.000 660.000) using obsolete or unknown material type.
func_breakable (func_breakable) at (-2164.000 -5279.000 -5136.050) using obsolete or unknown material type.
func_physbox (flying_door_1) at (-3422.956 -1930.000 621.739) using obsolete or unknown material type.
func_physbox (flying_door_2) at (-3430.860 -1930.000 689.570) using obsolete or unknown material type.
func_physbox (falling_wall_panel) at (-3328.000 -2186.120 849.000) using obsolete or unknown material type.
func_physbox (func_physbox) at (-3016.000 -1569.000 652.000) using obsolete or unknown material type.
func_physbox (func_physbox) at (-176.000 -676.000 456.000) using obsolete or unknown

Fracture • Aug 14, 2013 • #60872
797 posts

the button the turret was on turns the faithplate on. i will arrange more dotted lines between them.

That error message is due to the physboxes being set to not render. i realise now i can just use nodraw instead...

I dont know which pillar your talking about, can you post a screenshot or something

lastly, if you didn't know, your backwards turret friend is ally to kill other turrets with portals involved, to use as a step-stool, and as a weight for buttons.

RogerL • Aug 16, 2013 • #60873
490 posts

Fracture wrote:
the button the turret was on turns the faithplate on. i will arrange more dotted lines between them.

Ah, so my noclipping over to play with him probably turned off the faithplate. My fault.

Fracture wrote:
I dont know which pillar your talking about, can you post a screenshot or something

http://steamcommunity.com/sharedfiles/filedetails/?id=170057656

I'm about half way into the floor. One more step and I'd fall through.

Fracture wrote:
lastly, if you didn't know, your backwards turret friend is ally to kill other turrets with portals involved, to use as a step-stool, and as a weight for buttons.

I don't know what you mean. I saw no backwards turret. I'll go look a little more.

Fracture • Aug 16, 2013 • #60874
797 posts

the backwards turret is technically built sideways with his gun facing behind him. He is at the beginning of the map. To utilize him against other turrets, face him towards the enemy and quickly get out of his line of fire. strategically placed portal surfaces are set to redirect his fire. The third enemy turret has explosive barrels involved and you have him fire at a cable.

as for that floor glitch, it is actually a chamber model which didn't animate from a demolition scene. I am guessing you noclipped past ratman's den where the chamber collapses

try doing a new playthrough from the beginning and be attentive to the added arrows that hint how to solve the tests. I uploaded a newer version AND Map 4

RogerL • Aug 17, 2013 • #60875
490 posts

I think the map files are wrong. Map 2 now starts in the water at the bottom of the pit (which now looks correct) and map 3 starts in the room we have been talking about. There is no broken turret there and I didn't see a den, but didn't really look for one either. I will download and look at the new versions.

EDIT: OK, map 2 is still short, map 3 now starts in the room with the broken turret. But I don't have a portal gun and it seems I need one. Went noclipping around looking for one; used the turret to jump around on things -- no progress. I haven't tried map 4 yet since I haven't been able to finish map 3 yet.

Fracture • Aug 19, 2013 • #60876
797 posts

EDIT: I just uploaded the corrected mappack. I had forgotten to remove certain things i placed for temporary editing

RogerL • Aug 19, 2013 • #60877
490 posts

Map 3 now seems to work smoothly; found the portal gun right away. A couple of observations: I'm not sure if I would have noticed the cable and barrels for the third turret unless you had told me earlier. I seem to remember a red arrow pointing to it in an earlier version. And I was always under the impression that exploding barrels were red, not rusty. But they were so far away it was hard to tell. And I was wondering what would happen if I lost my companion turret (like dropped him down the elevator shaft), would he magically reappear so that I could continue or would I have to revert to an earlier save (and how would I know that?)?

I haven't played map 4 yet; I'll do that tomorrow.

Fracture • Aug 19, 2013 • #60878
797 posts

There are only oil barrels in portal. Halflife has the explosive ones. I will add a spot light to make the barrels more noticeable.

As for the companion turret, dump him in acid or the large elevator shaft and you get sent back to the most recent save

RogerL • Aug 20, 2013 • #60879
490 posts

Map 4: I had some problems with the factory area. Before I found the key, I could portal the panels that were being moved and got stuck by using that portal to get to the turret area, behind the doors on the other side, and into the void (an infinite fall). Once I got the key and unlocked the factory, I could no longer portal the moving panels, and the damaged turret would no longer respond to the turrets. So I'm now at a loss as to how to kill the turrets. I'll try some more, but I don't want to bang my head against a wall if its just a broken map.

Fracture • Aug 20, 2013 • #60880
797 posts


the moving panel does have a problem where it is actually using a cheat code to allow moving portals, but at the same rate it means i cannot fizzle them with a portal cleanser so you cannot get stuck in that void. It's a glitch I am still trying to figure out. The mass collection of turrets are pretty much intimidating to the broken turret. You have to use the heat laser in the panel factory to kill the turrets. Just hit the emergency switch for the conveyor belt when the laser is active and the whole thing stops. portal the laser onto the moving panel to take out the first wave of turrets, then portal the laser to the other side on the stationary portal panel and jump trough and you will see a reflection cube ahead of you to kill the second wave. That's when the moving panel gets replaced with gel cannisters and you can get from side to side. now its a matter of button timing to open the door. Just an fyi the portal factory itself can be portaled and you will need to in order to run down to the open door.

RogerL • Aug 20, 2013 • #60881
490 posts

Fracture wrote:
portal the laser onto the moving panel to take out the first wave of turrets

Yeah, that was what I was trying to do. I must have done something to turn off that cheat. Once I reinstated it, it worked fine. I have a few more comments, but I want to play through it a couple more times. I'm having a problem getting the portal gun back.

Fracture • Aug 20, 2013 • #60882
797 posts

it sounds like the placement of the portal isn't being forced when you fire at it. I will make the arm stationary for 1 second after it grabs the arm and widen the placement helper. until then, enter these cheats for the gun and laser,

ent_create portal_reflection_cube
give_portalgun
upgrade_portalgun

RogerL • Aug 21, 2013 • #60883
490 posts

I'm stuck later in the map than that. I've completed the boss battle with the gravity gun. I found a stand for the portal gun, but it's empty. I've tried sweeping the goo with the gravity gun for the portal gun (I thought I saw an animation that it got thrown in there) and looked everywhere else, but I can't find it.

Fracture • Aug 21, 2013 • #60884
797 posts

Oh you mean the othe moving panel and the portalgun you dropped...its disintergrated, What you should have seen after kiling the boss was a panel fall into the goo and float ontop. A portal opens up for you by an alternate dimension chell. You hop in and get a game text when approaching the closed door that you can toggle your gravity gun to portal mode. I would have put that in sooner for the player to use, but that gives the player the chance to escape the boss battle entirely

RogerL • Aug 22, 2013 • #60885
490 posts

Some more comments on map 4:

At load, the display shows some info in the upper-left corner of, I think, console output.

The reflector cube can pass right through the turrets.

The boss fight isn't too hard, which I like, but it was a little odd to have your view control taken away all the time to show the stuff falling. Maybe do this for only the first two drops?

Aiming the gravity gun sucks. I know you can't do much about this -- I've seen the same thing with sicklebrick's and Motanum's guns -- but if there is anything you can do about this it would help.

I missed the "use ctrl" text to switch guns because I had captions turned on. Maybe use a different color other than white?

The first time I played this, I never saw Atlas and P-Bodyon the elevator. I don't know if this was a glitch or not.

Fracture • Aug 22, 2013 • #60886
797 posts

that console stuff shouldn't be visible if you aren't loading from the editor. Don't know what that is about.

I will have put some kind of field around the turrets for that cube.

The camera will be removed for after the first 2 times

I have tinkered with the gun time and time again and I was lucky even to get it working this well. I will try to control the rate it angles at your view.

Game texts are differant from closed captions, I think. I chose white because it is more visible in most areas that are darker.

I dont think pbody and atlas get disabled until after you see them, I will check

RogerL • Aug 22, 2013 • #60887
490 posts

Fracture wrote:
Game texts are differant from closed captions, I think.

They are, but if a sound effect, for example, happens to coincide with the game text, as it did here, they overlap each other. That makes it difficult to read.

Fracture • Aug 26, 2013 • #60888
797 posts

new mappack uploaded

RogerL • Aug 26, 2013 • #60889
490 posts

Map 5 comments:

Just after starting the train ride at the beginning, there is a blue ERROR sign in the observation room on the right side.

The turret does not seem to have any collision with the player during the train ride.

In the room with the mega turrets, the track and lights go by quickly, while the rest of the room goes by very slowly, which makes for an odd visual effect. But maybe this was intended.

Fracture • Aug 31, 2013 • #60890
797 posts

Newer version uploaded.

the Cake is packed in this time.

added a push trigger to allow collisions for the train turret

And the long hall of turrets is better scaled.

There are a few other things here and there you will notice too, Let me know how well it plays this time

RogerL • Aug 31, 2013 • #60891
490 posts

I played through the battle a few times to try various techniques and to see if I could break it. I didn't find anything significant. But I came across two oddities. After hitting it the first time, for some reason the boss stopped firing at me. She still tracked me as I moved, but nothing I did triggered another shot. This only happened once. On another playthrough, all rounds of the fight consisted of the use of only one cannon, rather than adding the second cannonfor the subsequent rounds. Again, this happened only once.

Fracture • Sep 03, 2013 • #60892
797 posts

I fixed the relays so it should work this time.

Map 6 fixed, tweaked, and uploaded for review

GAME DYNAMICS BELOW
Phase 1 battle, remove turrets from dispenser and point at boss from modest distance. Enter broken dispenser and shut down two hatch doors.

Phase 2 battle, smash open boxes to retrieve spheres. Launch into gas vents. Take modded reflection cube and redirect enemy laser back at boss

Phase 3 battle, using precise timing to launch incoming explosives upwards at vulnerable dispenser tubing

Phase 4 battle, hide behind automatic smasher. climb down the center floor hatch and portal through small gap in brick wall. Fight your way to main system shutdown. Elevator key is hidden behind plastered bricks.

RogerL • Sep 03, 2013 • #60893
490 posts

About map 6: this is what I've done so far, and I don't seem to be able to go any further. Using the gravity gun, I pull and knock over the turrets, found the spheres and cube in the boxes, put the spheres in toxin tubes, stopped killing turrets since that just makes more turrets, and lost the reflector cube down the elevator that brings up the turrets. So now what? Is anything new supposed to happen?

EDIT: OK, I found out how to proceed, but I figured it out completely by accident. But no matter, without the special cube, I couldn't do the next phase. So I restarted the map. The next phase brought to the fore how completely inadequate the gravity gun is for quick aiming and throwing. After escaping the crusher, every time Glados got to the word "stop" I died for no apparent reason. Hardly seems like a fair fight. A few other observations: apparently the turrets can see right through the broken gel dispenser, 'cause as I hid behind it, I could see the bullets coming through until I eventually died. There seemed to be an autosave down the shaft the crusher comes out of, 'cause I got into an infinte death/reload loop there. I was trying to jump on top of the crusher before it got all the way out, but missed.

Fracture • Sep 03, 2013 • #60894
797 posts

How did you even get to the spherers and cube before taking out the first glados core? thats supposed to shut down the turrets factory is you can get in and turn it off completely.

RogerL • Sep 03, 2013 • #60895
490 posts

Ummmmm, I don't know. I think the first core was already dead after the first cutscene. Maybe a spawning issue? Also, see my EDIT in the previous post.

EDIT: Nope, the core was not dead. But the boxes were just sitting there, and I just broke them apart with the gravity gun and a turret.

Fracture • Sep 03, 2013 • #60896
797 posts

I may have to eliminate the gravity gun in all the maps it is in and make a proper template after some more extensive editing.

As for this map itself. I will relocate the save and inspect the myster death. I bet it was a the toxin relay. The crates are meant to be broken by the lasers after eliminating the turrets altogether and being kicked out of the factory. So i bet you probably turned on the toxin death timer instead of turing it off. I'm curious as to how that happened, because the crates don't even have health bars until you get past phase 1.
I will look at it to see what changes need to be made. for now follow the phase orders in the spoiler above in order to get the rest of the map

edit: I should also mention that bombs cannot be held whatsoever. That's not my doing, That's all on Valve

RogerL • Sep 04, 2013 • #60897
490 posts

Fracture wrote:
edit: I should also mention that bombs cannot be held whatsoever. That's not my doing, That's all on Valve

Yeah, I eventually figured that out. Deflection is enough. Another run through the map went well. No problems other than that the small passage between the bts area and the key room was pure white. Also, during the transition between the turrets and the lasers, you switch the gun to portal from gravity, in which mode you can't pick up the spheres or cube. I don't know if that was intentional or not.

Fracture • Sep 04, 2013 • #60898
797 posts

looks like I forgot the custom texture i have in there.

The swapping from gravity to portal was done because you can still use the gravity gun when the view camera is on. So it looks like the gun is away from you when you use it as the claw is grabbing you. I had to disable it. Unfortunatly the gun cannot be re-enabled by anything else other than the player themselves.

As for the cube and spheres. That was never intentional and I never got that glitch 0_o

Fracture • Sep 12, 2013 • #60899
797 posts

Okay, I am back and I managed to get some results in the tweaking of the gravity gun. Unfortunately I found that the properties of the catapults_triggers that are used to pull and push are swaying back and forth more than they should when the player is standing still and looking around.

I was able to narrow down the movements so it isn't nearly as bad as before. But all that considered, try the test below before i shove it in the maps.

RogerL • Sep 12, 2013 • #60900
490 posts

It feels more natural, with less delay between mouse movement and gun movement. And it seems easier to "attract" things that are below the horizon. Two small things: the area of focus for it's effects seems overly large. It attracts things not within the reticule's sights. And it seems to be a bit too strong; those cubes come at you very fast and it is sometimes difficult to grab them before they do damage or knock you about. But these are very minor things to consider.

Fracture • Sep 19, 2013 • #60901
797 posts

EDIT: After a ridiculous amount of editing and testing I managed to reinvent the Gravity Gun. It has perfect aim now, however it can tend to have a jittery motion that isn't as fluid as the normal portal gun. I timed certain events differently and I made the bomb throwers destructible. It only made sence to do so from the start, but also because the new gravity gun no longer has this high arc shot when deflecting the bombs, thereby make the shot at the rubber tubes far more difficult.

I am also working on the Final map. However it only just got started, so it is going to be a long time before that gets posted. I am likely going to pull in a few more play-testers to get more reviews and then start putting these maps on steam 1 by 1 until i get map 7 done

lightOfDay • Sep 23, 2013 • #60902
26 posts

I purposely didn't read any of the above posts for the purpose of high quality testing, and also I would like to enjoy your map with a clean slate. That being said, you may hear an echo of RogerL, and I apologize. Playing Map 1 now.

Fracture • Oct 12, 2013 • #60903
797 posts

Okay, I don't know where the testers have been for the past month, but whatever.

I managed to get quite a bit done for part 7, but now it the game has frozen. EDIT, turns out it was a bad brush. map will be added in soon

Fracture • Nov 08, 2013 • #60904
797 posts

So the first 3 maps are on steam, however someone elses playthrough apparently has cave talking when he isn't supposed to. How do i get rid of him?

RogerL • Nov 08, 2013 • #60905
490 posts

Did you ever get someone to test map 7 or is that not done yet?

Fracture • Nov 09, 2013 • #60906
797 posts

its still in the works, unfortunetly. I ran into some some glitches and I have no idea how to decide the second end battle with glados

Fracture • Dec 10, 2013 • #60907
797 posts

Its come to my attention that many users here are deliberately ignoring my work because of it is terrible, horrible, and overall BAD! I have been severely belittled all over steam by assholes who cannot accept anything beyond strict guide-lined perfection.

People about textures, lighting, storyline, difficult, lack of direction, overcontrolling direction, and endless glitches that seem to like bunnies and make even more glitches. I have done everything I could to make things better and those still proceed to and barf all over my work and tell more the same shit every time

"OH OH OH THIS IS AWFUL, WHY DIDN'T YOU TEST THIS, THIS LOOKS TERRIBLE, GO ASK SOMEONE BETTER THAN YOU TO FICX THIS, WHAAAAAAAAAAAAAAAAAAAA WHAAAAAAAAAAAAAAAAAAAAAA WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"

So you know what? !!

you guys. You broke my last nerve and destroyed my patience and every last shred of hope i ever had of creating something. I am done. I should have expected no less than to receive complete trolls all over the net

Caden • Dec 10, 2013 • #60908
174 posts

Fracture wrote:
Its come to my attention that many users here are deliberately ignoring my work because of it is terrible, horrible, and overall BAD! I have been severely belittled all over steam by assholes who cannot accept anything beyond strict guide-lined perfection.

Actual quotes:

Deathwish wrote:
While I certainly appreciate the amount of time you have spent doing these, why keep releasing them as WIPs? Make them work proper first. You release a WIP publicly and it's full of bugs and problems like all 4 are so far then I'll downvote everyone one of them. I haven't downvoted actually, but I'm not upvoting either. Like I said in another comment. TOO MANY ISSUES! A hammer map without auto-saves? Anyway, I have no desire to play any more of these until they are not a WIP.

Ultiman wrote:
I would have to agree with Deathwish; the Workshop isn't a testing arena. I've been working on a map for about 9 months now, and I still haven't gone through a private beta yet because I want to remove all bugs before I release! I encourage you to talk with other mappers, and specifically, speedrunners. If anybody can find a bug, it's those guys! But about the map: Interesting storyline, but it needs more . . . thinking. I just felt like I was wandering around without purpose. Keep on mapping, and I hope to see more from you soon!

Lpfreaky90 • Dec 10, 2013 • #60909
2,842 posts

Fracture wrote:
Its come to my attention that many users here are deliberately ignoring my work because of it is terrible, horrible, and overall BAD! I have been severely belittled all over steam by assholes who cannot accept anything beyond strict guide-lined perfection.

People about textures, lighting, storyline, difficult, lack of direction, overcontrolling direction, and endless glitches that seem to like bunnies and make even more glitches. I have done everything I could to make things better and those still proceed to and barf all over my work and tell more the same shit every time

"OH OH OH THIS IS AWFUL, WHY DIDN'T YOU TEST THIS, THIS LOOKS TERRIBLE, GO ASK SOMEONE BETTER THAN YOU TO FICX THIS, WHAAAAAAAAAAAAAAAAAAAA WHAAAAAAAAAAAAAAAAAAAAAA WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"

So you know what? !!

you guys. You broke my last nerve and destroyed my patience and every last shred of hope i ever had of creating something. I am done. I should have expected no less than to receive complete trolls all over the net

I can understand your frustration; but your language is just not acceptable; thus I edited your post a bit.

I think you're a bit overreacting. The thing is, that if you release stuff under wip people will give you comments on how to improve your map. Even though it can be very frustrating; it's the kind of things that'll end up making your map better.

The best thing is to listen to the feedback and don't take it too personal, people are trying to help you, not to troll you.

Fracture • Dec 11, 2013 • #60910
797 posts

I HAVE ALREADY DELETED EVERYTHING.

I DONT WANT YOUR SHITTY FEEDBACK.

I DONT WANT YOUR OPINIONS.

I DONT WANT YOUR HELP.

I WORK ALONE.

I DONT PLAY WELL WITH OTHERS.

AND I DONT TAKE SHIT FROM NO ONE.

YOU CANNOT COMPREHEND WHAT RAGE I AM FILLED WITH. I HAVE BEEN PUSHED AROUND TOO MUCH FOR SO LONG BY SO MANY THAT I JUST FUCKING GIVE UP. YOU ALL LOST A POTENTTIALLY BRILLIANT MAPPER ALL BECAUSE YOU CANT SHUT YOUR PIE HOLES ABOUT WHAT YOU THINK AND DIDN'T SHARE WHAT YOU KNOW.

THE HAPPY BUTTONS ARE BROKEN. THERE IS ONLY ANGERY BUTTONS NOW

AAAAAAAAAAAAAAAAANGRRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYY BUUUUUUUUUUUUUUUTTTTTOOOOOOOOOOOOOOOOOOONNNNNNSSSSSSSSSSSS

deli73 • Dec 11, 2013 • #60911
15 posts

The only way to get better at something is to actively strive to improve and ACCEPT CRITICISM.
People like Ultiman and Deathwish are only trying to help you get better, and if you don't want their help, that's your problem. You said once that there are two kinds of criticism. That's true, but I think you've made bad examples and put us in the wrong category.

One type of criticism is Rage Criticism (AKA "bad" criticism, the category which you wrongly put Ultiman and Deathwish into)
"OMG THIS IS TERRIBLE IT SUCKS I HATE YOU"
Note how there is no suggestion for improvement in this.
Now, let's take a look at "good" criticism:
"This is a decent map, but I think it'd be a lot better if you changed X and Y and Z"
Note that the compliment portion of this is not strictly necessary, and they're not usually going to sugarcoat it for you. Saying "This is awesome and amazing" with no suggestions is just as useless as hating it pointlessly. People who do this give people a false expectation of what "criticism" is, and end up making it hard for them to accept real constructive criticism.
Let's take another look at Ultiman's post, shall we?

Ultiman wrote:
I would have to agree with Deathwish; the Workshop isn't a testing arena. I've been working on a map for about 9 months now, and I still haven't gone through a private beta yet because I want to remove all bugs before I release! I encourage you to talk with other mappers, and specifically, speedrunners. If anybody can find a bug, it's those guys! But about the map: Interesting storyline, but it needs more . . . thinking. I just felt like I was wandering around without purpose. Keep on mapping, and I hope to see more from you soon!

Ultiman is giving you some solid advice here:

  • Test your maps for bugs EXTENSIVELY before posting, preferably with the help of speedrunners.
  • Add some more interesting puzzles to your maps.

Not only that, but he's complimenting you, too!

  • "Interesting storyline, but it needs more . . . thinking."
  • "Keep on mapping, and I hope to see more from you soon!"

It is simply unacceptable that I had to point this out to you. Next time you see criticism, read through it at pay attention to all the details, and take into account how you can improve based on what they're saying. Again, WE ARE TRYING TO HELP YOU. You should take advantage of that help. As a wise man once said, don't punch a gift horse in the face.

Fracture wrote:
YOU ALL LOST A POTENTTIALLY BRILLIANT MAPPER ALL BECAUSE YOU CANT SHUT YOUR PIE HOLES ABOUT WHAT YOU THINK AND DIDN'T SHARE WHAT YOU KNOW.

You only have yourself to blame for taking it the wrong way. And they DID share what they knew, you just didn't listen.

deli73 • Dec 11, 2013 • #60912
15 posts

Fracture wrote:
I HAVE ALREADY DELETED EVERYTHING.

I DONT WANT YOUR SHITTY FEEDBACK.

I DONT WANT YOUR OPINIONS.

I DONT WANT YOUR HELP.

I WORK ALONE.

I DONT PLAY WELL WITH OTHERS.

AND I DONT TAKE SHIT FROM NO ONE.

YOU CANNOT COMPREHEND WHAT RAGE I AM FILLED WITH. I HAVE BEEN PUSHED AROUND TOO MUCH FOR SO LONG BY SO MANY THAT I JUST FUCKING GIVE UP. YOU ALL LOST A POTENTTIALLY BRILLIANT MAPPER ALL BECAUSE YOU CANT SHUT YOUR PIE HOLES ABOUT WHAT YOU THINK AND DIDN'T SHARE WHAT YOU KNOW.

THE HAPPY BUTTONS ARE BROKEN. THERE IS ONLY ANGERY BUTTONS NOW

AAAAAAAAAAAAAAAAANGRRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYY BUUUUUUUUUUUUUUUTTTTTOOOOOOOOOOOOOOOOOOONNNNNNSSSSSSSSSSSS

Yes, we did just lose a potentially brilliant mapper. But honestly, I think your happy buttons were already broken. That, or the angry buttons were in front of the happy buttons so we couldn't reach the happy buttons.

TheTobbell • Dec 11, 2013 • #60913
630 posts

Fracture wrote:
- Text -

Do you think that you're the only one who receives negative feedback times in life?
I personally like it when people find 'Bad Things' in my map.
From this I learn what I can possibly do better and I can correct them.
But I know that they do not say it to annoy me. I mean, if you post your map in a Forum, what are you trying to achieve? Right, that people look at the map, play and say what they think. I think for these thinks are forums? No one wants to say that your map is shit, but i think that you will end up with a perfect map? For example, if you have a texture placed wrong, and publish your map. Then this error in all maps will be, but here we will say that to you and give you criticism, so you might fix a few things and she gets even better when other people will play your map.

EDIT:
And that "ignoring" part, do you know how many maps are ignored? There are thousands of maps in forums/workshop who will become forgotten. That's really sometimes a bad thing, but you cant blame the users here in Twp.

Fracture • Dec 11, 2013 • #60914
797 posts

TLDR

LEAVING PORTAL

GOING TO GMOD

GOODBYE FOREVER

Ultiman9711 • Dec 11, 2013 • #60915
118 posts

If this is how you are going to react to criticism, then I would not want to call you an "equal" in the mapping community.I was fully prepared to help you, but it seems you aren't the type of person to map. I believe you have lost a lot of respect in the past 24 hours.

deli73 • Dec 11, 2013 • #60916
15 posts

Take this as a lesson, people. Criticism is a good thing, don't take it the wrong way, and certainly don't do this:

Fracture wrote:
I HAVE ALREADY DELETED EVERYTHING.

I DONT WANT YOUR SHITTY FEEDBACK.

I DONT WANT YOUR OPINIONS.

I DONT WANT YOUR HELP.

I WORK ALONE.

I DONT PLAY WELL WITH OTHERS.

AND I DONT TAKE SHIT FROM NO ONE.

YOU CANNOT COMPREHEND WHAT RAGE I AM FILLED WITH. I HAVE BEEN PUSHED AROUND TOO MUCH FOR SO LONG BY SO MANY THAT I JUST FUCKING GIVE UP. YOU ALL LOST A POTENTTIALLY BRILLIANT MAPPER ALL BECAUSE YOU CANT SHUT YOUR PIE HOLES ABOUT WHAT YOU THINK AND DIDN'T SHARE WHAT YOU KNOW.

THE HAPPY BUTTONS ARE BROKEN. THERE IS ONLY ANGERY BUTTONS NOW

AAAAAAAAAAAAAAAAANGRRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYY BUUUUUUUUUUUUUUUTTTTTOOOOOOOOOOOOOOOOOOONNNNNNSSSSSSSSSSSS

Or this:

Fracture wrote:
TLDR

LEAVING PORTAL

GOING TO GMOD

GOODBYE FOREVER

And above all, respect criticism and learn from it.
Fracture may have lost his mind, and may not be willing to accept our help, but hopefully others will learn from his mistakes.

Fracture • Dec 11, 2013 • #60917
797 posts

Has it ever occurred to you that YOU should choose your worlds carefully? or that YOU should apologize? Some of us are emotionally damaged people. I can take a fucking compliment as an insult. And insults as death threats.
For me there is only win or fail. there is no inbetween.

So shut the fuck up about your RULES and GUIDELINES. You are a box that some people want to be outside of.
FUCK THE LIMITS, FUCK THE RESTRICTIONS, FUCK THE STANDARDS, FUCK ALL THAT SHIT!!!

Do you think I give a fuck about how something SHOULD BE?! or levels of goddamn DIFFICULTY?!
I OPERATE IN A REALM OF INFINITE POSSIBLITIES.
BUT YOU PEOPLE ARE STUCK IN THE REALM OF PREDETERMINED DESIGN.

I AM FLYING TO THE ENDS OF INIFINITY WHILE YOU ARE GONNA BE STUCK AT A MILLION
I GONNA TRIP ACID ON A RAINBOW BARF UNICORN OF MEGA LASERBEAMS WHILE YOU STILL FIDDLE WITH TURRETS.


FRACTURE IS OUT OF THE BUILDING!!!!!!!!

Ultiman9711 • Dec 11, 2013 • #60918
118 posts

Fracture wrote:
Words


EDIT: By the way, your language suggests that you are full of it. Mate, we all live in a world of infinite possibilities. You aren't special.

Dafflewoctor • Dec 11, 2013 • #60919
415 posts

Fracture wrote:
FRACTURE IS OUT OF THE BUILDING!!!!!!!!

Fracture wrote:
You broke my last nerve and destroyed my patience and every last shred of hope i ever had of creating something. I am done.

Fracture wrote:
GOODBYE FOREVER

Is this the the third time you have said that you are going to leave? No one likes reading your all caps rage notes. For someone who operates in a realm of infinite possibilities, you clearly can't accept others feedback. You're never going to get anywhere if you can't accept everyone's "shitty" opinions.

Lpfreaky90 • Dec 11, 2013 • #60920
2,842 posts

I'm going to lock this topic because it's not about the map pack anymore, but it seems to be personal attacks now.

If fracture wants to come back to this project at a later stage I'll hapilly unlock the thread again.

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