Interlink

by Xtreger · Uploaded Mar 06, 2014

Screenshot 1

File Size: 1.89 MB

Downloads: 153

Rating: (1 votes)

Description

A small, challenging map. Thanks to grayarea for playtesting Workshop link: http://steamcommunity.com/sharedfiles/f ... =235438315 The Wheatley dialog mish-mash was inspired by CoolDudeClem's Crazy Chambers: http://steamcommunity.com/sharedfiles/f ... =194726504

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Xtreger • Mar 06, 2014 • #58253
216 posts

A small, challenging map. Thanks to grayarea for playtesting

Workshop link:
http://steamcommunity.com/sharedfiles/f ... =235438315

The Wheatley dialog mish-mash was inspired by CoolDudeClem's Crazy Chambers:
http://steamcommunity.com/sharedfiles/f ... =194726504

File Name: interlink.rar
File Size: 1.89 MiB
Click here to download Interlink

HeadShot • Mar 06, 2014 • #58254
174 posts

Beta-tested the predecessor to this map, loved it! Here's my solution

interlink.dem.zip

Xtreger • Mar 06, 2014 • #58255
216 posts

Yup, that's intended!

quatrus • Mar 07, 2014 • #58256
1,047 posts

Wow - very hard to figure out the solution - although I did better with the solution to this one than with "Incidence".... thanks for creating...

josepezdj • Mar 08, 2014 • #58257
2,386 posts

OK, I've gotten the 3rd cube but I think the timing for the fizzler at exit area is too tight to enter a cube in there... the time the fizzler stays deactivated doesn't match the timer signage either.... is this broken or good?

Xtreger • Mar 08, 2014 • #58258
216 posts

@josepezdj: The fizzler is supposed to remain open for only 3 seconds. There must be a bug with the timer panel, I'll fix that. Thanks for pointing it out

greykarel • Mar 08, 2014 • #58259
225 posts

Ther's an unintended way: double clicking on cube dropper button respawns another pair of cubes in a second after the first one. So if you have two cubes on the buttons under droppers double respawning gives you enough time to get behind the middle fizzler. The same is with the third cube.

Possible solution: to set higher value for button reset time.

Xtreger • Mar 08, 2014 • #58260
216 posts

@greykarel: Oh thanks for noticing that! I'll fix it in a few hours, right now I'm not on my PC...

HMW • Mar 08, 2014 • #58261
806 posts

This one is really weird...
spoiler(s)
At first I didn't think that the way to get the last cube past the field was to whack it with the door, as the door model just moved through the cube as if it wasn't there... Do the physics work differently depending of whether you look at it or not, or is that just my imagination?

Making the cubes topple through portals remotely was fun though, if a bit finicky to set up.

Xtreger • Mar 08, 2014 • #58262
216 posts

@HMW: Yes I've encountered that problem too. If the cube is too much close to the wall, when the panel moves the cube, it gets sort-of "blocked" by the opposite wall, so logically the panel should get jammed with the cube stuck between it and the wall. But the game physicals does not allow that for an angled panel. So the panel just goes through and the cube is stuck in a limbo.

And it gets fizzled when the panel opens up again. Therefore the proper way to set up the cube is a little distance away from the wall so that it doesn't get stuck and jam the panel.

HMW • Mar 09, 2014 • #58263
806 posts

Ah, that makes sense! If it were a func_door_rotating it would indeed just get stuck, but because it's an animation it has to keep moving.