[WIP & Testing] Test 20

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Irish Taxi Driver
23 Posts
Posted Oct 23, 2007
Replied 1 hour later
Just portal/portal
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Astro
77 Posts
Posted Oct 23, 2007
Replied 21 minutes later
you place .dem files in your main portal folder, the one that contains your maps folder as well
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Mapster
396 Posts
Posted Oct 23, 2007
Replied 34 minutes later
Well it took me a while to finish it but i finally got it done.
Well done.
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Crooked Paul
226 Posts
Posted Oct 23, 2007
Replied 3 hours later
Here's another vote for making the turret-rush jump through the hole a bit more forgiving.

Also, about the glass thing, you could make it clearer where there's glass and where there isn't if you put thin cosmetic "supports" underneath the glass panes. You could get the right effect even with the supports really thin and widely spaced, so they wouldn't affect visibility much. Like on those big square panels on the bottom level, if you put a #-shaped lattice under each one so that it was a 3x3 grid of smaller squares, that seems about the right spacing. This would help to differentiate floor glass from wall glass, which might help the level "pop" better at a glance. Just a suggestion. Take it for what it's worth.

Nice work!

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Astro
77 Posts
Posted Oct 24, 2007
Replied 2 hours later
i dont know...i see the glass just fine, i dont know about doing the supports stuff, if you want to high light it I would make frames for all the glass and make them a darker shade or even a dark color, having supports like grates under the glass and such just adds too much to the map and plus there is a section wher you shoot thru a grate to get to a section of the map this will prolly confuse some people and they might just over look the one grate they can shoot thru as opposed to all the ones they cant
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xitooner
132 Posts
Posted Oct 24, 2007
Replied 45 minutes later
Got some questions now that I played this and read this topic.

Was there a turret gun in here at one time that was removed? I never saw it, but an earlier poster talked about carrying one around, it shooting, etc.

My problems with putting the cube in the "pipe/catcher" wasnt the aim that some people had; it was the fact that once I put it up there, it didnt go in! I had to redo the portal jump, crouch in midair, and "bump" it in with my body to dislodge it and get it to fall in. Was kinda afraid I might fall in myself, and that didnt seem like a good idea. . .

First two jumps were fine, and I pushed the 3rd button to see it rotate those blades that were supposed to bar my way. . .but I never needed that button, and was able to skip the blades entirely. Just shoot the ceiling near the button; one of the tiles is portable.

In the place where the cube was first stored, you can place portals back behind the tube mechanism thats in there too, but I tried and wasnt able to "force" myself through the portal and kill myself. . .so thats probably okay, but not great.

The glass part didnt bpther me so much as some folks I guess; when in doubt, I just shot my portal gun at it without a second thought; the backsplash made it obvious enough.

Overall, the puzzle was good and very professional-like; had a really nice feel to it. I culd almost imgaine Glados tounting me while I did it. Fix those minor glitches, and its a winner!

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Astro
77 Posts
Posted Oct 24, 2007
Replied 11 minutes later
yeah...the sentry gun is in a fixed position, you do a vertical fling to get into a small hole in the wall and shut off the gun and at the same time open an angled surface to easier get the cube into the tube, thats why you had such a hard time you werent doing it right
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Yekyaa
59 Posts
Posted Oct 24, 2007
Replied 1 hour later
yeah, even if the ceiling tiles aren't portable, i was able to skip the "blades"
by putting a portal mid-line of the top one, barely stepped in one-side and then
physics-squeezed myself through the other side. Maybe making the glass fins
a little bigger (maybe 16 or 20?) would solve that problem? it's only needed
on the upper level, but for symmetry's sake, maybe do it on the bottom.

I figured out the turret gun after a little bit, but I think the bastard was still
trying to kill me... I don't think it properly deactivates him.

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xitooner
132 Posts
Posted Oct 24, 2007
Replied 5 hours later

Astro wrote:
yeah...the sentry gun is in a fixed position, you do a vertical fling to get into a small hole in the wall and shut off the gun and at the same time open an angled surface to easier get the cube into the tube, thats why you had such a hard time you werent doing it right

Odd; the button that opens the angled surface doesnt have any protection at all for me; once I get to that level, I can just push it. I just played the entire level again (with the sound on this time; last time I played it without) and there was no indication of a turrent gun anywhere. Sounds more like we have different versions.

This time when I jumped to put the cube in, I moved the portal over to the side some; that way I myself was not directly aiming for the hole where the cube goes; I just turned a little in mid-air and let the cube go at the last minute, and it flew right in. Seems the best way to do it, I guess.

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Astro
77 Posts
Posted Oct 24, 2007
Replied 1 hour later
ok you walk into the map the turret is in the direct right corner on the second level through a hole cant miss it
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Irish Taxi Driver
23 Posts
Posted Oct 25, 2007
Replied 1 day later

http://filebeam.com/0f1a15b8a5e8ab11110569a9c4dfa720
password: psychology

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Astro
77 Posts
Posted Oct 25, 2007
Replied 1 hour later
What did you change?
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Irish Taxi Driver
23 Posts
Posted Oct 25, 2007
Replied 2 hours later
I don't remember actually. Try everything that was mentioned here to see what was fixed and what wasn't. I know the rotating panel was fixed.
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msleeper
4,095 Posts
Admin
Posted Oct 25, 2007
Replied 10 minutes later

Irish Taxi Driver wrote:
I don't remember actually.

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Grudge
307 Posts
Posted Oct 25, 2007
Replied 41 minutes later

msleeper wrote:

Lmao.

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Irish Taxi Driver
23 Posts
Posted Oct 29, 2007
Replied 3 days later

Things changed:

-More decals.
-Sparks now disable after 30 minutes.
-Signage on the last door reduced to the button that controls the door and the signs pointing that it is the exit.
-Whatever changed last time.

The only things left on my list are detail related, so I guess this is the first real release candidate. All the brushwork is done unless something huge comes up.

http://filebeam.com/d71ed97db8b62166cbe07b9f6ed0ed01
password: office

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Irish Taxi Driver
23 Posts
Posted Nov 08, 2007
Replied 10 days later
http://filebeam.com/d90d66e62efe7eafb6c521f2f7e1994f
password: jumbo

-Removed the excess func_noportal_volumes since the actual SDK is out now.
-Retextured a few walls
-Lift door now lights up when you hit the button to open it.

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msleeper
4,095 Posts
Admin
Posted Nov 08, 2007
Replied 31 minutes later

Side note, going to enter this month's contest?

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Irish Taxi Driver
23 Posts
Posted Nov 08, 2007
Replied 50 minutes later

msleeper wrote:

Side note, going to enter this month's contest?

If the map doesn't qualify then no. I'm gonna take a break from portal mapping after I'm satisfied with the map to make a TF2 map. I'm already working on a few ideas, and I'm trying to invent my own gamemode as well.

I will be making Test 21, but probably after I'm done with the TF2 map. I've got an idea for it, and I'd like to let it sit and ferment a bit.

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Irish Taxi Driver
23 Posts
Posted Nov 10, 2007
Replied 1 day later

http://filebeam.com/00bb8be27776544500ae1d2c8cc5f97f
password: script2

All leaks fixed
Bonus Map script working.