Edited to work with the Steam Workshop.
Click here to download Quantum Entanglement 1
Click here to download Quantum Entanglement 1
&
Edited to work with the Steam Workshop.
Click here to download Quantum Entanglement 1
Click here to download Quantum Entanglement 1
&
One:
I don't like it when the replacement cubes "pop" into existence. I used an entity spawn instead of a cube dropper because these cubes have to be kept within their ComfortZone, and the standard cubedropper takes up a lot of room. I would love to have some sort of "fizzle in" spawn transition.
Two:
If the partner cube (the one you're NOT holding) is released within its ComfortZone while it intersects a physical brush or entity, it will be ejected by the physics system with some force. This is because when picked up, the partner cube is parented to the held cube, and is therefore removed from the physics system until it is released. I wish I could simply add the partner cube to your collision box, so it would never pass through a surface. This is why they currently explode outside the ComfortZone, to prevent you from pushing them through a wall and dropping them out of the map.
If this was (more) bug-free than it is, this would be an amazing addition to portal. Oh, and a nice name you gave it, too. Now you're thinking with comfort!
EDIT: Oh wait, I see you explained why the cubes explode in the first place. Guess the forcefield 'll have to wait...
Do you think there is a way I could better message this or teach this to the player? I have considered placing a custom sign in the first room to remind the player not to allow the cubes to leave their ComfortZone. But the first explosion is actually a fun surprise, I think.
As for keeping the cubes in sync, I decided to use the physics/SDK parenting limitations and try to work them into the puzzle. So yes, the cubes are only entangled/linked when held by the portal gun, otherwise they are independent physics objects. When I kept them parented together all the time, the child would always pass through all geometry. The cubes are spawned with a known XYZ offset, but the player can force the partner cube to get repositioned by world physics (portals, dropping, funnels, platforms, etc), changing the XYZ offset. Then you pick up your cube again to "lock" that partner cube's XYZ offset. This was the prime reasoning behind the second and third rooms, which require you to let something external change the vertical offset of the partner cube in order to solve the puzzle.
I could definitely use some advice on how to present these concepts to the player in a simple way to prevent the frustration you experienced.
Like the others are saying, great idea, just needs some more work.
And isn't it more like macro entanglement than quantum entanglement?
rendermouse wrote:
Do you think there is a way I could better message this or teach this to the player?
You could also scrap the exploding idea save for specific destructo-areas, imho it's far more important the physics are airtight first (cubes being always in synch).
I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
rendermouse wrote:
Thanks to everyone for the feedback. I'm glad people seem to like the concept, and I do agree that the cube linking still needs some work.I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
< Also had problems in the Funnel Room.
But your map Reminded me of my actual [WIP] Map which I should finih some time, but curse you Firelands !
I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.
Keep up your work 
5KxrIblKZy8
(Link: http://www.youtube.com/watch?v=5KxrIblKZy8)
Also note the video description for more feedback and my signature for additional project information.
Sometimes a little inaccurate (room one) and therefore difficult to control.
thanks!
Djinndrache wrote:
I'm playing custom maps and record my first time of playing them...
I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
Domathan wrote:
But your map Reminded me of my actual [WIP] Map which I should finih some time, but curse you Firelands !I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.
I took a look at your map. Wow, those puzzles are TOUGH!
You did a great job building puzzles around the concept. and I LOVE THAT BEAM. Looks great!
You're using phys constraints to link the cubes, where I am using setParent. I started out trying to use constraints, but as you mentioned, portals make them go very crazy. I also did not prefer the "ball-and-chain" feeling of pushing and tugging the cubes around, and was going for a stronger connection between the cubes.
If it only offsets the position and not rotation, the cubes would not explode nearly as often. Right now, my cubes act as if you bolted the other one to the end of a 20-foot pole. This is not working out so well when people pick up the cube and look around, swinging the partner cube wildly around and causing it to go out-of-bounds.
The position is updated without the rotation relative to the first cube's centerpoint, so they move much more predictably.
The partner cube still passes through walls, though, which still presents a challenge.
I will try to post an update to the map tonight.
rendermouse wrote:
Djinndrache wrote:I'm playing custom maps and record my first time of playing them...
I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
I'm glad that I could help and/or entertain you 