[SP] Asbestos is harmless!

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2CAE7256
31 Posts
Posted Jul 17, 2011
Replied 26 minutes later
You are right, I have cheats turned on while playing custom maps. I like to noclip around to see everything.
Why are you using the "kill player" command? I thought that the kill command doesn't take any parameters. For some reason "kill blabla" kills you only if cheats are turned off while "kill" works properly Oo.

EDIT: Here are two tricks I found:
4oxAArel294

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mironos
66 Posts
Posted Jul 17, 2011
Replied 3 hours later
Overall, this was a great map that I gave a 5. The last chamber was definitely stronger and more natural than the first. I liked the first, too, but the challenge, both mentally and physically, of the last was terrific. And I loved the fake exit. I had a feeling something was up when I saw the button w/ only a light bridge between me and death, but that there was a whole other chamber behind the alternate route was a really big payoff!

I think another sign you've got a winner here is people comparing notes in thread about how the solved the final chamber. Seems like everybody took a different route...including me. Here's what I did:

1. Hit the push button. Let the reflecto cube fall, portaled the target wall and the right-hand wall, stepped part way through, grabbed the companion cube as it fell.
2. Engaged funnel w/ comp. cube.
3. {tried some things that didn't work}
4. Portaled the top panel and the left-side panel so funnel was coming back toward me from the ref. cube side.
5. Hit the push button. Ref. Cube dropped into the funnel, headed toward me.
6. Ran backward toward target wall.
7. Portaled left-side pillar floor when ref. cube was over it. Ref. cube now going vertical.
8. Quickly moved other portal (the one accepting the funnel) to the right-side panel.
9. Allowed ref. cube to fall through first portal to fling out of second and onto the right-side button.
10. As soon as ref. cube fell through first portal, moved first portal to target wall, and collected comp. cube as it was falling, just as in step 1.
11. Put comp. cube on floor button to active funnel again.

Final note -- in the first chamber, I was able to fling the monster cube through the grating on the wall where the funnels come out of. I could not walk through the grate, though.

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ChickenMobile
2,460 Posts
Posted Jul 17, 2011
Replied 17 minutes later
I made a quick walkthrough if anyone is interested looking. Some of the bits were cut out cause they were unecessary.
AVJdiTFz-us
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Rand0mNumbers
76 Posts
Posted Jul 17, 2011
Replied 29 minutes later
I liked this map for the mostpart.

That blocking brush was rather annoying in the first chamber. If you don't want the player up there, perhaps you could lower the ceiling for half of the room.

For the fake exit, the brush got stuck in the wall and I had to repeatedly hit the exit button to get it out. The sparks didn't stop when it popped out either. Maybe you could parent the brush to a func_movelinear or put it on a tracktrain. When the button is pressed, whatever you parented it to moves it out quick and then clears its parent, thus giving the illusion of being "thrown" out of the wall (or dumped out of the wall if you don't want it to carry the momentum).

I solved the last puzzle in a similar manner to chickenmobile. Though I didn't care for having to stand on the edge of the button to see what was going on. Perhaps its just me.

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Metafrank
41 Posts
Posted Jul 18, 2011
Replied 6 hours later
Alright, loading up Ver 1.2 now.
I have never been able to reproduce the problem where the wall piece didn't blow out properly after pressing the button, so if anyone who had the problem could test whether it's solved now, I'd be very thankful.

EDIT: Directly on to 1.3. Tinkered around with light map settings and added a lot of no draws in places I didn't think about in my mapping noob times (Which would be 2 days ago).
Seriously, while I thought I had learned much when building this map, I learned even more after releasing it here and getting feedback by this great community. Thanks guys!

Also: Is there a way to create a brush that only blocks players and physics objects but let an excursion funnel ray through?

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quatrus
1,047 Posts
Posted Jul 18, 2011
Replied 7 hours later
Nice complex puzzle with cubes at last chamber....Well done.
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aignac
9 Posts
Posted Jul 18, 2011
Replied 5 hours later

Very good map!
Thanks for made it. This is my new favourite custom map.

My way:

http://www.multiupload.com/W7H67NO0PE

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xdiesp
1,078 Posts
Posted Jul 19, 2011
Replied 12 hours later
I've checked the updated version: well done with the improvements! I can't still see the fizzlers at the ball maze, but I could see the emitters perfectly. Imho those stone pillars who hold the cube buttons at the last part would look better if they were like the steel mesh structures you've got in the sky.
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baivulcho
1 Posts
Posted Jul 19, 2011
Replied 1 hour later
Simply beautiful! I just loved the map, and the turrets song made it absolutely perfect, almost like you are playing the game. Interactive maps are so much better than the ordinary ones! I am impressed by the work you've done and am looking forward to play the next map! ))
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Metafrank
41 Posts
Posted Jul 19, 2011
Replied 4 hours later
Alright, v1.4.
Improved fizzler visibility in the spere room and redesigned the pillars as xdiesp proposed.
There is also a .dem file of how I played it.

Unless somebody discovers a bug that might end life as we know it, this is probably the final version.

Thanks for all your help, guys.

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Marise
249 Posts
Posted Jul 20, 2011
Replied 20 hours later
I'm having a bit of trouble. Maybe I'm just bad at throwing, but even standing on the other cube, I can't get a cube into that upper funnel. I was trying to do it as chickenmobile did in the video above.
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Groxkiller585
652 Posts
Posted Jul 20, 2011
Replied 54 minutes later

Marise wrote:
I'm having a bit of trouble. Maybe I'm just bad at throwing, but even standing on the other cube, I can't get a cube into that upper funnel. I was trying to do it as chickenmobile did in the video above.

This is something I despise is when someone puts in a "throw-the-cube" element somewhere in the map. It's not fun, not really a puzzle, and depending on your computer it can be either very simple or niegh impossible. (I fall into the latter category, since lag puts the button pressing off 99% of the time.)

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Metafrank
41 Posts
Posted Jul 20, 2011
Replied 3 hours later

Groxkiller585 wrote:
This is something I despise is when someone puts in a "throw-the-cube" element somewhere in the map.

So do I. Luckily, there is no such element in this map, so no need to express any hate here.

Marise wrote:
I was trying to do it as chickenmobile did in the video above.

Don't then. There is BIG portalable panel just below that funnel that just begs you to use it.I never even tried to do that throw myself.

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Marise
249 Posts
Posted Jul 20, 2011
Replied 34 minutes later
I must be blind. I'll have to go take a look at it again tonight.
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xdiesp
1,078 Posts
Posted Jul 20, 2011
Replied 5 hours later
Not only that: after yours truly suggested the upper funnel be made higher, that throwing shortcut has been much harder!
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Metafrank
41 Posts
Posted Jul 21, 2011
Replied 6 hours later
And it's not even a real shortcut. If you get it right the first time, it saves you about 2 seconds. If you don't, the "normal" way is just as fast, if not faster.
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DannySwish
41 Posts
Posted Jul 21, 2011
Replied 3 hours later
AMAZING MAP! I really enjoyed it. Best unofficial one I've played!
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Penassa
9 Posts
Posted Jul 27, 2011
Replied 6 days later
awesome map
gotcha turret = very funny
more plz
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Metafrank
41 Posts
Posted Jul 28, 2011
Replied 20 hours later

Whoa, A THOUSAND downloads, in not even 2 weeks!

For that occasion, here's a few screens of my second map. Of the beginning of my second map to be exact.
I thought a map not starting in an elevator might be a nice change.

http://imageshack.us/photo/my-images/58 ... 40001.jpg/

http://imageshack.us/photo/my-images/68 ... 40010.jpg/

Also: What feels like 11/10 decayed style Maps are about laster redirection.
This one isn't.
Decayed look doesn't necessarily require a dozen laser relays and at least three reflectocubes.
Believe me, when I found out, I was as surprised as you probably are now.

No ETA on this one yet, though.
Because While I'm getting used to the Hammer editor, I'm not getting faster, but more ambitious.

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rbtoab
25 Posts
Posted Aug 06, 2011
Replied 8 days later
Really great map. The timing to get the cubes at the end was challenging but rewarding. Keep up the good work!