This is a WIP because I hope to add more details and new chambers on the "detour" as I learn more about Hammer.
Hope you have fun with this! Be sure to drop me a line of feedback here or on the workshop.
&
This is a WIP because I hope to add more details and new chambers on the "detour" as I learn more about Hammer.
Hope you have fun with this! Be sure to drop me a line of feedback here or on the workshop.
&





Update 11: Fixed an unintended solution. Thanks to Chickenmobile for the find.||
That said, I did have some issues, which you can see in these demos I made:
detourdemos.zipdetourblind is my blind run (obviously) but you'll see I get the plain cube in the second chamber in a bit of an unintended way.
detourbug is a nasty bug I encountered that completely blocked my progression to the second room.
detourunintended is a good example of why you have to be careful with physboxes in your maps - here I use them for an unintended solution, but they could just have easily rendered the whole puzzle unsolvable.
EDIT: P.S. for screenshots, you can use the console commands "r_drawviewmodel 0" and "crosshair 0" to remove the portal gun and crosshair.
Nice idea, not perfect though, but it's a WIP I know... I only have time to wright some of the problems I found right now...
Logic wrote:
- I find it annoying that I have to do the same awkward jump twice in the first chamber
Do you mean the momentum-gathering thing? If you get up to one of the cube platforms you can just shoot a portal under the cube on the other one from there....
El Farmerino wrote:
Logic wrote:
- I find it annoying that I have to do the same awkward jump twice in the first chamber
Do you mean the momentum-gathering thing? If you get up to one of the cube platforms you can just shoot a portal under the cube on the other one from there....
I... Didn't think of that xD Ok, you can do it that way, but if you fall off the edge you're bound to do it all again.
El Farmerino wrote:
True. I'm not a big fan of the mechanic in the first place, to be honest. Makes me feel kind of queasy...
Yeah. There is a reason Valve didn't put anything like it in the singleplayer campaign.
||> El Farmerino wrote:
That said, I did have some issues, which you can see in these demos I made...
Thank you very much for those demos, they really help a lot.
The way to get the normal cube you and Logic (and in the meantime two other playtesters) found is indeed unintended. I'll move the dropper and the exit door one block further, that should do it, hopefully.
Many thanks for the debris solution! I personally love to see physic objects that can be funneled etc. But, yes, it's a bit "dangerous" in this case, allowing unintended moves. I'll just turn these debris-boxes to normal brushes again.
Currently, it is also possible to balance the laser cube on the sphere in the blue funnel and activate the lightbridge that way. It is tedious to set up, but still possible. I'm not sure how to get rid of that yet. I was thinking a clip "spike" in the middle of the funnel could help making the sphere too "wobbly" to use it that way.
I was hoping that I totally fixed the physbox bug you found, it never happened again on my tests. But I am not really happy with this room, anyway. I think the "fall through floor physbox"-transition is getting too old by now. Also, like you and others encountered in their playthroughs, it is a bit weird to have an invisible portal_cleanser and the invisile physics clip there.
Instead, I'm thinking about having a wall crack open, leading to a horizontal transition, through a totally broken testchamber and its fizzlers, towards the final puzzle.
Logic wrote:
I only have time to wright some of the problems I found right now...
You only have to do the jump once, indeed. But yeah, you could forget that or fall down and then have to repeat the same move again. I think I'll make just one ledge instead with both cubes on it.
Thanks for finding the pipes and the wall piece. There are clips but they were obviously not big enough.
Logic wrote:
- I find it annoying that I have to do the same awkward jump twice in the first chamber
- The fact that I can't progress to the next chamber was disappointing since I like the transitions between different styles of maps
To me it was the other way around and gave me the general idea for this map: I found it disappointing to solve PTI-chamber after PTI-chamber with the same transition: solve a 1-minute-chamber, ride the same old elevator, solve the next 1-minute-chamber. So the general idea of this first room is: A puzzle that's totally easy for experienced players (in fact, it might be even too easy: one playtester thought that was the puzzle, wondered a bit about the elevator and then closed the game because he thought that was it). Then, when you approach the elevator to continue to the next cheap PTI-chamber, you get the "surprise" that it's not over yet instead.
Logic wrote:
Yeah. There is a reason Valve didn't put anything like it in the singleplayer campaign.
Personally, I like the jump. Experienced players see it and pull it off right away - hence the idea to present an easy chamber that I just described. New players don't know about it and have a new experience (that's what it was for one of the playtesters). That it's not in the single player is a killer argument.||
Fixed all known unintended solutions for the final puzzle: Balancing the lasercube across the room on the sphere doesn't help anymore. It's no longer possible to grab the normal cube from the orange funnel. The debris can't be stacked anymore.
There's a completely new transition from the blacked out room to the final puzzle. It's a brief ratman sidestory now. You'll understand it when you see it. A fizzler and a physbox-breaking trigger eliminate the earlier confusion about why it's not possible to carry debris/cubes to the final puzzle.
Thanks for mapping mate!
I recorded a video:
I'll implement a fix for the still possible sphere/lasercube-balance-solution next. It is tedious to pull off, but still possible. But a trigger_push that only pushes the sphere will prevent it completely after the next update. ![]()
*Ahh you found out by yourself... Here's the video anyways.
I did find a few thighs you might wanna look at:
SOME STUFF I FOUND
||- Once you've reached one of the cubes in the first room you can just place a portal under the other one (intended?)
The elevator-frame is a bit darker than the rest of the broken elevator
The discouragement-field-emitter is not properly lit (the one in the corridor before the dark testchamber)
The wall-parts have an odd shape (intended?)
Is it really necessary to have 2 rooms to simulate the "testchamber breakdown-effect"? World portals are bad m'kay?
If you enter the second chamber and look back you can see the world portal closing and "blurr" appearing