[SP] Yin And Yang

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narkfestmojo
11 Posts
Posted Jul 07, 2012
I put this map up on workshop ages ago and I'm guessing everyone has seen it already, but if you haven't then here it is.

Please Note: The level ends by calling the @relay_pti_level_end for global_pti_ents.vmf in compliance with workshop compatibility guidelines.
Sorry I haven't designed this for any other use and nothing happens at the end of the level when executing through console. I might fix this for TWP if I can find some time.

Click here to download Yin And Yang

Click here to download Yin And Yang

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PCdoc
245 Posts
Posted Jul 07, 2012
Replied 6 hours later
A great concept.
The puzzles were OK but could have been a bit harder.

The ending does not seem to work.
I jumped into the vertical beam which beamed my up, Scotty . . .
but then no exit appeared and I was stuck.

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narkfestmojo
11 Posts
Posted Jul 07, 2012
Replied 1 hour later
Sorry PCdoc; I developed this for workshop. You can't see it, but there's a trigger_once which calls the pti dialogue thingy in the noportal box at the top. I might rig up a special version with a proper end game for TWP if you think I should.

As for the difficulty; I kinda expected a different reaction to the puzzle difficulty here then on workshop as I think people on workshop are more casual gamers rather then serious developers and portal enthusiasts. Some people actually thought the puzzles were hard on workshop if you can believe this.

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Shakky
228 Posts
Posted Jul 07, 2012
Replied 4 hours later
I really enjoyed the consept. I would have liked more pointing lasers from one room to another. There were 2 cubes one could use for that. Puzzles themselves had good variety but were too easy for my taste.

Still great job and apart from the missing ending I have no bigger complaints.

Here is my blindrun:
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PS. Uploading blindruns takes forever because I'm on a holiday and the internet connection sucks.

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Lpfreaky90
2,842 Posts
Posted Jul 07, 2012
Replied 14 minutes later
Bummer, for some reason my reply doesn't show up, well, let's try it again then!

I liked the map, the puzzles were a bit (too) easy, but still fun.
The center area looked sweet and the only complaint I have is the lack of an entrance and exit elevator. But from your post I can see why the end one is missing

Anyways: keep up the good work ^_^

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quatrus
1,047 Posts
Posted Jul 08, 2012
Replied 1 day later
Agree the puzzles were a bit easy, but not really tedious. If there was a bit more visual interest (textures, plants, voice etc...) it might have been more interesting. However, I guess that's the limitation of this pti editor.
Would have been nice to have the puzzle chambers build on each even more, but then I guess it would have more of a serial solution, which might not be so good...
Thanks for creating.
So many nice maps on the workshop but guess they get lost in the vastness....? Thanks for posting in TWP
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rock_n_rage
168 Posts
Posted Jul 08, 2012
Replied 5 hours later
Really enjoyed playing this map. As stated by the others, the puzzles were pretty easy but the visuals were great. The middle section looked great! Thanks for creating!
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narkfestmojo
11 Posts
Posted Jul 08, 2012
Replied 17 minutes later
Some people have been suggesting that I used the pti editor to create components of this puzzle, the side rooms being the obvious candidates. I used all the same textures, but no part of this puzzle has at any point in the development process ever existed in any capacity within the pti editor. It was created from scratch using Hammer in it's entirety. The only thing I did was load up some of my really old pti puzzles simply to find out which textures pti was using but nothing in this puzzles was created by pti.

The method I used was to prefab all the side rooms around the central chamber which were all specialised indepently using a testing vmf to mimic the central chamber connection and avoid the epic compile time. You will notice all the side room look very similar front on, this is because I made one and copied it 5 times over and then specialised the internal structure with only minor modification to the facia.

I would be mildly offended that people think I used pti to accomplish this, but seriously it have been a lot more difficult with pti. I have examined pti generated puzzles in hammer and I really can't understand them. They use an annoyingly complicated prefab library and poor naming conventions for everything. None of my puzzles are anywhere near as complex as even the simplest chamber generated in pti.