[SP] Broken World 2

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narkfestmojo
11 Posts
Posted Aug 03, 2012
Another episode of Broken World with my custom elevators.

All comments appreciated and please tell me if you find any bugs, exploits or oversights.

Credits; the entrance/exit sign is not the instance in the Hammer library, it's a modified instance of info_sign_sp_clean with a texture produced using "signmake" by Omnicoder community-releases/chamber-sign-maker-t2797.html

Click here to download Broken World 2

Click here to download Broken World 2

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El Farmerino
393 Posts
Posted Aug 04, 2012
Replied 8 hours later
Really liked the look of this - has its own unique style (great idea with the indicator lights as decoration) and I especially loved your elevators! The puzzle was okay, but a little on the easy side; would have finished a lot faster if it hadn't taken me five minutes to see the funnel. Still, really enjoyed it.
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sicklebrick
876 Posts
Posted Aug 04, 2012
Replied 7 hours later
Hehe, this one's crueler than the last! Took me a while to find the funnel, but you said #2 would be harder and it is, thanks
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rock_n_rage
168 Posts
Posted Aug 05, 2012
Replied 20 hours later
Really great map! Not overly difficult but a lot of fun to play. It did take me a while to figure out how to get the cube to the last button. My palm did find my forehead though when I realized it was pretty obvious!

Thanks for creating!

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narkfestmojo
11 Posts
Posted Aug 06, 2012
Replied 1 day later

http://www.youtube.com/watch?v=P4ugPmYn ... plpp_video

I just watched this video and it seems I did something really stupid in my map.
You'll notice big white unlit textures everywhere, these are all custom textures that haven't been compiled along with the map for some reason.

It's too late for me to fix this now, but I'd really like to not repeat this same mistake in the future. Does anyone know what I did wrong? and is there a guide to setting up textures correctly and writing vmf script.

My theory is that I put the textures in the wrong path.
C:\Program Files (x86)\Steam\steamapps\common\portal 2\platform\materials\narkfestmojo\

&&&

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wrathofmobius
216 Posts
Posted Aug 06, 2012
Replied 17 minutes later
Unless you packed your textures into your bsp using pakrat or a similar tool, they won't be included in the final release.
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narkfestmojo
11 Posts
Posted Aug 06, 2012
Replied 21 minutes later
Thanks
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Djinndrache
1,442 Posts
Posted Aug 08, 2012
Replied 1 day later
This is my playthrough of this map. In order to not influence the opinion of anyone, I won't say what I think about this map yet. Have fun watching the video and get your own opinion about the map for now

yv6ao9Ccu-s
(Link: http://www.youtube.com/watch?v=yv6ao9Ccu-s)

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portal2tenacious
393 Posts
Posted Sep 02, 2012
Replied 25 days later
I broke this a lot.
The frame models don't have physics collisions, please add a clip brush to fix that.
I could walk on the light bridge emitters instead of turning them on. Just as a speedrun route, I was able to through the cube over the fizzler. I'll upload a speedrun or solution video soon. Please do not update until I finish.