FelixGriffin's Contest Entry - Forcefields and Cubes

Avatar
FelixGriffin
2,680 Posts
Posted Aug 03, 2012
Two new testing elements are introduced in this map: the Physics Repulsion Field, and the Portal Deflection Cube. Enjoy! This is my first released map, made quickly to beat the deadline. A more polished version is upcoming. Enjoy!

Also, props to you if you can save your companion cube and escape!

Notes and Glitches:

I think this is the first Portal 2 map to feature two departure elevators. The way they're coded each can lead to a different level, which could be interesting in a mod.

If you don't understand the fields, try dropping something on the one in the first room. Then jump down.

If you don't understand the cubes, the red squiggle inside means it's activated. Fire a portal at it, and it will turn it into a deflectable laser.

The hint in the second room is glitchy, hold down the "Fire Orange Portal" button (mouse2) and drag when you're holding a cube.

GLaDOS should say something at the end if you saved the cube, but I ran out of suitable lines. Something from Portal 1 might work better. Sorry about that.

Feel free to use any of this stuff, I'll post the source code and materials/models on TWP.

I know the textures are fairly boring, Hammer kept crashing when I used the Face Edit Tool. As far as I know there are wall textures on the walls, floors on the floors, and ceilings on the ceilings, so I got that right at least.

The script running the cubes (which is still a little glitchy, sorry) is heavily based on HMW's Sendificator script. If you haven't already, play his maps. They're amazing.

This is my first map, so I hope I didn't make any too-horrible mapping mistakes.

If you get trapped outside the test chambers, GLaDOS can't help you. Reload, and bring the cube with you next time. I'm really sorry about this, but I couldn't think of a good way for her to free you.

If you manage to get trapped under the elevator between the second and third chambers, GLaDOS is able to "help" you there. It was a lot easier before I revised the triggers, and getting stuck there now is achievement-worthy.

I know this is fairly easy, but it's meant to be an introduction. To play around more with a similar field, which inspired this one, play Omnicoder's Portal 2 map Retrospective, and one of his Portal 1 maps which I don't remember the name of ATM. I have at least five or six even cooler puzzles planned for these elements, which will be released after the competition.

[?]

supercontest2012 FelixGriffin

Click here to download FelixGriffin's Contest Entry - Forcefields and Cubes

Click here to download FelixGriffin's Contest Entry - Forcefields and Cubes

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Avatar
FelixGriffin
2,680 Posts
Posted Aug 03, 2012
Replied 13 minutes later
I'm going to be on vacation for another week and a half, after which I'll be able to respond to comments and post source code and the like.
Avatar
Jepp
134 Posts
Posted Aug 04, 2012
Replied 7 hours later
Now, should we have portalgun in the beginning of this one also because frankly I don't see how that cubes-with-lasers room could be completed otherwize. (?)

EDIT:
So I managed to get to the third room without portalgun, using one of the "cubes-with-laser" cube to get the companioncube. I figured that it was probably not the way you had thought of since all the other cubes could've been just ordinary cubes. Also it's not very clear that having all the cube-buttons and the floor button pressed will open the panel-door (which for the record isn't working too well if you fiddel with the outputs.)

In the third chamber I just saw no way of completing it without portalgun so i reloaded the map and gave myself a gun thinking that I might aswell do the whole thing properly. Just to find out I had no clue how the bloody cubes-with-laser guys worked. Trying for a good 30 minutes without success so I decided call them broken and just pretend that they worked like I thought they should, noclip and move on.

The Physics Repulsion Field was nice and has good potential, always nice to have new testelements to work with! For the cubes I don't know, I don't know how they are suppose to work or if they do, but it I had a good time rotating them which was nice.

I would really like to rate this well since it had some really nice ideas and would be cool if the cubes were working (for me (?)) but I can't cause it just wasn't playable and looked pretty boring. A really ambitious first map using scripts and all though!

2/5

Avatar
FelixGriffin
2,680 Posts
Posted Aug 04, 2012
Replied 2 hours later
Thank you! I don't know why, but when I played it through the workshop yesterday I had a portalgun, and when I played it through the workshop today I didn't have one. :S You're supposed to, otherwise the cubes would be useless.

And it seems like something's gone wrong with the script packed into the BSP. In the first room, spawn a cube and use it to turn off the field, then hit the cube-dropper button multiple times. Does the first button fizzle when th next appears? That relies on another script that I've packed in, so if neither work, I might not have packed them properly.

EDIT: OOOH I see the problem. I forgot the script which keeps the game_ui in place! I'm so stupid. I'll reupload.

Avatar
Jepp
134 Posts
Posted Aug 04, 2012
Replied 19 minutes later
Nice I'll re-evaluate it when you get stuff working

Here's my console log if it's to any help - WARNING: WALL OF TEXT
||---- Host_NewGame ----
Network: IP 192.168.0.3, mode SP, dedicated No, ports 0 SV / 0 CL
Opened Steam Socket NS_SERVER ( socket 1728 )
Opened Steam Socket NS_CLIENT ( socket 1492 )
Network: IP 192.168.0.3, mode MP, dedicated No, ports 27015 SV / 27005 CL
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
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CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
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CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
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CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
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CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
Host_NewGame on map workshop\541808684852406398\sp_rapid_effusion
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
Attempted to create unknown entity type playtest_manager!
Can't init playtest_manager
prop_weighted_cube at (-448.000, -1664.000, -416.000) has no model name!
prop_weighted_cube at (-1152.000, -2112.000, 368.000) has no model name!
prop_weighted_cube at (-896.000, -1856.000, 440.000) has no model name!
Warning: env_projected_texture (projected_texture_relaxation_room) forced off by (projected_texture_hypobaric_test)
Warning: env_projected_texture (projected_texture_portalgun_room) forced off by (projected_texture_hypobaric_test)
Warning: env_projected_texture (projected_texture_hallway1) forced off by (projected_texture_hypobaric_test)
Commentary: Could not find commentary data file 'maps/workshop\541808684852406398\sp_rapid_effusion_commentary.txt'.
1.000: Sending UDP connect to public IP 127.0.0.1:27015
Server using '<none>' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address loopback
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
SignalXWriteOpportunity(3)
SignalXWriteOpportunity(3)
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
[PORTAL2 PUZZLEMAKER] --------START loading assets--------

[PORTAL2 PUZZLEMAKER] ---------END loading assets---------

==== calling mapspawn.nut
CMaterial::PrecacheVars: error loading vmt file for models/props/fizzle2
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_shell
CMaterial::PrecacheVars: error loading vmt file for models/props/deflecto_cube_glass
=======================Trying to GivePlayerPortalgun
=======================Trying to UpgradePlayerPortalgun
prop_weighted_cube at (-896.000, -1856.000, 464.000) has no model name!
Redownloading all lightmaps
SAVEGAME: 1427.8kb, 433.1kb used by 1001 entities (workshop\541808684852406398\sp_rapid_effusion)
SAVEGAME: 47.5kb, 27.2kb used by 331 entities (workshop\541808684852406398\sp_rapid_effusion)
SAVEGAME: 1.0kb, 0.0kb used by 0 entities (workshop\541808684852406398\sp_rapid_effusion)
prop_weighted_cube at (-448.000, -1664.000, -416.000) has no model name!
prop_weighted_cube at (-896.000, -1856.000, 464.000) has no model name!
prop_weighted_cube at (-1152.000, -2112.000, 368.000) has no model name!
prop_weighted_cube at (-1152.000, -2112.000, 368.000) has no model name!
Using default elevator speed 300
workshop\541808684852406398\sp_rapid_effusion
SignalXWriteOpportunity(4)
Dropped Jepp from server (Server shutting down)
DLCMANAGER: RequestDlcUpdate has no new content.
SignalXWriteOpportunity(2)
maxplayers set to 1
---- Host_NewGame ----
Network: IP 192.168.0.3, mode SP, dedicated No, ports 0 SV / 0 CL
Opened Steam Socket NS_SERVER ( socket 1016 )
Opened Steam Socket NS_CLIENT ( socket 1492 )
Network: IP 192.168.0.3, mode MP, dedicated No, ports 27015 SV / 27005 CL
Error: Material "effects/physler_center" : proxy "MaterialModifyAnimated" unable to initialize!
Error: Material "effects/physler_l" : proxy "MaterialModifyAnimated" unable to initialize!
Error: Material "effects/physler_r" : proxy "MaterialModifyAnimated" unable to initialize!
Host_NewGame on map workshop\956139850547043944\sp_fg_contest_2012
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
Attempted to create unknown entity type playtest_manager!
Can't init playtest_manager
Attempted to create unknown entity type func_instance_origin!
Can't init func_instance_origin
Attempted to create unknown entity type func_instance_origin!
Can't init func_instance_origin
Attempted to create unknown entity type func_instance_origin!
Can't init func_instance_origin
func_breakable (InstanceAuto5-wallbreak) at (1152.000 -1632.000 -944.000) using obsolete or unknown material type.
Unable to load sprite material materials/sprites/physbeam.vmt!
Script not found (scripts/vscripts/fg/stay_near_cube.nut)
Script not found (scripts/vscripts/fg/stay_near_cube.nut)
Script not found (scripts/vscripts/fg/stay_near_cube.nut)
Script not found (scripts/vscripts/fg/stay_near_cube.nut)
Script not found (scripts/vscripts/fg/stay_near_cube.nut)
prop_weighted_cube at (-544.000, -448.000, -240.000) has no model name!
CSoundEmitterSystemBase::GetParametersForSound: No such sound Error
Commentary: Could not find commentary data file 'maps/workshop\956139850547043944\sp_fg_contest_2012_commentary.txt'.
1.000: Sending UDP connect to public IP 127.0.0.1:27015
Server using '<none>' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address loopback
SignalXWriteOpportunity(3)
SignalXWriteOpportunity(3)
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther
[PORTAL2 PUZZLEMAKER] --------START loading assets--------

[PORTAL2 PUZZLEMAKER] ---------END loading assets---------

==== calling mapspawn.nut
0

AN ERROR HAS OCCURED [the index 'game_ui_think' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'game_ui_think' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
prop_weighted_cube at (-160.000, -1088.000, 624.000) has no model name!

AN ERROR HAS OCCURED [the index 'game_ui_think' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'game_ui_think' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'game_ui_think' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
Redownloading all lightmaps
Lasers Found: 1 of 16
Lasers Found: 2 of 16
Lasers Found: 3 of 16
Lasers Found: 4 of 16
Lasers Found: 5 of 16
Lasers Found: 6 of 16
Lasers Found: 7 of 16
Lasers Found: 8 of 16
Lasers Found: 9 of 16
Lasers Found: 10 of 16
Lasers Found: 11 of 16
Lasers Found: 12 of 16
Lasers Found: 13 of 16
Lasers Found: 14 of 16
Lasers Found: 15 of 16
Lasers Found: 16 of 16
Lasers Reset

AN ERROR HAS OCCURED [the index 'PuzzleStart' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
Jepp unpaused the game
Jepp unpaused the game
Jepp unpaused the game
Jepp unpaused the game
Jepp unpaused the game
DISSOLVEPARENT SCRIPT FUNCTION
Error: no parent!
ADDPARENTOUTPUT SCRIPT FUNCTION
Parent Named
InstanceAuto29-box&0021
prop_weighted_cube at (-160.000, -1088.000, 624.000) has no model name!
Error: Sound operator elapsed_time requires valid channel pointer, being called without one

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
Cube Dissolved

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
DISSOLVEPARENT SCRIPT FUNCTION
Error: no parent!
ADDPARENTOUTPUT SCRIPT FUNCTION
Parent Named
InstanceAuto29-box&0022
prop_weighted_cube at (-160.000, -1088.000, 624.000) has no model name!
] sv_cheats 1
Server CVAR 'sv_cheats' har ?ndrats till 1
Server CVAR 'sv_cheats' har ?ndrats till 1
Jepp unpaused the game
noclip ON
notarget ON
noclip OFF
notarget OFF

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE

AN ERROR HAS OCCURED [the index 'disabled' does not exist]

CALLSTACK
*FUNCTION [main()] InputRunScript line [1]

LOCALS
[this] TABLE
Jepp unpaused the game
noclip ON
notarget ON
noclip OFF
notarget OFF
noclip ON
notarget ON
noclip OFF
notarget OFF
noclip ON
notarget ON
noclip OFF
notarget OFF
noclip ON
notarget ON
noclip OFF
notarget OFF
SignalXWriteOpportunity(4)
Dropped Jepp from server (Server shutting down)||
Also your deathfield in the beginning is totally non-deadly, which make the GladOS quote about too deadly test seem even more inaccurate since you cant die..

Avatar
FelixGriffin
2,680 Posts
Posted Aug 04, 2012
Replied 29 minutes later
Thanks! I got it working again, the log confirms that the script is missing (game_ui_thing doesn't exist, disabled doesn't exist, etc.)

And I'll check the deathfield. I thought it was deadly, maybe the trigger_hurt is messed up.

EDIT: I've found a few more bugs, unfortunately a full compile takes so long I won't have time to upload it again. On my todo list when I get back:
- Add a fizzler halfway down the elevator so you can't steal [?] that way
- Fix the deathfield
- Change the fizzler's turn-back-on trigger to OnEndTouchAll instead of OnEndTouch
- Fix the hints, for some reason the trigger_once is firing only when you leave it

EDIT2: For now, just remember - if the cube comes through the elevator, it's dead! You shouldn't be able to bring it through that way!

Avatar
rock_n_rage
168 Posts
Posted Aug 04, 2012
Replied 1 hour later
Interesting concept. I also spawned without a portal gun. I think the thing for me that was the most off in this map was the lighting. It seemed really weird in certain areas. Would definitely like to see more maps using this new testing element.
Avatar
FelixGriffin
2,680 Posts
Posted Aug 04, 2012
Replied 3 minutes later
Thank you! Yes, I was having difficulty with glass lights. I just used basic light entities, which worked fine until they conflicted with the observation room lights after a -final compile.
Avatar
sicklebrick
876 Posts
Posted Aug 04, 2012
Replied 4 hours later
First of all.. super cool idea! Kinda wish I'd thought of it, 'cause it's a bunch of fun!
But I had all the same problems as Jepp here, plus the timer on the first laser grid can be a bit sticky sometimes - which was confusing! Also sometimes weird things would happen, like a cube firing orange while i was right clicking. I did really enjoy the concepts, but I'll have to play it through when it's more fixed. Ty.
Avatar
ChickenMobile
2,460 Posts
Posted Aug 10, 2012
Replied 5 days later
My feedback:
Do not read if you are judge!

||The details were about average and the new laser cubes and fizzlers were an interesting concept.

The new fizzler gameplay element had some good potential, however you never really saw it in use, other than to place the laser portal cubes on it.
I couldn't complete the map - maybe because I couldn't physically rotate the cube like the hint instructed to (it just froze and did nothing), plus the cubes refused to shoot portals on walls when they were angled.
Walking around the map for 20 minutes, I could see no potential way in order to be able to place a portal between the fizzlers to place a cube on the next level.

Could have been better.||

Avatar
BEARD!
169 Posts
Posted Aug 12, 2012
Replied 2 days later
Aesthetics
The new field and the red liquid in the cubes looked cool. Otherwise we have clean style chambers, which could have used some more detailing. There was a lot of texture tiling/repititon. In the room with three cubes there was an orangey light but no light source other than the (cool) observation room.

You used vertex textures for the walls between the first and second puzzles. Naughty!

Gameplay and Difficulty
This field is the opposite of the purple field in Atrophication: players are unrestricted but the field is solid to physics objects. Portals aren't cleansed or blocked by the fields. The fields only really served as supports for the cubes, which are certainly the more interesting element. Making the actual act of placing portals a puzzle was refreshing (although PortalCraft does that too) and got me thinking.

There were a few annoyances in the second puzzle. First, the cube button in the second room opposite the door was too close to the wall to place a cube into it. Second, it wasn't clear what the four buttons did - signage and/or indicators would have helped. Third, there's no way to see past the panels because you have to stand on the button (somehow the cubes don't activate it). You have to guess that a portalable surface is on the other side of the puzzle to proceed. More positively, I did like how the player was left to discover how the new mechanic worked on their own.

On that note, I should point out that I only discovered that clicking the cubes placed portals by accident. Another control hint would have been useful.

There were a couple of strange gameplay moments for me. It wasn't clear how close to cube you had to be in order to get it to fire a portal: I thought you had to stand right next to it but later I noticed I could do it from far away. Further, the fizzlers didn't actually fizzle portals, so why were they there in the first place?

I didn't manage to solve the third puzzle - I only managed to pull extra cubes above the uppermost field - but I would love to try it again later. Thanks for mapping.

Bugs and Mapping Details
* Glados lines played over each other if triggered too quickly.
* There were some full-white textures (signs) that didn't seem to be packed correctly.
* In the first room, "Very not completely bad" should play when you put a cube on the button (i.e. solve the puzzle). Right now it just plays when the button is first activated.
* There was a button in the office which couldn't be activated.
* I could pick up the chairs in the office through the glass.
* I think your script was broken because at one point I was given a (dual) portal gun.
* The laser beams travel through fizzlers but if you get the cube to shoot a portal through the fizzler it fails - not very consistent.
* The lift should have moved faster after the first journey - it simply took too long.
* I noclipped to your second exit and saw error models.

Avatar
FelixGriffin
2,680 Posts
Posted Aug 14, 2012
Replied 2 days later
Thanks for your reviews and criticism!

I know this is REALLY glitchy, and I'm hoping to release a better version after the judging is over.

There's a second env_instructor_hint which SHOULD say "Fire a Portal at the Cube" when you first open the paneldoor, but it doesn't. I don't know why. :S

You also should have a portalgun, I finally realized why I do but you don't. For me the map is called sp_fg_contest_2012, so you have a portalgun (the sp_ prefix). But I didn't realize that the workshop renames it. Sorry.

The button in the first observation room is locked to prevent an exploit I found at the last moment. You have to come through from the other side.

I forgot that I had used some of Skotty's stuff: the doublesided glass tubes and the fixed signs. I'll pack those in the next version.

Also, if anyone tried to put a cube on the normal button and it didn't work, I don't know why that is either. Each cube contains a trigger keyed to buttons, and each button contains a trigger keyed to cubes, but neither one fires on the round buttons. No idea why.

The beams shouldn't travel through fizzlers, I thought I'd fixed that. Which fizzler was it?

Getting a portalgun from the cubes is a glitch. There's a portalgun which the script uses to fire at the end, but it should be Reserved For NPC. Sorry about that.

And where were the vertex textures? I thought I'd fixed that--in the elevator shaft?

Chicken: are you on a PC? I haven't tested sv_enableholdrotation on any other system, it might not be tied to +attack2/-attack2 but to the right mouse button specifically.

Avatar
ChickenMobile
2,460 Posts
Posted Aug 14, 2012
Replied 1 hour later
I is on PC, I wouldnt be able to map otherwise.

Also you were meant to have a portalgun? No wonder I thought it was impossible.

Avatar
HMW
806 Posts
Posted Aug 23, 2012
Replied 8 days later
I'm going through all of the maps that I played for the contest and post my rating and comments.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.

judging comments
||Aesthetics: 3
The design of the map itself is pretty bland, with a few dark spots and vertex textures in some places. However, the portal redirection cubes, and the effect when a portal particle travels along the beam, is very nice. The green cube-specific barriers also look good.
The second room, where the new cubes are introduced, is too small in my opinion.

Gameplay: 4
The cubes work pretty well. You have to know that you can rotate them by holding the second mouse button, and that firing a portal at them does something, but all of that is mentioned in the description.
I would like to have seen a better introduction, for example by causing the player to trigger the portal redirection accidentally. (A cube is positioned out of reach on a portal-enabled floor; player tries to put a portal below it to make it fall, instead the portal is captured by the cube and sent to a wall that is not directly reachable from the player's point of view, allowing the player to retrieve the cube that way.)

Difficulty: 3
Very easy, but its purpose is to introduce two new game elements, so that is perfectly justified. Only the introduction to the new cubes could have been better.

Personal score: 3||
Oh, and I also suffered from a lack of portal gun, but I put it down to something being wrong on my end, since I did have some other weird problems at the time.

If I were you I would make a new, nice map with this element. (After some bug swatting in the mechanism itself.) It has a lot of potential to make great puzzles!

Avatar
lifeson99
102 Posts
Posted Aug 25, 2012
Replied 2 days later
Very cool new elements - very bold, fresh, and inventive.
I really love the new intrigue this adds.
On the 3rd room it took me a while to realize that the cubes can be "chained" to shoot an orange portal..

I also was able to use that great new ability to rotate the cube any which way by holding down the orange portal button and moving the mouse around. And - I had to have the capability for the 3rd room. Great job, man.

Avatar
FelixGriffin
2,680 Posts
Posted Aug 27, 2012
Replied 2 days later
Thank you, HMW and Lifeson! I'm trying to improve it a LOT before I release again, rather than making several smaller releases and spending forever final-compiling, but the new version should be MUCH MUCH better.

By the way, I like the idea of triggering the cube by accident. I'll try to add that as a replacement for the second room, and add another one where you can do something cool with aligning them to redirect something. Maybe redirect a laser using cubes on cube-buttons, then the catcher flips to reveal a portalable panel and all the normal cubes fizzle?

Avatar
HMW
806 Posts
Posted Aug 29, 2012
Replied 1 day later
Or perhaps a variation on the first training:

FelixGriffin cubes.png

The player can't see the second and third cube. But, after using the cube mechanism the first time accidentally, they will either:
- assume that there's a white wall around the corner and shoot a portal at the first cube, or- shoot a portal at the only visible cube because, well, why the hell not??They will then see the fancy particle re-appear somehow behind the glass and put a portal there. Upon entering the room they will realise what just happened, because they see the laser beams from the cubes pointing at each other.

Edit: Darn, it just cuts off the fence at the bottom of the image. Just so you know, there's a fence there to prevent people from snagging the cubes without getting "learned".

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Avatar
FelixGriffin
2,680 Posts
Posted Aug 31, 2012
Replied 1 day later
Nice idea! Now that I have the four portal device working I can get back to work on fixing this map.