Logic wrote:
I did find a few thighs you might wanna look at:
Thanks for the new feedback! All the things you wondered about if they were intended were intended. In detail:
||> Logic wrote:
Once you've reached one of the cubes in the first room you can just place a portal under the other one (intended?)
Absolutely, else you would have to repeat the jump which I would find annoying.
Logic wrote:
- There is another pipe that you can walk through by the broken elevator
Whoops, fixed.
Logic wrote:
- Overuse of the sparks on the different signs in my opinion. I'd scale it down a bit
You are right, I made the delay a bit longer.
Logic wrote:
- The wall that breaks down in the first chamber can be picked up by the player (probably intended?)
Yep, I thought this would add to the immersion.
Logic wrote:
- The wall-parts have an odd shape (intended?)
You are right, that was a work-around when the wall was bigger and its collapse caused too many collisions. Now that the wall is rather small, it works with the normal shape again. This turned out much nicer: Now the player has to tear the wall down by himself, while the light behind it should give enough indication that this is the next step. Thanks!
Logic wrote:
- If you enter the second chamber and look back you can see the world portal closing and "blurr" appearing
Thanks, fixed.
Logic wrote:
- I'd also say that the broken wall model on the triange-like sealing-part dosn'r really fir in
Yep, you're right. I reworked the destruction a bit.||
Logic wrote:
- Is it really necessary to have 2 rooms to simulate the "testchamber breakdown-effect"? World portals are bad m'kay?
I first tried to have the lights turn off but quickly ran into the "Don't name your lights" problems: https://developer.valvesoftware.com/wiki/Naming_Lights. Besides, it would need a lot more work to get everything behave normal first and then appear broken afterwards. So instead, I used this easy to build world portal work-around. I made sure they are only open when needed and it never gliched out for me, so I don't see why that should be a problem.
Logic wrote:
- The elevator-frame is a bit darker than the rest of the broken elevator
I haven't found a way to fix this yet. For now I removed a light to try to make the problem less obvious. I tried to disable Shadows and Flashlight in the properties for the tube, but it didn't help. If anyone has an idea, I'd be glad about any hint. Here's a screenshot of the problem: http://steamcommunity.com/profiles/7656 ... tab=public
Logic wrote:
- The discouragement-field-emitter is not properly lit (the one in the corridor before the dark testchamber)
I haven't found a fix for this either so far. The fizzler models appear lit although they are placed in a pitch-black room. I tried placing a dark light near them but it didn't help. Again, if anyone has an idea, I'd be glad about any hint. Here's a screenshot of the problem: http://steamcommunity.com/profiles/7656 ... tab=public
