[SP] Robot Extraction

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Haggis
158 Posts
Posted Apr 22, 2013
Replied 2 minutes later

Shakky wrote:
@Haggis

There might be much a much better way to do that but I would just add a func_brush covered with invisible texture to block that and just have the floor button trigger a kill or disable command to it when it breaks the wall.

Thanks Shakky, i thought i might have to make a brush then trigger a kill, just making sure.

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sicklebrick
876 Posts
Posted Apr 22, 2013
Replied 7 minutes later

Aww shit, yeah... what shakky said.. i wrote this out and forgot to post it earlier

Quote:

Hey Haggis, glad you enjoyed it - rather than got frustrated or whatever

To block that move you could just use a func_brush set to do not render, or even just place an invisible fizzler (trigger texture) and remove them when the wall comes down. You could also time the tiles to die afterwards btw, 'cause you can lean the survivors against walls and climb on them and stuff too >.<

Ooh, while I remember! In the 3rd room (with red gel dropper), the giant fizzler doesnt have physics objects flags and you can funnel the cube through it without fizzling. My bad, should have mentioned that earlier :S

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RogerL
490 Posts
Posted Apr 22, 2013
Replied 2 hours later

Haggis wrote:
RogerL wrote:

For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?

Where the speed gel tube is, there is a portable surface there, you can just see it if you crouch down

I can't believe I missed that; I thought for sure I had tried that and failed. I should have been more thorough before posting. Sorry about that.

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Haggis
158 Posts
Posted Apr 29, 2013
Replied 6 days later
Pt 1 Has been updated and uploaded, Pt 2 will take a lot longer, enjoy.
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quatrus
1,047 Posts
Posted Apr 30, 2013
Replied 1 day later
Part I works great - excellent map. thanks for continued work on this one. Look forward to an updated Part II?
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Haggis
158 Posts
Posted May 09, 2013
Replied 8 days later
Part 2 has now been updated. Look forward to all your comments.
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Shakky
228 Posts
Posted May 09, 2013
Replied 3 hours later
You were hoping for more videos from me and Sickle? Well here is my round 2.

Pt1:
ZuVfFO9B4xg

Pt2:
u3W-vNMk1zY

You managed to block most of the unintended stuff I had but there are still a lot left. Some of your fixes introduced new problems.

Part 1's only problems are in the way the platforms are routed. As seen in the video, there is time to go press the button while the platforms are going down and by just slightly touching the button with the cube rather than placing it there the platforms will get stuck which skips the last 2 parts of the puzzle.

For part 2 your fixes didn't really work for most part. The changes in the first room caused more problems rather than eliminating them (see the video). Changes in the other rooms blocked some stuff but most still works fine.

Don't get discouraged. Both of the maps are great and most people will solve them using the intended solutions. I just personally like searching for alternatives. If you still feel like fixing these I will be eager to take another crack at these.

Toodles!

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Haggis
158 Posts
Posted May 10, 2013
Replied 7 hours later

Shakky wrote:
Don't get discouraged. Both of the maps are great and most people will solve them using the intended solutions. I just personally like searching for alternatives. If you still feel like fixing these I will be eager to take another crack at these.

Toodles!

No way am i discouraged Shakky, i am loving this . Part 1 is easy to fix, just need to put a trigger in the funnel to deactivate the platforms. Part 2 i am delighted with. When you entered the room with the speed gel, everything you did from then on was the intended solution. Got a few ideas on room 1 and room 2 for Part 2, stay tuned, and thanks again for the video .

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RogerL
490 Posts
Posted May 10, 2013
Replied 13 hours later
Oh, now I know what the speed gel is for! I think I finally managed to finish as intended. This was much smoother playthrough on this version. I ran into a couple of small problems: the textures you used for the grating was a white sheet of light on my system, the same for the tube rails; I verified cache and stuff, but it never went away. The flip panel that holds the cube against the ceiling button popped the cube out, but remained closed, so I had to reload a save from earlier. You also tend to use the dot-signage both for indicating the order in which things are to be done and for indicator lights. That might be confusing for a first-time player of your map. I think you should use the symbol signage for the indicators and reserve the dots for order. I enjoyed playing it again.
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Haggis
158 Posts
Posted May 11, 2013
Replied 9 hours later

RogerL wrote:
I ran into a couple of small problems: the textures you used for the grating was a white sheet of light on my system, the same for the tube rails; I verified cache and stuff, but it never went away. The flip panel that holds the cube against the ceiling button popped the cube out, but remained closed, so I had to reload a save from earlier.

The problems with the textures, thats strange, if you watch the video by Shakky, he does not have those problems. The panel flipping the box away, lol, when testing that part of the map many many times, it happened to me once, i did have a fix for that in the first version but took it aaway for this version, will put the fix back in for next update. Thanks for playing, glad you liked this version better.

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Haggis
158 Posts
Posted May 11, 2013
Replied 5 hours later
Both maps have been updated to B3. Im narrowing down the exploits
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quatrus
1,047 Posts
Posted May 11, 2013
Replied 2 hours later
Outstanding map Haggis, part II is also excellent (except that I got white panels in a couple places instead of grid over portal surface - no problem though they worked fine).
Thanks for creating and diligence in optimizing....
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Haggis
158 Posts
Posted May 11, 2013
Replied 3 hours later

quatrus wrote:
Outstanding map Haggis, part II is also excellent (except that I got white panels in a couple places instead of grid over portal surface - no problem though they worked fine).
Thanks for creating and diligence in optimizing....

Thanks Quatras, really appreciate your comments. RogerL picked up on the same problem with the grates, but as I wrote on his post I don't understand what's happening there, as the video that Shakky took of the map, the grates are fine.

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RogerL
490 Posts
Posted May 11, 2013
Replied 52 minutes later
Maybe Shakky had installed a Steam game that quatrus and I haven't, and the game came with that texture? The grating doesn't look like the standard Portal 2 grating. Just speculation on my part.
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Haggis
158 Posts
Posted May 11, 2013
Replied 1 hour later
If we had a texture that you don't have, that texture would appear as black and purple squares. I also used that grate texture in room 2, where the cage with the prop button is, to switch on the repelling field and the repelling field plate, really strange.
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RogerL
490 Posts
Posted May 11, 2013
Replied 37 minutes later

Haggis wrote:
I also used that grate texture in room 2, where the cage with the prop button is, to switch on the repelling field and the repelling field plate, really strange.

Yeah, that was all white for me as well. Also, the rails that the tube uses to move out over the button in room one of Part II.

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Haggis
158 Posts
Posted May 11, 2013
Replied 4 minutes later
I will pakrat those 2 materials, cheers, RogerL.
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Shakky
228 Posts
Posted May 11, 2013
Replied 1 hour later
Shakky 3 - Haggis 0 ^^

Pt1:
h4HjNLwj59M

Pt2:
EcmKxEGapBs

Some of the moves in the second one are getting a bit ridicilous.

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sicklebrick
876 Posts
Posted May 12, 2013
Replied 1 day later
Lol, nice vid shakkles. Michael Jordan would be proud =)
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Haggis
158 Posts
Posted May 15, 2013
Replied 2 days later
I have watched that throw over and over, how many times did it take you to do that, truly awesome. I really liked the way you by passed the speed gel, will keep that in mind for future maps. I have now updated both maps to B4.This is like a heavy championship boxing match that is going to go the full rounds . All improvements are listed on first page.