Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from BenVlodgi on July 13, 2012, 12:37 amI've seen these, but they dont really add much more PUZZLE opperotunities, if I make a 2.0 I'll add things like the catapult cube, and bumble ball
I've seen these, but they dont really add much more PUZZLE opperotunities, if I make a 2.0 I'll add things like the catapult cube, and bumble ball
Quote from FelixGriffin on July 13, 2012, 8:25 amI have an instance for a catapult-cube dropper if you want that eventually. I agree, though, the animal king and hover turret are less of puzzle elements and more for unique maps, sort of like a rotating portalgun. It can make a nice puzzle once or twice, but it's not in every test.
I have an instance for a catapult-cube dropper if you want that eventually. I agree, though, the animal king and hover turret are less of puzzle elements and more for unique maps, sort of like a rotating portalgun. It can make a nice puzzle once or twice, but it's not in every test.
Quote from BenVlodgi on July 13, 2012, 10:21 pmright, if people want those detail pieces they can use hammer... I'm just trying to expand puzzle opportunities
and yah, I've looked into making catapult cubes, but I'll save that for later, I may want your instance when the time comes
right, if people want those detail pieces they can use hammer... I'm just trying to expand puzzle opportunities
and yah, I've looked into making catapult cubes, but I'll save that for later, I may want your instance when the time comes
Quote from portal2companioncube on July 16, 2012, 10:15 pmThis will solve a problem I'm experiencing right now. I have moving platforms that I want to go to multiple levels, therefore, I have to use multiple moving platforms. I would like them to automatically start moving as soon as you step from one to the other. This could easily be done with a trigger_once, so this is perfect! I tried putting them in in Hammer, but PTI makes maps so detailed, everything goes completely choppy. That's really the only thing I would really use Hammer for, except I would like to add a few bottomless pits. So this fixes almost all of my problems!
This will solve a problem I'm experiencing right now. I have moving platforms that I want to go to multiple levels, therefore, I have to use multiple moving platforms. I would like them to automatically start moving as soon as you step from one to the other. This could easily be done with a trigger_once, so this is perfect! I tried putting them in in Hammer, but PTI makes maps so detailed, everything goes completely choppy. That's really the only thing I would really use Hammer for, except I would like to add a few bottomless pits. So this fixes almost all of my problems!
Quote from FelixGriffin on July 16, 2012, 10:41 pmI don't know if bottomless pits are possible, unless...
Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
I don't know if bottomless pits are possible, unless...
Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
Quote from portal2tenacious on July 16, 2012, 10:56 pmFelixGriffin wrote:I don't know if bottomless pits are possible, unless...Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
TOUCHDOWN
Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
TOUCHDOWN
Quote from Alexander Bell on July 17, 2012, 10:01 amWill the triggers be stretchable? I can't really see one square triggers being very helpful tbh.
Ah, think of the death maps and roller coasters other people could create with this thing.. Personally I'm going to make a map where you're flinging, it looks like you're going to land on some grating in front of an open exit, and then you hit a trigger and the wall opens up and you fly through that
Will the triggers be stretchable? I can't really see one square triggers being very helpful tbh.
Ah, think of the death maps and roller coasters other people could create with this thing.. Personally I'm going to make a map where you're flinging, it looks like you're going to land on some grating in front of an open exit, and then you hit a trigger and the wall opens up and you fly through that
Quote from El Farmerino on July 17, 2012, 11:27 amAlexander Bell wrote:Ah, think of the death maps and roller coasters other people could create with this thing..Perhaps there could be a hidden line of code that detects when someone makes a rollercoaster map, responding by surreptitiously downloading lots of kiddie porn and alerting the authorities.
Perhaps there could be a hidden line of code that detects when someone makes a rollercoaster map, responding by surreptitiously downloading lots of kiddie porn and alerting the authorities.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
---------------------------
Quote from portal2companioncube on July 17, 2012, 12:34 pmFelixGriffin wrote:I don't know if bottomless pits are possible, unless...Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
I was thinking I could fill the pit with the blocklight texture and have a trigger_hurt overlapping it.
Wait...
I suppose you could make a 3D skybox of test chambers, then edit the goo instance to use the tools/skybox texture, which hides the walls behind it (like goo would) and instead shows the skybox.
I was thinking I could fill the pit with the blocklight texture and have a trigger_hurt overlapping it.
Quote from FelixGriffin on July 17, 2012, 2:04 pmBut you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?
But you'd still see the walls and floor behind it, wouldn't you? I mean, blocklight doesn't block the player's sight, does it?