[RELEASE] DaMaGepy 02
Quote from DaMaGepy on November 27, 2007, 6:34 pmthe problem was, that even if I name a box as box, it doesnt make an event when its removed by the cleanser, and the dropper only checks if the template is available or not. Needs more spawner at the same spot for each boxname? (for autospawn)
Anyway, for those whodidnt liked the idea of spawning lot of box and cant have fun with them (I can, tried to make a pyramid , here is the non-fun version of the rooms:
http://heroes.hardwired.hu/-/portal/por_damagepy_02.zip
the problem was, that even if I name a box as box, it doesnt make an event when its removed by the cleanser, and the dropper only checks if the template is available or not. Needs more spawner at the same spot for each boxname? (for autospawn)
Anyway, for those whodidnt liked the idea of spawning lot of box and cant have fun with them (I can, tried to make a pyramid , here is the non-fun version of the rooms:
http://heroes.hardwired.hu/-/portal/por_damagepy_02.zip
Quote from Lorithad on November 27, 2007, 6:51 pmPersonally, I find the un-fun version much more enjoyable. And the part of the map that shows pieces of indicator strips propped against the wall gives me an idea.
Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.
Personally, I find the un-fun version much more enjoyable. And the part of the map that shows pieces of indicator strips propped against the wall gives me an idea.
Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.
Quote from DaMaGepy on November 28, 2007, 3:17 amthere will be a room in level 4 where u can pick a strip up and place it. must find 3 pieces on tha map to repair the final puzzle (like picking up a valve/cogwheel in hl2). But in this room since I had problems filtering the boxes and the ball I didnt wanted to do that, and since the difficulty is scaling with my maps, I didnt wanted to add it to map 2 yet.
Map1: easy
map2: average
map3: above average
map4: hard
map5: I put all ideas that I wrote down and I hink they are "impossible".
Or well, if the player know the tricks from the previous maps (balls can push objects, boxes can be picked up and moved even iff they are on the other side of a grate, strip building thing, portal in a portal (will be weird, with prtaldetector and triggers), portals on movable surfaces (usually its not possible, tricky) they will be just "almost impossible". A huge level where everything is a puzzle, so for exampe must redirect a ball, open a portal, run I minute through the level to place the other end of a portal where not expected.Thats why I dont want to hear that the first map is too easy, and map2 is too obvious too, first part of map2 is still a newbie "training", but there wil be 2-3 optional harder puzzle (like this broken indicator one) where they are not needed for progress, but if the player solves them, they will get a reward
[spoiler]This broken puzzle works, but not made the event yet. The comp cube will be in the observation room (visible) in room2, and with this broken puzzle - even if it not work - the cumputer appreciates your effort and allows you to meet a visitor: the comp cube that u left behind in map1. You broke his hart, when he observed you playind with other low-level storage cubes in that room, but still wants to see you again. A secret door will be opened in the room near the button (revealing a very small room), the cube will fall down for 10 sec (you can grab it through the grate but cant get it) then another hole opens on the floor and he falls down away. Even if the player still holding it to not fall down, the secret door will close and the cube will be released.[/spoiler]
Optional puzzles will be companion cube or companion toilet related. I think I solved the toilet problem (the model has no bottom so its ugly when carried) so it will be introduced in later maps.Ah, and there is a hidden bean conserve in every level, if the player plays through all 5 level and testroy these trashes (using cleansers) will get a reward at the end. However I did not checked the triggers/entities how can I transfer variables (a counter) through the levels yet. But its possible. You found the first bean on level 1 didnt you? and on the fun level its in the secret room (not included in normal level2 yet, will be elsewhere).
ps: I made the "broken" puzzle a bit harder. [spoiler]Same tactic, but ts not that easy to position the cube.[/spoiler]
there will be a room in level 4 where u can pick a strip up and place it. must find 3 pieces on tha map to repair the final puzzle (like picking up a valve/cogwheel in hl2). But in this room since I had problems filtering the boxes and the ball I didnt wanted to do that, and since the difficulty is scaling with my maps, I didnt wanted to add it to map 2 yet.
Map1: easy
map2: average
map3: above average
map4: hard
map5: I put all ideas that I wrote down and I hink they are "impossible".
Or well, if the player know the tricks from the previous maps (balls can push objects, boxes can be picked up and moved even iff they are on the other side of a grate, strip building thing, portal in a portal (will be weird, with prtaldetector and triggers), portals on movable surfaces (usually its not possible, tricky) they will be just "almost impossible". A huge level where everything is a puzzle, so for exampe must redirect a ball, open a portal, run I minute through the level to place the other end of a portal where not expected.
Thats why I dont want to hear that the first map is too easy, and map2 is too obvious too, first part of map2 is still a newbie "training", but there wil be 2-3 optional harder puzzle (like this broken indicator one) where they are not needed for progress, but if the player solves them, they will get a reward
Optional puzzles will be companion cube or companion toilet related. I think I solved the toilet problem (the model has no bottom so its ugly when carried) so it will be introduced in later maps.
Ah, and there is a hidden bean conserve in every level, if the player plays through all 5 level and testroy these trashes (using cleansers) will get a reward at the end. However I did not checked the triggers/entities how can I transfer variables (a counter) through the levels yet. But its possible. You found the first bean on level 1 didnt you? and on the fun level its in the secret room (not included in normal level2 yet, will be elsewhere).
ps: I made the "broken" puzzle a bit harder.
Quote from Rivid31 on November 28, 2007, 2:07 pmLorithad wrote:Personally, I find the un-fun version much more enjoyable. And the part of the map that shows pieces of indicator strips propped against the wall gives me an idea.Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.I'm not entirely sure, as I haven't even bothered to try this, even though it sounds pretty awesome, but I'm pretty sure you can't do it... you'd need a model to do it. unless there is some way to make prop_physics_override apply to brushes instead of models... :shrug:
Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.
I'm not entirely sure, as I haven't even bothered to try this, even though it sounds pretty awesome, but I'm pretty sure you can't do it... you'd need a model to do it. unless there is some way to make prop_physics_override apply to brushes instead of models... :shrug:
Quote from DaMaGepy on November 28, 2007, 2:23 pmin the bsp I included a textured and a non-illuminated version. That way I just make a block, convert to physic, name it and thats all. Pickable, and if I place a trigger near the spt on the floor where I want it to be placed, it can trigger it (by name) and places it there in the right way (a premade model appears and the object is dstroyed, so the player cant pick it again). Maybe I place a second optional puzzle like this in map 2.
Now I working on the things that happen after the player activates the ballcatcher (I hope its pretty obvious what to do, the technique was even in an official maps)
in the bsp I included a textured and a non-illuminated version. That way I just make a block, convert to physic, name it and thats all. Pickable, and if I place a trigger near the spt on the floor where I want it to be placed, it can trigger it (by name) and places it there in the right way (a premade model appears and the object is dstroyed, so the player cant pick it again). Maybe I place a second optional puzzle like this in map 2.
Now I working on the things that happen after the player activates the ballcatcher (I hope its pretty obvious what to do, the technique was even in an official maps)
Quote from DaMaGepy on December 1, 2007, 3:43 pmJust posted the new developer version of the map.
I decided that I'll quickly create map2 and map3 so testers can test it. I can do it in one day with minimal design, only the puzzles. No fancy light, no cubemaps, no decorations, hints, texturealigning etc. Just the ugly raw puzzles. I can spend 4-5x more time on cosmetic later, if there are no bugs or known exploits.
Because of there is no decoration, the solution of the puzzles (later) is more obvious that its intended, will be more confsing later with the extra (sometimes distracting) map elements, so only download it if you want to help in playtesting and dont want to spoil the final result!http://heroes.hardwired.hu/-/por_damagepy_02.zip
Whats new:
- Companion cube scene added (optional broken puzzle)
- New vertical room
- New fling room
Just posted the new developer version of the map.
I decided that I'll quickly create map2 and map3 so testers can test it. I can do it in one day with minimal design, only the puzzles. No fancy light, no cubemaps, no decorations, hints, texturealigning etc. Just the ugly raw puzzles. I can spend 4-5x more time on cosmetic later, if there are no bugs or known exploits.
Because of there is no decoration, the solution of the puzzles (later) is more obvious that its intended, will be more confsing later with the extra (sometimes distracting) map elements, so only download it if you want to help in playtesting and dont want to spoil the final result!
http://heroes.hardwired.hu/-/por_damagepy_02.zip
Whats new:
- Companion cube scene added (optional broken puzzle)
- New vertical room
- New fling room
Quote from DaMaGepy on December 3, 2007, 11:46 am- Changed the look of the vertical room
- new secret place
- finished the fling room
- fixed some bug
- autosave spots and cameras added
- Changed the look of the vertical room
- new secret place
- finished the fling room
- fixed some bug
- autosave spots and cameras added
Quote from Lorithad on December 3, 2007, 3:15 pmI had some purple/black checkerboards where I can only imagine arrows were supposed to be near the begining.
I find it a litle strange that you called the map "tricky portals" inside though. None of the challenges were really all that difficult. Some were just easy.
I still don't know if that ball catcher even needs to be done, [spoiler]as you don't appear to need it for anything. And even if you did, the only way you could solve it, would be to fling yourself up into it's path, while holding a weighted storage cube, and hope you deflect it correctly.[/spoiler]
The area that you're supposed to [spoiler]shoot portals through the grates to eventually end up where you were, it seemed very repetetive, and lacked challenge.[/spoiler]
And that last fling, it seemed pretty good, but again, I thought it was a little simple.
And for whatever reason, in the final room, the end wall is portalable, but is made of metal. I'm not sure why that is. Maybe i'm missing something.
I had some purple/black checkerboards where I can only imagine arrows were supposed to be near the begining.
I find it a litle strange that you called the map "tricky portals" inside though. None of the challenges were really all that difficult. Some were just easy.
I still don't know if that ball catcher even needs to be done,
The area that you're supposed to
And that last fling, it seemed pretty good, but again, I thought it was a little simple.
And for whatever reason, in the final room, the end wall is portalable, but is made of metal. I'm not sure why that is. Maybe i'm missing something.
Quote from DaMaGepy on December 3, 2007, 5:20 pmAbout the broken puzzle, its damn easy:
[spoiler]use the method that u learned from the CC level: use the cube to redirect the ball. Make a portal on the right of the spot where the ball hits the wall, grab a cube, and hold it through the portal facing about 45 degree right. If you turn too much the cube "jumps" closer to you, so dont do that (but I think even like that, the ball can hit the cube).[/spoiler]
Found the hidden room?
if the player accidentally places another portal in the room, he can be trapped there... forever But its a prison anywayThe map name will be "portals in the hole", the tricky name just temporary.
And Ye, the things in the vertical room are the same, its only just to gain height and make the player to "develop" its perception for white spots. Will be needed later in this level (actually I added the puzzle at the end where the player need it). And yes, its still a "training" map.
[spoiler]At the end, it looks like another fling room, but its not realy doable. Lick the right wal and u see the white floor at the other end. Its a distraction room [/spoiler]For pro players I think map 3 will be the favorite map
There is only one last puzzle on this level, then I start the cool map 3!btw without good perception, u cant find the secret place or solve the very last "puzzle".
ps: missing textures are added. Check the map again, I dont know where is the portable metal texture.
About the broken puzzle, its damn easy:
Found the hidden room?
if the player accidentally places another portal in the room, he can be trapped there... forever But its a prison anyway
The map name will be "portals in the hole", the tricky name just temporary.
And Ye, the things in the vertical room are the same, its only just to gain height and make the player to "develop" its perception for white spots. Will be needed later in this level (actually I added the puzzle at the end where the player need it). And yes, its still a "training" map.
For pro players I think map 3 will be the favorite map
There is only one last puzzle on this level, then I start the cool map 3!
btw without good perception, u cant find the secret place or solve the very last "puzzle".
ps: missing textures are added. Check the map again, I dont know where is the portable metal texture.
Quote from Jaso on December 3, 2007, 6:47 pmI like the map so far, I played it again and again.
I noticed I could place portals behind the broken parts of the energyline, which looks weird.
After enabling the [spoiler]secret cube-spawning button[/spoiler] the button to open the door near the end of the level stopped working. That was quite frustrating the first time I got there.
And while I didn't find the secret room so far, i found a way to save the companioncube [spoiler]I spawned around 15 boxes and built a tower that I could climb to get back to map 1. There I replaced the companioncube on the button with a regular cube and placed the CC between the door and the fizzler. Then I jumped down to load map 2, climbed back up and took the CC through the fizzler [/spoiler]
gepy wrote:[spoiler]At the end, it looks like another fling room, but its not realy doable. Lick the right wal and u see the white floor at the other end. Its a distraction room [/spoiler][spoiler]I managed to fling myself through that room, by placing one portal on the angled platform, the other on the wall above it. Then while falling out of the upper portal I replaced it next to . With both portals on the platform I fell in one, came out of the other and reached the other side of the pit. Never say something is impossible [/spoiler]
I like the map so far, I played it again and again.
I noticed I could place portals behind the broken parts of the energyline, which looks weird.
After enabling the
And while I didn't find the secret room so far, i found a way to save the companioncube