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[RELEASE] DaMaGepy 02

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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

-= Check out my maps: workshop, and their .vmf sources: homepage =-

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.

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

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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. 8)

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.

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-= Check out my maps: workshop, and their .vmf sources: homepage =-
Lorithad 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:

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)

-= Check out my maps: workshop, and their .vmf sources: homepage =-

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

-= Check out my maps: workshop, and their .vmf sources: homepage =-

- Changed the look of the vertical room
- new secret place
- finished the fling room
- fixed some bug
- autosave spots and cameras added

-= Check out my maps: workshop, and their .vmf sources: homepage =-

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,

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The area that you're supposed to

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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.

About the broken puzzle, its damn easy:

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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.

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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.

-= Check out my maps: workshop, and their .vmf sources: homepage =-

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

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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 :)

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gepy wrote:
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