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[RELEASE] DaMaGepy 02

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Jaso wrote:
I noticed I could place portals behind the broken parts of the energyline, which looks weird.

Those indicators are even portable in the official maps.

Jaso wrote:
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.

Will check it, I copied that button, maybe forgot to modify all property :)

Jaso wrote:
And while I didn't find the secret room so far, i found a way to save the companioncube

Then I'll fix the start of the level, to look like the previous map's end, with a closed door and a portalcleanser. But I never tought about that, thx for mentioning. :)

Jaso wrote:
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I'll try it, and I will extend the room. Or maybe will leave like this, but this map supposed to have only average puzzles, with no midair portals. Even the previous fling room is designed for easy portaling, the player can just step out from the portal, have time aiming to the opposite (starting) side of the room, then after placing the portal, he automatically falls down to the right spot where the second portal should be placed while falling. Thats why I moved this one to his level. Map4 will have places where the player must place 4-5 portal in the air, that will be a fast clicking fast aiming map.

Anyway, since ppl must playtest it for bugs, here is the secret room with the bean :)

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I hope there is no way out.

-= Check out my maps: workshop, and their .vmf sources: homepage =-
gepy wrote:
Those indicators are even portable in the official maps.

But in the official maps they never leave the wall, or with a portal behind them, float in midair.

i really liked the 2nd part of room 2 or start of room 3... dunno how that started >.>

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i broke a button... and killed myself using it somehow so i recorded how to >.>

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lol

deathremains wrote:
also behind the portal launcher on the 2nd part of room 2 u can portal behind it

Where?
I fixed some stuff, check if its still there and if yes, then tell me exactly where.
Now this map is FINAL, also uploaded its .vmf source!

Starting to make map 3 (no more training, just maybe the first room), difficulty: HARD

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

btw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?

-= Check out my maps: workshop, and their .vmf sources: homepage =-
gepy wrote:
btw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?

Not needed, IMO. Its just as easy to VMEX it myself.

What it boils down to; those who want it know how to get it from the BSP (or will ask how on the forums). For the others. . . its just something they dont know what to do with.

<_< arbitrary controversies aside....

I loved this map...except the part at the end where it couldn't load the 3rd section...did you just not build it yet or is there actually something wrong?

Anyway, I liked the little cube ladder thing you had going there, It's something I've never had to do before except to a very minimal extent. This was still a little fresh for me. I noticed a trend where you seem to like to make "puzzles" that only involve looking around for a short while only to find that if you were another two inches to the left, you'd be able to line up a shot that'd circumvent any actual puzzle solving, which I guess is...in itself a puzzle...I really liked the feeling of "oh..what the HELL does he want me to do here?" I got in the room with the little holes you had to shoot through....there's something very naturally intimidating about a straight vertical room with no portable surfaces...heh...Most of all, I'd have to say that your grip on lighting and visual effects is top notch, the whole thing was beautiful...which is weird to think because this, as most portal levels, recycle the same 4 textures over and over again, but holy crap..you made it look good.....gave the surfaces some depth, dressed up light sources, and got the room ambient lighting to look more warm and less....vertexy.

Neat level. At the very least, your mapping skills pass unquestioned.

xitooner wrote:
Not needed, IMO. Its just as easy to VMEX it myself.

True :)
It only ontains the extra visgroup informations. But vmf mean I allow others to use elements or to modify...

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

VolumetricStev:
Thx. I just wanted to make some unusual, not yet another portal-like (official map-looking) level. Also introduced an optional harder puzzle in the beginning (the companion cube one that also reveals the boxdropper button) that I will use later in map 3.
And yes, no map 3 yet, after I finished my exams I'll start making it, for the more skilled players (harder puzles) and they will really struggle on some optional puzzle that will be damn hard. Got too many compliment that this first 2 map was too easy even if they are just training levels.

And will also make more secret place. In addition when all 5 map complete, I'll make another optional thing: if the player successfully destroyed all bean conserve that can be found in every map (only map1 and map2 atm) then will get an alternate ending or will unlock a secret puzzle.

Btw I hope all knows how to solve the broken puzzle. Check the official Companion cube map, same idea here, you just need to

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Its a medium difficulty puzzle, that a training as well, for map4. Ye, I know you hate these easy trainings, but trust me: without knowing the things I used in the first 2 map, you cant solve map 3,4.

Btw map3 will loook more like the official maps, mre steril. Will only use much detail when I want to confuse the player.

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