[RELEASE] DaMaGepy 02
Quote from DaMaGepy on December 4, 2007, 4:47 amJaso 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 [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.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 companioncubeThen 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:[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'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
[spoiler]At the top of the vertical room when you fling to the other side, you must stop flying not to fall down to the holeon the other side. Then walk back to the vertical room, look right, there is a small misplaced metal cube a bit lower than the grate. The trick is that if the player places a second portal in the room, then never can get out, and will be inprisoned. MAybe I will add another cell to the side with a portalable wall. At this point, the player should get used portaling through small holes, so if he tries to move to that next cell, then its the end. Hes tricked, trapped, and must start over, haha. When the player moves to the second cell, a message will be shown, that you are tricked and will stay here forever! [/spoiler]
I hope there is no way out.
Those indicators are even portable in the official maps.
Will check it, I copied that button, maybe forgot to modify all property
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.
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
I hope there is no way out.
Quote from Jaso on December 4, 2007, 9:10 amgepy 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.
But in the official maps they never leave the wall, or with a portal behind them, float in midair.
Quote from deathremains on December 4, 2007, 10:15 ami really liked the 2nd part of room 2 or start of room 3... dunno how that started >.> [spoiler]it looks really good =D it took me about 5 minutes of studying and saying how the.... then i finally realized the cut outs in the wall and then from there just went with it =D i LOVED the last part for some reason really smart idea... its not always as it seems! also behind the portal launcher on the 2nd part of room 2 u can portal behind it[/spoiler]
i really liked the 2nd part of room 2 or start of room 3... dunno how that started >.>
Quote from deathremains on December 4, 2007, 12:19 pmi broke a button... and killed myself using it somehow so i recorded how to >.>
[spoiler]http://www.mediafire.com/?cn01izwndmg[/spoiler] lol
i broke a button... and killed myself using it somehow so i recorded how to >.>
Quote from DaMaGepy on December 4, 2007, 3:57 pmdeathremains wrote:also behind the portal launcher on the 2nd part of room 2 u can portal behind itWhere?
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
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
Quote from DaMaGepy on December 9, 2007, 5:25 pmbtw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?
btw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?
Quote from xitooner on December 9, 2007, 5:56 pmgepy 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.
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.
Quote from VolumetricSteve on December 10, 2007, 4:07 pm<_< 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.
<_< 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.
Quote from DaMaGepy on December 10, 2007, 5:35 pmxitooner 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...
True
It only ontains the extra visgroup informations. But vmf mean I allow others to use elements or to modify...
Quote from DaMaGepy on December 10, 2007, 5:47 pmVolumetricStev:
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 [spoiler]make a portal near the spot where the ball bounces, pick a cube, walk halfway out from the portal and turn a bit right, so the ball will bounce from the cube to the catcher.[/spoiler] 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.
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
Btw map3 will loook more like the official maps, mre steril. Will only use much detail when I want to confuse the player.