[RELEASE]Portal: The Flash Version mappack
Quote from Hober on May 8, 2008, 5:06 pmRe: the Borealis
When I was poking around the folders installing it, I'm pretty sure I saw a model for that included in the rar. There's no precedent for such things, but it seems it would likely be reasonably considered fair use.
Re: the Borealis
When I was poking around the folders installing it, I'm pretty sure I saw a model for that included in the rar. There's no precedent for such things, but it seems it would likely be reasonably considered fair use.
Quote from Hen7 on May 8, 2008, 6:38 pmEP2 and EP1 are not required only HL2 and Portal, everything else is already included in the pack.
Cyclone, yeah I know there are some problems here and there, but when you have a 40+ levels map, expects some glitches, my beta testers never told me about stuff like the stuff you mentioned.
But anyway, I'm planning on making the mappack as a MOD, with a V2 of the maps, fixing by everything that the community said about it + advance hard versions of the maps.
EP2 and EP1 are not required only HL2 and Portal, everything else is already included in the pack.
Cyclone, yeah I know there are some problems here and there, but when you have a 40+ levels map, expects some glitches, my beta testers never told me about stuff like the stuff you mentioned.
But anyway, I'm planning on making the mappack as a MOD, with a V2 of the maps, fixing by everything that the community said about it + advance hard versions of the maps.
Quote from Kiavik on May 8, 2008, 6:44 pmHen7 wrote:But anyway, I'm planning on making the mappack as a MOD, with a V2 of the maps, fixing by everything that the community said about it + advance hard versions of the maps.DOITDOITDOITDOIT
DOITDOITDOITDOIT
Quote from portal_party on May 8, 2008, 11:00 pmThis "map" - more like a complete product - is unreal. I swear this was done by the makers of portal as a fun side project of sorts, I find it hard to believe it was done by one person. Valve needs to hire this guy.
Yeah, there's some rough spots, but overall if someone told me this was a beta for Portal 2 as a storyline of another person in the complex [spoiler](or another clone of Chell)[/spoiler], I could have believed it.
[spoiler]The cake room: putting a fizzler up top on the descent and a couple of rocket turrets (instead of the fans) in front of a mesh but behind a large vertical door that opens when you hit bottom would eliminate the need to disable the gun, but still prevent portal placement until the last second when the pedestal stops. I jumped to the sides a few times before realizing what to do, and the disabling gun was a bit annoying. Though not being able to shoot a portal on a moving platform is consistent with the official usage.[/spoiler]
[spoiler]The end battle was great, but I like others just hid behind a truck on the second floor while it killed itself. Tried opening portals above it and dropping boxes on it but that didn't seem to do much.[/spoiler]
This "map" - more like a complete product - is unreal. I swear this was done by the makers of portal as a fun side project of sorts, I find it hard to believe it was done by one person. Valve needs to hire this guy.
Yeah, there's some rough spots, but overall if someone told me this was a beta for Portal 2 as a storyline of another person in the complex
Quote from FISHY CRACKERS on May 8, 2008, 11:42 pmI've only been playing for about an hour, i stopped to get some sleep on the level with the companion cube (yay!) but so far i found only one problem. In a previous chamber in which two buttons are under a red barrier, so you can only throw cubes down onto them, when the cube dispenser breaks and you go up to unjam it, i was jumping around in that tube for quite a few minutes before it finally all fell out, and for a while i felt like i was trapped and i was trying to pull the cubes up out of the way, which of course didn't work since i was standing on them.
I've only been playing for about an hour, i stopped to get some sleep on the level with the companion cube (yay!) but so far i found only one problem. In a previous chamber in which two buttons are under a red barrier, so you can only throw cubes down onto them, when the cube dispenser breaks and you go up to unjam it, i was jumping around in that tube for quite a few minutes before it finally all fell out, and for a while i felt like i was trapped and i was trying to pull the cubes up out of the way, which of course didn't work since i was standing on them.
Quote from rellikpd on May 9, 2008, 5:42 amportal_party wrote:[spoiler]The end battle was great, but I like others just hid behind a truck on the second floor while it killed itself. Tried opening portals above it and dropping boxes on it but that didn't seem to do much.[/spoiler]what you do is: [spoiler]place two portals on the wall. one right above the other, with one at about say "chell height" and one above that. have the robot get close to you (and the wall, but far enough away so that you have time to dodge) then stand infront of the lower portal (preferebly with the robot facing RIGHT at you and the portal (perfectly perpendicular)) then wait for him to shoot at you. then quickly dodge out of the way, if all goes good (and it did for me pretty quickly) you should be able to hit the bot 3 times with not to much trouble. end game.[/spoiler]
FISHY CRACKERS wrote:[some stuff]hey there fishy, if you want to hide some text try using
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[spoiler]TEXT YOU WANT TO HIDE[/spoiler]
and i too had a little annoyence with that [spoiler]tube[/spoiler] i was jumping around for awhile until everything EVENTUALLY [spoiler]fell out[/spoiler] but nothing that didn't atleast make since. it was kinda obvious (to me) that the [spoiler]boxes would fall out... if i could unjam them[/spoiler]
what you do is:
hey there fishy, if you want to hide some text try using
- Code: Select all
[spoiler]TEXT YOU WANT TO HIDE[/spoiler]
and i too had a little annoyence with that
Quote from appunxintator on May 9, 2008, 5:24 pmQuote:MOST people would try to solve it that way instead of just [spoiler]sitting there and waiting to pass the turrets...[/spoiler]I guess I'm not most people
I guess I'm not most people
Quote from elt on May 9, 2008, 5:28 pmI hate to have to ask for this, but... walkthrough plz!
I feel like an idiot trying to play through these downloaded maps the rest of you seem to have no problems solving. Having to resort to noclip just to see what the next room looks like is more than a bit lame. Seriously, how DO you guys do it? Is there some magic button that slows things into 'bullet-time' to allow for amazing feats of mid-fling portal-shooting while flying upside-down and sideways at the same time the camera is trying to auto-right itself? Because if that's what solving these puzzles takes, I'm truly in awe of your collective 'mad skillz'.
All that being said, this truly is an excellent (series of) maps. I just wish they didn't make me feel like such an idiot.
I hate to have to ask for this, but... walkthrough plz!
I feel like an idiot trying to play through these downloaded maps the rest of you seem to have no problems solving. Having to resort to noclip just to see what the next room looks like is more than a bit lame. Seriously, how DO you guys do it? Is there some magic button that slows things into 'bullet-time' to allow for amazing feats of mid-fling portal-shooting while flying upside-down and sideways at the same time the camera is trying to auto-right itself? Because if that's what solving these puzzles takes, I'm truly in awe of your collective 'mad skillz'.
All that being said, this truly is an excellent (series of) maps. I just wish they didn't make me feel like such an idiot.
Quote from Fusion on May 9, 2008, 9:30 pmThis is brilliant. I think there has been enough positive and negative things said about this map so I'm going to ask a technical question:
How did you make the [spoiler]Mechbot[/spoiler]. It appears to have AI and it can move around independently so I don't know how you would have done this without actually making a mod and programming it as an entity. If this is just one extremely complex Hammer prefab then its amazing what you managed to do without coding.
Also just a small thing, you should have made the [spoiler]sinks[/spoiler] in a modelling program. It is harder than just making it Hammer but it's not extremely hard and it would look so much better. And (I'm being picky here) I found that there were a lot of lights in the map that had no fittings, there was no reason why a certain area should be lit because there was nothing casting light in it. I guess after making such a massive map pack it would be really annoying to have to put all light fittings everywhere though.
This was a mammoth effort though and you've definitely created an experience not just a map so, congratulations!
This is brilliant. I think there has been enough positive and negative things said about this map so I'm going to ask a technical question:
How did you make the
Also just a small thing, you should have made the
This was a mammoth effort though and you've definitely created an experience not just a map so, congratulations!