[RELEASE] Rainbow Palace
Quote from Duffers on February 18, 2008, 8:06 pmdload.php?action=file&file_id=166
SCREENSHOTS (>^_^)>
http://i29.tinypic.com/2iw58oo.jpg
http://i27.tinypic.com/4j3ura.jpg
http://i32.tinypic.com/hstabn.jpg
http://i31.tinypic.com/e8miz9.jpg
http://i26.tinypic.com/2ljork9.jpg
etc., etc.If I make any improvements to the map, here's where I'll mention it.
If you can think of anything I can do to improve it, please let me know.
dload.php?action=file&file_id=166
SCREENSHOTS (>^_^)>
http://i29.tinypic.com/2iw58oo.jpg
http://i27.tinypic.com/4j3ura.jpg
http://i32.tinypic.com/hstabn.jpg
http://i31.tinypic.com/e8miz9.jpg
http://i26.tinypic.com/2ljork9.jpg
etc., etc.
If I make any improvements to the map, here's where I'll mention it.
If you can think of anything I can do to improve it, please let me know.
Quote from taco on February 18, 2008, 9:11 pmJust did another run through and took some quick notes while playing:
The entry elevator is floating slightly above the elevator base.
There are no light strips in the elevator room walls.
There are black shadows around both elevators, this can be fixed by compiling with the parameter -StaticPropPolys under the $light_exe command. (I had the same problem with my map)
Your observation rooms lights are overly (read: blindingly) bright - do you have an env_tonemap_controller and a shadow_control?
The lift that takes you up the 1st half of the portal gun doesn't make any sound.
On that same lift, if you jump while standing on it, it starts going back down while you are in the air - you should probably make the trigger taller.
At the first double-fan fling, there is a piece of protruding wall that the player can easily get stuck on when flinging across the gap by the 2nd fan.
In the final room, you can run and jump across the top of the toxic goo, bypassing the need to fling.
Also, great map. 🙂
Just did another run through and took some quick notes while playing:
- The entry elevator is floating slightly above the elevator base.
There are no light strips in the elevator room walls.
There are black shadows around both elevators, this can be fixed by compiling with the parameter -StaticPropPolys under the $light_exe command. (I had the same problem with my map)
Your observation rooms lights are overly (read: blindingly) bright - do you have an env_tonemap_controller and a shadow_control?
The lift that takes you up the 1st half of the portal gun doesn't make any sound.
On that same lift, if you jump while standing on it, it starts going back down while you are in the air - you should probably make the trigger taller.
At the first double-fan fling, there is a piece of protruding wall that the player can easily get stuck on when flinging across the gap by the 2nd fan.
In the final room, you can run and jump across the top of the toxic goo, bypassing the need to fling.
Also, great map. 🙂
Quote from iamafractal on February 18, 2008, 9:20 pmyeah.. that stuff.
yeah.. that stuff.
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from msleeper on February 19, 2008, 3:57 pm<msleeper> i managed to get totally stuck in your map
<Duffers> oh?
<Duffers> I'm interested to hear this
<msleeper> [spoiler]i didn't use the rocket turret to get the upgraded portal gun,[/spoiler] so i used that button orange portal that is in the corner of the main room
<msleeper> hopped through it as soon as it opened
<msleeper> shot the blue portal on the wall in the hallway leading up the the fan area
<msleeper> jump BACK through the orange portal before it auto-closed
<msleeper> and got suck :3
<msleeper> stuck
<Duffers> well you're an idiot in that case.
<msleeper> haha
<msleeper> i was thinking with portals man!
<Duffers> moar liek thinking with hurrrr
<msleeper> i managed to get totally stuck in your map
<Duffers> oh?
<Duffers> I'm interested to hear this
<msleeper>
<msleeper> hopped through it as soon as it opened
<msleeper> shot the blue portal on the wall in the hallway leading up the the fan area
<msleeper> jump BACK through the orange portal before it auto-closed
<msleeper> and got suck :3
<msleeper> stuck
<Duffers> well you're an idiot in that case.
<msleeper> haha
<msleeper> i was thinking with portals man!
<Duffers> moar liek thinking with hurrrr
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Quote from BlueZero4 on February 19, 2008, 6:13 pmI'm sorry, if those are the best screens you can take, I'm not interested. It seems like you're basing most of the puzzles in small rooms that only feature one or two tasks.
Also, what's up with the name? I'm not seeing any rainbows.
I'm sorry, if those are the best screens you can take, I'm not interested. It seems like you're basing most of the puzzles in small rooms that only feature one or two tasks.
Also, what's up with the name? I'm not seeing any rainbows.
Quote from Duffers on February 19, 2008, 6:14 pmBlueZero4 wrote:I'm sorry, if those are the best screens you can take, I'm not interested. It seems like you're basing most of the puzzles in small rooms that only feature one or two tasks.Also, what's up with the name? I'm not seeing any rainbows.
Never said you had to play it.
Also, what's up with the name? I'm not seeing any rainbows.
Never said you had to play it.
Quote from Cyclone on February 19, 2008, 6:20 pmI'd also like to know what's up with the name. I see neither rainbows or a palace...
Anyway, great map. Some interesting new concepts, very few problems, perfect difficulty and length, and good use of music. Enjoy your $50!
I'd also like to know what's up with the name. I see neither rainbows or a palace...
Anyway, great map. Some interesting new concepts, very few problems, perfect difficulty and length, and good use of music. Enjoy your $50!