[Released] Cassata Chamber 01
Quote from CassataGames on November 16, 2007, 12:39 amOkay, I just updated the map with Portal bumpers to make placing portals in tight spots, a lot easier.
I also added Portal detectors thanks to Rivid, and a new escape chamber on in the first room if you manage to trap yourself.
I would fix the level against the solution of throwing cubes into the grill and hoping for the best (making it less obvious that it might be a solution), but I stand by what I say when, any solution is a solution never the less. I just hope that my new tips will make it a little more obvious how the puzzle is really done.
PS: I think everyone has tried the ladder. lol All of my map testers (friends) went for it as soon as I saw it. I would have made it work, but I wasn't exactly sure, and the fact that it was completely irrelevant, I decided not to worry about it.
Okay, I just updated the map with Portal bumpers to make placing portals in tight spots, a lot easier.
I also added Portal detectors thanks to Rivid, and a new escape chamber on in the first room if you manage to trap yourself.
I would fix the level against the solution of throwing cubes into the grill and hoping for the best (making it less obvious that it might be a solution), but I stand by what I say when, any solution is a solution never the less. I just hope that my new tips will make it a little more obvious how the puzzle is really done.
PS: I think everyone has tried the ladder. lol All of my map testers (friends) went for it as soon as I saw it. I would have made it work, but I wasn't exactly sure, and the fact that it was completely irrelevant, I decided not to worry about it.
Quote from Korjagun on November 16, 2007, 3:08 amOh, by the way, now that you mention the ladder... it might be a good idea to put a noportal brush where it meets the wall. Right now you can create a portal on the wall behind it and create a minor glitch that doesn't really affect gameplay but looks kind of ugly.
Oh, by the way, now that you mention the ladder... it might be a good idea to put a noportal brush where it meets the wall. Right now you can create a portal on the wall behind it and create a minor glitch that doesn't really affect gameplay but looks kind of ugly.
Quote from CassataGames on November 16, 2007, 6:35 amSounds good, I'll add that in with the next update along with fixing up a few other area's around the map where that's possible. If anyone else has any other suggestions I'd be happy to add them to the next and hopefully final update before I start working on a new map.
Sounds good, I'll add that in with the next update along with fixing up a few other area's around the map where that's possible. If anyone else has any other suggestions I'd be happy to add them to the next and hopefully final update before I start working on a new map.
Quote from Korjagun on November 16, 2007, 7:22 amIn the latest version available here, the ceiling above the starting elevator is nodraw and probably ought to be fixed...
In the latest version available here, the ceiling above the starting elevator is nodraw and probably ought to be fixed...
Quote from CassataGames on November 16, 2007, 8:19 amKorjagun wrote:In the latest version available here, the ceiling above the starting elevator is nodraw and probably ought to be fixed...Strange, I don't recall ever having messed with the starting elevator.
At any rate, I'll fix it when I get home later today. I'm at school right now, but as soon as I get home I'll fix the ceiling and give locations such as the elevator, no portal volume.
Strange, I don't recall ever having messed with the starting elevator.
At any rate, I'll fix it when I get home later today. I'm at school right now, but as soon as I get home I'll fix the ceiling and give locations such as the elevator, no portal volume.
Quote from Hurricaaane on November 16, 2007, 11:58 amHey, I loved this map. Especially the last puzzle, when I saw the [spoiler]red cross in front of the door[/spoiler] after 10 minutes explorating the room, I told myself "Heck? Should I... Damn it, this room contains bended walls!". I think that element is the best hint in the room.
Hey, I loved this map. Especially the last puzzle, when I saw the
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
Quote from Rivid31 on November 16, 2007, 2:48 pmThe ceiling above the ending elevator has a nodraw texture as well... also, it always bothered me the elevator doors don't close at the end >_> other than that... excellent fixes. It's hard to judge the clues in the last room since I already knew how to do it... but they seem sufficient. I'd say this is pretty close to being 100% done.
The ceiling above the ending elevator has a nodraw texture as well... also, it always bothered me the elevator doors don't close at the end >_> other than that... excellent fixes. It's hard to judge the clues in the last room since I already knew how to do it... but they seem sufficient. I'd say this is pretty close to being 100% done.
Quote from CassataGames on November 16, 2007, 5:34 pmUpdated the map again:
Fixed second escape chamber and added portal bumpers to make it easier to get in, if you accidentally destroy your sphere.
Added HDR Lighting to the map. Fixed lighting.
Re-created starting elevator ceiling to fix any no-draw problem. (Please note that no light gets to the ceiling, it's black.)
Updated the map again:
Fixed second escape chamber and added portal bumpers to make it easier to get in, if you accidentally destroy your sphere.
Added HDR Lighting to the map. Fixed lighting.
Re-created starting elevator ceiling to fix any no-draw problem. (Please note that no light gets to the ceiling, it's black.)
Quote from Adair on November 16, 2007, 5:52 pmJust finished playing your map first time.
Looks like I just missed the latest update on Nov. 16I don't know if this is known about, and it doesn't really break things too badly, but there is a weird door mechanic in the first puzzle.
[spoiler]Its the one door that is not opened by a button (the door GLaDOS opens to keep you from getting trapped). To see this glitch you stand in the main room (with the buttons) and place a portal directly to the right of that door. Then place other portal on the wall across the room looking at that door. If you stand between the portals in just the right place the door will actually open for you. If you look at the door and move in and out of the portals to open and close it while repeatedly shooting a portal at the door then eventually you'll get the timing right and you will have a portal on the opposite side of the door...which gets you nowhere useful.[/spoiler]Otherwise I think the map is great and I finished the final puzzle on my own the "intended way".
Thanks for a great map,
Adair
Just finished playing your map first time.
Looks like I just missed the latest update on Nov. 16
I don't know if this is known about, and it doesn't really break things too badly, but there is a weird door mechanic in the first puzzle.
Otherwise I think the map is great and I finished the final puzzle on my own the "intended way".
Thanks for a great map,
Adair