[SP] A Little Higher
Quote from Darkylight on July 8, 2011, 7:11 amMevious wrote:I played version 1.3 and got stuck in the 3rd map in two different ways. The first time, I sprayed blue gel on the light bridge (not on the ground), bounced up to the button, placed the blue cube, jumped down and then realized that I couldn't get back up after removing the bridge. After this, I used the light bridge to try and go grab the box sitting on the island button. I tossed it into the liquid and then realized I was stuck on the island. These were both admittedly stupid mistakes on my part, but I thought you'd like to know about them.How to (spoiler):
[spoiler]If you want to get the cube where is in the center button (in the toxic), only use the blue gel cube to make it bounce and fall in the toxic to get it back to the drop box, here it is, you have the two cubes ![/spoiler]
How to (spoiler):
Quote from Mevious on July 8, 2011, 12:50 pmDarkylight wrote:How to (spoiler):[spoiler]If you want to get the cube where is in the center button (in the toxic), only use the blue gel cube to make it bounce and fall in the toxic to get it back to the drop box, here it is, you have the two cubes ![/spoiler]
Thanks for the tip, but you missed the point of my post. I was able to finish the map just fine, but only after killing myself and going to the second to last autosave. Most people consider the ability to get physically stuck (or be forced to kill yourself), to be a major design flaw, and I think that reepblue didn't notice these two issues.
Thanks for the tip, but you missed the point of my post. I was able to finish the map just fine, but only after killing myself and going to the second to last autosave. Most people consider the ability to get physically stuck (or be forced to kill yourself), to be a major design flaw, and I think that reepblue didn't notice these two issues.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from reepblue on July 8, 2011, 1:15 pmMevious wrote:Thanks for the tip, but you missed the point of my post. I was able to finish the map just fine, but only after killing myself and going to the second to last autosave. Most people consider the ability to get physically stuck (or be forced to kill yourself), to be a major design flaw, and I think that reepblue didn't notice these two issues.Well, you know that if the button is unpressed, the panel bridge is reformed right? All you would have to do is get off the button and Let the panel bridge be made. .
Nevermind, looking at it now and there is no iput from the button, I'll take a look at it. more. Thanks.
Well, you know that if the button is unpressed, the panel bridge is reformed right? All you would have to do is get off the button and Let the panel bridge be made. .
Nevermind, looking at it now and there is no iput from the button, I'll take a look at it. more. Thanks.
The more you give, the less appreciated it will be received.
Quote from xdiesp on July 8, 2011, 4:52 pmTesting grounds for the gelcubes prototyped in Underground Innovation, threads carefully not to leave the maximum accessibility zone at the price of exceeding in sobriety. Project consists of 5 micromaps, ranging from Clean to Decay with nice animation and interesting lightplay. Possibly too essential to leave a mark: some oddity could have helped giving it flavour (since you breeze through nonetheless), like Blue Portal's unique looks.
The few bugsexploits I've seen, are already being fixed. The only thing I would ask for, is some instruction for the cube: I didn't realize what it was until the 2nd room, having sniped a portal from below the fizzler to pass. If I may, you need not pull any punches here: other concept maps (Antimatter, Delta Bunsen, Angrybombs) aren't half as shy - and imo deep inside, first-timers bashing their face at them do notice that too.
Testing grounds for the gelcubes prototyped in Underground Innovation, threads carefully not to leave the maximum accessibility zone at the price of exceeding in sobriety. Project consists of 5 micromaps, ranging from Clean to Decay with nice animation and interesting lightplay. Possibly too essential to leave a mark: some oddity could have helped giving it flavour (since you breeze through nonetheless), like Blue Portal's unique looks.
The few bugsexploits I've seen, are already being fixed. The only thing I would ask for, is some instruction for the cube: I didn't realize what it was until the 2nd room, having sniped a portal from below the fizzler to pass. If I may, you need not pull any punches here: other concept maps (Antimatter, Delta Bunsen, Angrybombs) aren't half as shy - and imo deep inside, first-timers bashing their face at them do notice that too.
Quote from Eastward on July 9, 2011, 1:43 amInteresting idea, making the laser cube shoot gell. I like the idea that the cube can get gell on itself if one is not careful. I had to wash it a couple of times with clean gell. Hey wait for me....cube...come back. Anywho, thanks for sharing an interesting idea and for the very simple to solve maps to try it out on.
Eastward
Interesting idea, making the laser cube shoot gell. I like the idea that the cube can get gell on itself if one is not careful. I had to wash it a couple of times with clean gell. Hey wait for me....cube...come back. Anywho, thanks for sharing an interesting idea and for the very simple to solve maps to try it out on.
Eastward
Quote from apollo33 on July 11, 2011, 1:18 pm@ReepBlue
Can you please fix the instructions in your read-me file? I'm not sure anything you wrote in there is correct. The directory to the maps folder is ...commonportal 2portal2maps, and your zip file with the scripts leads to the wrong directory (I assume), since the original sp_lightboard_icons.txt is in ...portal2scriptsvscriptstransitions. I also don't have an addons folder like your instructions assume already exists, so I put that in my maps folder. In any case, I haven't gotten it to work and I don't see how everyone else figured it out. Any help is appreciated.
Edit: Okay so I got it by putting the addons folder under my main portal2 directory. Which makes it even more confusing that your instructions give the location of the maps folder when nothing actually goes in there.
Can you please fix the instructions in your read-me file? I'm not sure anything you wrote in there is correct. The directory to the maps folder is ...commonportal 2portal2maps, and your zip file with the scripts leads to the wrong directory (I assume), since the original sp_lightboard_icons.txt is in ...portal2scriptsvscriptstransitions. I also don't have an addons folder like your instructions assume already exists, so I put that in my maps folder. In any case, I haven't gotten it to work and I don't see how everyone else figured it out. Any help is appreciated.
Edit: Okay so I got it by putting the addons folder under my main portal2 directory. Which makes it even more confusing that your instructions give the location of the maps folder when nothing actually goes in there.
Quote from reepblue on July 11, 2011, 1:28 pmYeah its a typo, I will fix it with the next update which will also contain new textures, and a fix to "And Over". Also, I fail to see a way to fix the bouncing cube effect. Thanks.
Yeah its a typo, I will fix it with the next update which will also contain new textures, and a fix to "And Over". Also, I fail to see a way to fix the bouncing cube effect. Thanks.
The more you give, the less appreciated it will be received.
Quote from apollo33 on July 11, 2011, 1:51 pmSo I finished 3 of the chambers (I think)... I quit in the level with orange paint because after I got the cube I could never make it back [spoiler]no matter how much I painted the walls[/spoiler]. The mechanic of shooting paint is very cool, though. Nice job.
So I finished 3 of the chambers (I think)... I quit in the level with orange paint because after I got the cube I could never make it back
Quote from arvisrend on July 12, 2011, 4:57 pmThis is the P2 mod responsible for most of my deaths and reloads. Still I like it, which speaks a lot of the puzzle quality. Yet I cannot help thinking that sometimes, accuracy and possibly even sheer luck were overrated - particularly in the end chamber when you [spoiler]walljump your way to the exit (get the angle wrong and you hit the glass wall and fall, or rise too high and fall, or just randomly fall by hitting the wall at a too obtuse angle...)[/spoiler].
This is the P2 mod responsible for most of my deaths and reloads. Still I like it, which speaks a lot of the puzzle quality. Yet I cannot help thinking that sometimes, accuracy and possibly even sheer luck were overrated - particularly in the end chamber when you
Quote from Instantiation on July 13, 2011, 6:13 pmI got this one working quickly and liked it.
The gel cube is fun to use, even if sometimes it's hard to get gel close up. The puzzles were on the easy side.
As for getting gel on the cube, I say just have "drips" of water (if that's possible) to wash it off, like there are leaky pipes of water or something. [spoiler]I used orange gel for this whenever it was around.[/spoiler]
Bug: [spoiler]On the last level, the blue gel goes right through the glass.[/spoiler]
I got this one working quickly and liked it.
The gel cube is fun to use, even if sometimes it's hard to get gel close up. The puzzles were on the easy side.
As for getting gel on the cube, I say just have "drips" of water (if that's possible) to wash it off, like there are leaky pipes of water or something.
Bug: