[SP] Oxygen Station - PART I: "The Adventure"
Quote from quaternary on June 18, 2014, 4:29 pmLittle bug - if you go really fast you can get under the elevators before they come down all the way, causing a whole host of problems. Might be fixed in 1.1, can't check because I'm on my slow computer.
Probably only affects people who habitually bhop.
Little bug - if you go really fast you can get under the elevators before they come down all the way, causing a whole host of problems. Might be fixed in 1.1, can't check because I'm on my slow computer.
Probably only affects people who habitually bhop.
Quote from josepezdj on June 19, 2014, 6:21 am@quatrus: Thanks mate! I'm glad you played it and have that opinion about it! Cheers! I hope that you keep on trying to solve it; apart from a couple of tough moves, the rest is fairly solvable; only chamber 2 is slightly more difficult to figure out
@Lp: Thanks gal! I'm happy to hear that you managed it eventually! I cheer you up to try chamber 2, I think the mechanics in there are very fun, although the final move is hard to find out (not to perform)
@quaternary: thanks for pointing that out, I can make the elevator starts going downwards from a lower point and that should fix it. Cheers!
@quatrus: Thanks mate! I'm glad you played it and have that opinion about it! Cheers! I hope that you keep on trying to solve it; apart from a couple of tough moves, the rest is fairly solvable; only chamber 2 is slightly more difficult to figure out
@Lp: Thanks gal! I'm happy to hear that you managed it eventually! I cheer you up to try chamber 2, I think the mechanics in there are very fun, although the final move is hard to find out (not to perform)
@quaternary: thanks for pointing that out, I can make the elevator starts going downwards from a lower point and that should fix it. Cheers!
Quote from HMW on June 21, 2014, 6:14 amThis is great! I like how your "mini-projects" all have that distinct josepezdj style, but they are all a bit different.
The music track is really nice, the way it changes as you move through the map. I think it is on par with the music in the main game, in that it's not really a problem to have it play continuously in a loop. I did need to turn the sound off briefly at one point in order to really get my think on, but overall it was very pleasant. You did a great job with that!
There are only two small issues I noticed:
1: Chell doesn't have a walking animation, probably because of the model switching. You can get around that by setting the model multiple times with a short delay in between. (I use 4 setmodel calls with delays of 0, 1, 2 and 4 seconds.)
2:
[spoiler]When a paint blob oscillates between portals, it gradually looses momentum. With cubes, you can prevent that by first launching them with a catapult. That changes some property of the cube that enables it to oscillate indefinitely. Maybe that works for blobs too; just putting a very weak trigger_catapult below the dropper might do it.[/spoiler]
I managed to get through most of by myself except for the last part of room 2. I had a couple of ideas, but all of them require special quantum relativity entanglement... I'm going to give it a rest now, and wait for the a-ha moment to occur naturally
This is great! I like how your "mini-projects" all have that distinct josepezdj style, but they are all a bit different.
The music track is really nice, the way it changes as you move through the map. I think it is on par with the music in the main game, in that it's not really a problem to have it play continuously in a loop. I did need to turn the sound off briefly at one point in order to really get my think on, but overall it was very pleasant. You did a great job with that!
There are only two small issues I noticed:
1: Chell doesn't have a walking animation, probably because of the model switching. You can get around that by setting the model multiple times with a short delay in between. (I use 4 setmodel calls with delays of 0, 1, 2 and 4 seconds.)
2:
I managed to get through most of by myself except for the last part of room 2. I had a couple of ideas, but all of them require special quantum relativity entanglement... I'm going to give it a rest now, and wait for the a-ha moment to occur naturally
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from quatrus on June 22, 2014, 1:04 pmdownloaded the newer version and managed to get to the exit door platform in the last chamber - just can't see how to retrieve the cube after the button is pushed and the cube slides off the plate.......all floor-type portal surfaces are gone....will give it some more thought - maybe clarity will come....
downloaded the newer version and managed to get to the exit door platform in the last chamber - just can't see how to retrieve the cube after the button is pushed and the cube slides off the plate.......all floor-type portal surfaces are gone....will give it some more thought - maybe clarity will come....
Quote from Shakky on June 22, 2014, 9:14 pmThe asshole strikes again!
[spoiler]aU8Q6YuzdQc[/spoiler]
Toodles and good night!
(Marvelous map btw. So beautiful and so much fun)
The asshole strikes again!
Toodles and good night!
(Marvelous map btw. So beautiful and so much fun)
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from josepezdj on June 24, 2014, 6:07 am@HMW: Thanks a lot for your feedback and nice comments, my friend!
HMW wrote:1: Chell doesn't have a walking animation, probably because of the model switching. You can get around that by setting the model multiple times with a short delay in between. (I use 4 setmodel calls with delays of 0, 1, 2 and 4 seconds.)Well, I tried several approaches for this to no avail. At first I thought that it might have to do with the moment I fire the SetModel outptut, since the player just "comes from" a prop_vehicle_choreo_generic, I changed in v1.1 the moment to SetModel to 0.50 secs after the player has already got off the vehicle, but it seems not to be working properly. Thanks for the suggestion, I'll try it out
About your second suggestion, well, I don't think it's needed much more time to be able to perform the moves for the puzzles since v1.1 and also everything has been developed considering that loss of momentum on the blobs. I tried the mechanics to look natural and never thought of tweaking the physics... and reading you're almost done with the map, I think it hasn't been such a big deal? Noted your suggestion with thanks though!
HMW wrote:I managed to get through most of by myself except for the last part of room 2. I had a couple of ideas, but all of them require special quantum relativity entanglement... I'm going to give it a rest now, and wait for the a-ha moment to occur naturallyI'm SO glad to hear, man! Keep on trying and good luck! Don't hesitate to ask for a subtle hint for the final move
@Shakky: Hahaha... AMAZING VIDEO!! Didn't expect anything less from you, my friend. Loved your version of the intro!
With regards to those little shortcuts, I'll check out how to fix them... for chamber 1 is easy, that was a stupid carelessness on my side and a proper playerclip will do :p For chamber 2, all shortcuts are fairly easy to fix, except for the triple jump is more difficult to prevent since distances are already set to make possible the final move, but you can ninja it do it by air-strafing... I'll think about it...@quatrus: Cheers for that progress! I'm glad to read the far you got already! [spoiler]For that final step, look for portalable surfaces once you have the cube pressing the ceiling button with the funnel [/spoiler]
Cheers! Thanks for playing guys!
@HMW: Thanks a lot for your feedback and nice comments, my friend!
Well, I tried several approaches for this to no avail. At first I thought that it might have to do with the moment I fire the SetModel outptut, since the player just "comes from" a prop_vehicle_choreo_generic, I changed in v1.1 the moment to SetModel to 0.50 secs after the player has already got off the vehicle, but it seems not to be working properly. Thanks for the suggestion, I'll try it out
About your second suggestion, well, I don't think it's needed much more time to be able to perform the moves for the puzzles since v1.1 and also everything has been developed considering that loss of momentum on the blobs. I tried the mechanics to look natural and never thought of tweaking the physics... and reading you're almost done with the map, I think it hasn't been such a big deal? Noted your suggestion with thanks though!
I'm SO glad to hear, man! Keep on trying and good luck! Don't hesitate to ask for a subtle hint for the final move
@Shakky: Hahaha... AMAZING VIDEO!! Didn't expect anything less from you, my friend. Loved your version of the intro!
With regards to those little shortcuts, I'll check out how to fix them... for chamber 1 is easy, that was a stupid carelessness on my side and a proper playerclip will do :p For chamber 2, all shortcuts are fairly easy to fix, except for the triple jump is more difficult to prevent since distances are already set to make possible the final move, but you can ninja it do it by air-strafing... I'll think about it...
@quatrus: Cheers for that progress! I'm glad to read the far you got already!
Cheers! Thanks for playing guys!