[SP] Portal Stories Mel: Past Power
Quote from zivi7 on March 8, 2012, 11:55 amHey everyone (first post here although I've been playing a lot of the great custom maps since a while)!
I don't have anything to add to the positive feedback about the style of the map. The only "bad" thing was that [spoiler]I probably never would have thought about using a cube from the 1st puzzle to solve the second one if I hadn't seen it in the walkthrough by Djinndrache. Obviously the rising bridge had me convinced that I'd leave the first room behind me completely and that I'd have to solve the rooms only with the equipment inside of them. Maybe - if you want to make it a little easier for players like me - an Aperture-Science-style sign remembering the test subject to "recycle items whenever possible" or something like that could help?[/spoiler]
A small issue: I managed to land in the water below the huge bulkhead without dying. Only when I climbed out of the water I died the slow death when touching the ground. I managed to jump there by doing the steps for the last jump but without using the blue gel first.
But mainly I'm posting to help solving the FPS issue. I also experienced the drop like some of the others. My graphic card is an ATI Radeon 4300/4500 series. However, on other huge maps I rarely had that problem. My guess would also be the fire in room 1 - or the general fog in the map.
That's it - keep up the good work, I'm looking forward to play more of this!
Hey everyone (first post here although I've been playing a lot of the great custom maps since a while)!
I don't have anything to add to the positive feedback about the style of the map. The only "bad" thing was that
A small issue: I managed to land in the water below the huge bulkhead without dying. Only when I climbed out of the water I died the slow death when touching the ground. I managed to jump there by doing the steps for the last jump but without using the blue gel first.
But mainly I'm posting to help solving the FPS issue. I also experienced the drop like some of the others. My graphic card is an ATI Radeon 4300/4500 series. However, on other huge maps I rarely had that problem. My guess would also be the fire in room 1 - or the general fog in the map.
That's it - keep up the good work, I'm looking forward to play more of this!
Quote from Lpfreaky90 on March 8, 2012, 2:11 pmHey there
About the recycle issue; using one element in multiple rooms is something we'll be using a lot in our maps, but I guess this will be the first map where you actually have to do this. So I guess it's indeed a good idea to add such a reclining poster! Andy is currently working on that.
About the water: that's something I didn't foresee: I heard multiple people complaining about the fact that people suddenly died when dropped down. Adding water to this map is not an option because this will cause even more lag.
Ah... the FPS issue
The problem with this specific map design is that it's too open. You can see everything from everywhere. But we've heard so much complaints about the lag that I really should look into the fire. Maybe add a fire extinguisher somewhere?
The fog in the level is not in any way causing lag, it is actually reducing it!
At 4096 units from the player the fog will conceal everything. A bit further on the map is clipped. So everything behind there won't be drawn, thereby reducing lag significantly!We're still working on awesomeness and we look forward to release it to you all
Hey there
About the recycle issue; using one element in multiple rooms is something we'll be using a lot in our maps, but I guess this will be the first map where you actually have to do this. So I guess it's indeed a good idea to add such a reclining poster! Andy is currently working on that.
About the water: that's something I didn't foresee: I heard multiple people complaining about the fact that people suddenly died when dropped down. Adding water to this map is not an option because this will cause even more lag.
Ah... the FPS issue
The problem with this specific map design is that it's too open. You can see everything from everywhere. But we've heard so much complaints about the lag that I really should look into the fire. Maybe add a fire extinguisher somewhere?
The fog in the level is not in any way causing lag, it is actually reducing it!
At 4096 units from the player the fog will conceal everything. A bit further on the map is clipped. So everything behind there won't be drawn, thereby reducing lag significantly!
We're still working on awesomeness and we look forward to release it to you all
Quote from zivi7 on March 8, 2012, 5:02 pmlpfreaky90 wrote:Adding water to this map is not an option because this will cause even more lag.I just finished the NYS-5-series. Remember the last escape with the moving blue death field? To me - but mind I'm a noob with this - it didn't look very demanding. Maybe something like that could be a solution? On the other hand, to me it was obvious that I'm simply not supposed to fall down to solve the puzzles and that the surrounding is just there to look good. Therefore, for me it could stay the way it is.
lpfreaky90 wrote:Ah... the FPS issue
The problem with this specific map design is that it's too open. You can see everything from everywhere. But we've heard so much complaints about the lag that I really should look into the fire. Maybe add a fire extinguisher somewhere?I don't have the map tools downloaded and if I had I wouldn't know how to use them. But if you would send me a version of the map without the fire I'd gladly give you feedback about the result. Or maybe someone else who had the FPS drop has the tools downloaded to try it?
lpfreaky90 wrote:The fog in the level is not in any way causing lag, it is actually reducing it!Ah, thanks for the explanation. I thought the fog was causing additional workload instead of cutting it down.
I just finished the NYS-5-series. Remember the last escape with the moving blue death field? To me - but mind I'm a noob with this - it didn't look very demanding. Maybe something like that could be a solution? On the other hand, to me it was obvious that I'm simply not supposed to fall down to solve the puzzles and that the surrounding is just there to look good. Therefore, for me it could stay the way it is.
The problem with this specific map design is that it's too open. You can see everything from everywhere. But we've heard so much complaints about the lag that I really should look into the fire. Maybe add a fire extinguisher somewhere?
I don't have the map tools downloaded and if I had I wouldn't know how to use them. But if you would send me a version of the map without the fire I'd gladly give you feedback about the result. Or maybe someone else who had the FPS drop has the tools downloaded to try it?
Ah, thanks for the explanation. I thought the fog was causing additional workload instead of cutting it down.
Quote from Blaizer on March 9, 2012, 10:26 pmCool. I've played the new version now. Only a couple small complaints now.
There's a cutoff pipe in plain sight at the back of the room with the blue gel.
You can still make it on top of that roof I got onto in my video. You just need some blue gel on the white platform near it. So you have 3 choices: 1) texture and add collisions to everything that you can see while walking around on that rooftop. 2) do something with the blue gel so you can't get it on this platform (this way would also fix the "ninja" solution I showed in my video). Or 3) put invisible walls all around the rooftop so there's no way you're getting up there!
Cool. I've played the new version now. Only a couple small complaints now.
There's a cutoff pipe in plain sight at the back of the room with the blue gel.
You can still make it on top of that roof I got onto in my video. You just need some blue gel on the white platform near it. So you have 3 choices: 1) texture and add collisions to everything that you can see while walking around on that rooftop. 2) do something with the blue gel so you can't get it on this platform (this way would also fix the "ninja" solution I showed in my video). Or 3) put invisible walls all around the rooftop so there's no way you're getting up there!
Quote from AirFiero on March 18, 2012, 1:23 pmLooks like a really cool mod. Bummer I couldn't figure out how to get out of the first room. Oh, well.
edit: I did it after watching the video on page 2. It was a tough jump from the first to the second platform. Took many tries. It was just barely high enough.
With the inability to go back to a save after you leave the game, it just got too frustrating. Pity, it 's a cool mod, but I give up.
Looks like a really cool mod. Bummer I couldn't figure out how to get out of the first room. Oh, well.
edit: I did it after watching the video on page 2. It was a tough jump from the first to the second platform. Took many tries. It was just barely high enough.
With the inability to go back to a save after you leave the game, it just got too frustrating. Pity, it 's a cool mod, but I give up.
Quote from Lpfreaky90 on March 22, 2012, 10:43 pmAirFiero wrote:Looks like a really cool mod. Bummer I couldn't figure out how to get out of the first room. Oh, well.edit: I did it after watching the video on page 2. It was a tough jump from the first to the second platform. Took many tries. It was just barely high enough.
With the inability to go back to a save after you leave the game, it just got too frustrating. Pity, it 's a cool mod, but I give up.
Never give up!
All the levels shouldn't set you back much if you fail and there's F6 and F7; quick save and quick load; you can always use those!
edit: I did it after watching the video on page 2. It was a tough jump from the first to the second platform. Took many tries. It was just barely high enough.
With the inability to go back to a save after you leave the game, it just got too frustrating. Pity, it 's a cool mod, but I give up.
Never give up!
All the levels shouldn't set you back much if you fail and there's F6 and F7; quick save and quick load; you can always use those!
Quote from dRumMzZ on May 18, 2012, 8:56 pmHi!
I saw this project's website a few days ago, but I didn't know where I could get a demo of it. Glad I found it here
I really enjoyed the map! I'm not very skilled and my knowledge about custom maps isn't very good. Although it wasn't a hard map, it made me look into the gameplay on page 2 for a reason (which is basicly the whole point of this comment):For some reason I couldn't get the map to load properly. The game loads pretty well until it gets to the main menu. It's the same menu from Portal 2. There's no "Play Mel/Coming Soon options (like I saw on the gameplay). The backgrounds are there, but the options are not. And when I choose the first option ("JOGAR UM JOGADOR" = "Play Singleplayer" in portuguese) and then the "new game" option, this menu shows up. I choose the "invisible" demo map option and my screen turns black and I can still hear the background sounds playing (but it doesn't end up loading the map).
I "fixed" it by simply starting the map through console commands (how genius lol)
I may have made a mistake somewhere during the installation, for this to happen.
What did I do wrong? Or is it happening to others?Still, it was really fun and I hope we can get some more maps to "test" (eheh, test). Keep up the good work!
PS: Sorry for english and the long a** post! =/
Hi!
I saw this project's website a few days ago, but I didn't know where I could get a demo of it. Glad I found it here
I really enjoyed the map! I'm not very skilled and my knowledge about custom maps isn't very good. Although it wasn't a hard map, it made me look into the gameplay on page 2 for a reason (which is basicly the whole point of this comment):
For some reason I couldn't get the map to load properly. The game loads pretty well until it gets to the main menu. It's the same menu from Portal 2. There's no "Play Mel/Coming Soon options (like I saw on the gameplay). The backgrounds are there, but the options are not. And when I choose the first option ("JOGAR UM JOGADOR" = "Play Singleplayer" in portuguese) and then the "new game" option, this menu shows up. I choose the "invisible" demo map option and my screen turns black and I can still hear the background sounds playing (but it doesn't end up loading the map).
I "fixed" it by simply starting the map through console commands (how genius lol)
I may have made a mistake somewhere during the installation, for this to happen.
What did I do wrong? Or is it happening to others?
Still, it was really fun and I hope we can get some more maps to "test" (eheh, test). Keep up the good work!
PS: Sorry for english and the long a** post! =/
Quote from Lpfreaky90 on May 18, 2012, 8:59 pmdRumMzZ wrote:Hi!
I saw this project's website a few days ago, but I didn't know where I could get a demo of it. Glad I found it here
I really enjoyed the map! I'm not very skilled and my knowledge about custom maps isn't very good. Although it wasn't a hard map, it made me look into the gameplay on page 2 for a reason (which is basicly the whole point of this comment):For some reason I couldn't get the map to load properly. The game loads pretty well until it gets to the main menu. It's the same menu from Portal 2. There's no "Play Mel/Coming Soon options (like I saw on the gameplay). The backgrounds are there, but the options are not. And when I choose the first option ("JOGAR UM JOGADOR" = "Play Singleplayer" in portuguese) and then the "new game" option, this menu shows up. I choose the "invisible" demo map option and my screen turns black and I can still hear the background sounds playing (but it doesn't end up loading the map).
I "fixed" it by simply starting the map through console commands (how genius lol)
I may have made a mistake somewhere during the installation, for this to happen.
What did I do wrong? Or is it happening to others?Still, it was really fun and I hope we can get some more maps to "test" (eheh, test). Keep up the good work!
PS: Sorry for english and the long a** post! =/
This is something that the second dlc messed up, I'll upload a fix soon
Thanks for the heads up!
I saw this project's website a few days ago, but I didn't know where I could get a demo of it. Glad I found it here
I really enjoyed the map! I'm not very skilled and my knowledge about custom maps isn't very good. Although it wasn't a hard map, it made me look into the gameplay on page 2 for a reason (which is basicly the whole point of this comment):
For some reason I couldn't get the map to load properly. The game loads pretty well until it gets to the main menu. It's the same menu from Portal 2. There's no "Play Mel/Coming Soon options (like I saw on the gameplay). The backgrounds are there, but the options are not. And when I choose the first option ("JOGAR UM JOGADOR" = "Play Singleplayer" in portuguese) and then the "new game" option, this menu shows up. I choose the "invisible" demo map option and my screen turns black and I can still hear the background sounds playing (but it doesn't end up loading the map).
I "fixed" it by simply starting the map through console commands (how genius lol)
I may have made a mistake somewhere during the installation, for this to happen.
What did I do wrong? Or is it happening to others?
Still, it was really fun and I hope we can get some more maps to "test" (eheh, test). Keep up the good work!
PS: Sorry for english and the long a** post! =/
This is something that the second dlc messed up, I'll upload a fix soon
Thanks for the heads up!
Quote from madcat1030 on May 28, 2012, 10:49 pmAbsolutely loved the map, really nice underground. Any guesstimate on the full release?
Absolutely loved the map, really nice underground. Any guesstimate on the full release?
Quote from Lpfreaky90 on April 25, 2013, 6:40 pmWe updated this map quite a lot:
Change log:
* Changed various things to work better in the mod
* Re-did optimization
* Changed fog colour
* Changed fog density
* Re-added fire
* Added more indicator lights
* Added some ropes as indicator lights
* Rebuild the paint station building
* Fixed various misaligned textures
* Added extra details
* Added some more sound effects
* Added a landing shake on the final walkway
* Fixed texture alignment issues
* Solved a bunch of z-fighting issues
* Added fire again
* Increased performance by aprox. 20%Hope to see some more reactions
We updated this map quite a lot:
Change log:
* Changed various things to work better in the mod
* Re-did optimization
* Changed fog colour
* Changed fog density
* Re-added fire
* Added more indicator lights
* Added some ropes as indicator lights
* Rebuild the paint station building
* Fixed various misaligned textures
* Added extra details
* Added some more sound effects
* Added a landing shake on the final walkway
* Fixed texture alignment issues
* Solved a bunch of z-fighting issues
* Added fire again
* Increased performance by aprox. 20%
Hope to see some more reactions