[SP] THE CORE: Portal 2 custom mini campaign
Quote from CosmicD on October 13, 2011, 3:04 amSzieve wrote:CosmicD wrote:where is your "thecore" dir ? it needs to be in your steam dir like this c:program files (x86)steamsteamappssourcemods and you need to restart steam; If you installed steam elsewhere like c:steam it would be c:steamsteamappssourcemod and "thecore" dir needs to be there.This might be a silly question but you do own "portal 2" do you ?
ummm Seriously? Ok if you don't know mac os, just say so.. there is no x86 dir on a mac.. is in steamappssourcemods It is Quite odd though, and the Hl2 dir is actually a Portal(1) directory and not a Portal2.. Hmmmm.. Will try the mod on My PC tomorrow when I get to my Shop.. May be a wierd mac thing.. have had some other custom maps that simply did not play on a mac.. like the wedding map.. no go on a mac..
LOL how silly of me. But yeah sometimes you have to ask the most silly question, not to try to insult anyone's intelligence Anyway yeah I'd like to know if it works for mac users but if it doesn't I think it's a source thing and I can't do much about it unless there's gonna be specific source documantation on how it should work on a mac.
And thanks all for the positive comments.
- The shrine lasers are all called with a logic relay but that ball socket is very sensitive and you could sometimes when you take it out trigger it multiple times in quick succession. Everything triggers with a slight delay so it might be that the env_lasers get confused by so many active/inactive commands, but the trigger_hurts should always responds because I don't delay these.
- In the nightmare elevator I have put in so much systems to get the user to not glitch himself out of it but appearently you can still somehow ninja the ball out of there ? I should maybe set up a trigger filter that will react on the elevator moving up and not the sphere so at least the "wakeup" mechanic will play even if you would ninja the ball out of there somehow.
This might be a silly question but you do own "portal 2" do you ?
ummm Seriously? Ok if you don't know mac os, just say so.. there is no x86 dir on a mac.. is in steamappssourcemods It is Quite odd though, and the Hl2 dir is actually a Portal(1) directory and not a Portal2.. Hmmmm.. Will try the mod on My PC tomorrow when I get to my Shop.. May be a wierd mac thing.. have had some other custom maps that simply did not play on a mac.. like the wedding map.. no go on a mac..
LOL how silly of me. But yeah sometimes you have to ask the most silly question, not to try to insult anyone's intelligence Anyway yeah I'd like to know if it works for mac users but if it doesn't I think it's a source thing and I can't do much about it unless there's gonna be specific source documantation on how it should work on a mac.
And thanks all for the positive comments.
- The shrine lasers are all called with a logic relay but that ball socket is very sensitive and you could sometimes when you take it out trigger it multiple times in quick succession. Everything triggers with a slight delay so it might be that the env_lasers get confused by so many active/inactive commands, but the trigger_hurts should always responds because I don't delay these.
- In the nightmare elevator I have put in so much systems to get the user to not glitch himself out of it but appearently you can still somehow ninja the ball out of there ? I should maybe set up a trigger filter that will react on the elevator moving up and not the sphere so at least the "wakeup" mechanic will play even if you would ninja the ball out of there somehow.
Quote from CosmicD on October 13, 2011, 6:48 amI'm already gathering stuff i notice myself and feedback to form a reasonable amount of fixes I can do to make a patch. Don't expect it this month though. I want to do one good public patch that makes it final. (well unless there's unforseen circumstances)
I'm already gathering stuff i notice myself and feedback to form a reasonable amount of fixes I can do to make a patch. Don't expect it this month though. I want to do one good public patch that makes it final. (well unless there's unforseen circumstances)
Quote from DMart on October 13, 2011, 3:37 pmDude, excelent work. Great and challenging maps. However, I didnt liked the first one
Overall: 5/5
Dude, excelent work. Great and challenging maps. However, I didnt liked the first one
Overall: 5/5
Quote from pedmacedo on October 13, 2011, 9:25 pm[spoiler]For the last level, I figured out a way(probably unintended?) to solve the level. You don't have to race wih the sphere using momentum, all you have to do is, once you and the sphere are on the upper part of the level, get the sphere and put it in the tube(this is where the sphere come from), then the sphere will take some time to go back to the button, making it possible to press the other button. NOW YOU ARE THINKING WITH TUBES[/spoiler]
Quote from CosmicD on October 14, 2011, 2:46 am[spoiler]LOL, I will make a receptor iris that will only open when it's triggered way inside the tube then I thought some playtesters came up with clever ideas to "bring the sphere with them" so I'm not going to shorten the timers.[/spoiler]
Quote from Tonytony on October 14, 2011, 6:39 amk figured out what the problem was on the first test. for some reason the portalable surface inside that room (right in front of the pedestal to get the gun) was not painted for me. i believe another poster earlier claiming the test was impossible to clear would also have the same problem.
trying to reproduce the issue
k figured out what the problem was on the first test. for some reason the portalable surface inside that room (right in front of the pedestal to get the gun) was not painted for me. i believe another poster earlier claiming the test was impossible to clear would also have the same problem.
trying to reproduce the issue
Quote from CosmicD on October 14, 2011, 7:03 amohhh yeah. I think I know what you mean. I was carried away too much with the knowledge that "bright textures in portal are always portal-able. But You're correct. I should make it the same texture as the other portal surfaces. I included that in the todo list for the patch.
ohhh yeah. I think I know what you mean. I was carried away too much with the knowledge that "bright textures in portal are always portal-able. But You're correct. I should make it the same texture as the other portal surfaces. I included that in the todo list for the patch.
Quote from CosmicD on October 14, 2011, 11:56 amAbout the katapult bumping you to the ceiling in map 2, that is the catwalk blocking your movement. I was going to move it a bit back but I forgot it added to todo
About the katapult bumping you to the ceiling in map 2, that is the catwalk blocking your movement. I was going to move it a bit back but I forgot it added to todo
Quote from Tonytony on October 14, 2011, 1:24 pmk here's some feedback.
[spoiler]the whole thing is cluttered with unnecessary elements. there's a lot of interesting mechanics but a lot of the time you have no idea what is actually happening without wasting a lot of time banging your head into a wall, or getting mislead by extraneous geometry in the level. the whole last part with the deathwater is really unnecessary. falling to your death and having to reload really sucks when the path to solution is not completely clear and you're forced to experiment. even worse than the "why didn't i try that?" moment is the "that's the solution? i would have never tried that" that happens when you accidentally solve something by running around shooting, jumping, and carrying a ball around <cough ceiling glass>.[/spoiler]
in any case, a decent enough accomplishment. good work
k here's some feedback.
in any case, a decent enough accomplishment. good work
Quote from quatrus on October 14, 2011, 4:50 pmAbsolutely wonderful mod for P2. Challenging puzzles but not difficult to execute once figured out. I would have liked to be able to save and restart vs starting each chamber over - but they weren't that long so it was not frustrating to repeat. You made great use of all the P2 effects. Very well done. Thanks for creating this masterpiece of fun.
Absolutely wonderful mod for P2. Challenging puzzles but not difficult to execute once figured out. I would have liked to be able to save and restart vs starting each chamber over - but they weren't that long so it was not frustrating to repeat. You made great use of all the P2 effects. Very well done. Thanks for creating this masterpiece of fun.