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[WIP] BoxyTrixy

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infernet89 wrote:
i'll make a video soon :]

Looking forward to that.

A FEW QUESTIONS FOR YOU ALL

(1) Ralen and rellikpd, you're right about being able to mess up the level by carrying a cube up the moving platform to the fizzler in Room 3. I designed that moving platform room to separate the player from his cubes. Any ideas about what I could change to fix this problem?

(2) You can also screw up the level in Room 2 by dropping the 1st cube into the goo before you extract the 2nd cube. That would be really hard to do. You'd basically have to do it on purpose, but it's still possible. Do you think this needs to be fixed, too? Or is it fine as is?

(3) For the power lifts in Portal, what are the filenames of the sounds used for starting, moving, and stopping? Right now the lift in Room 1 just makes a generic door opening sound. EDIT: Nevermind, I found them. They're not labeled as Portal sounds so I had to decompile a map to find what they were.

Again thanks for the feedback!

My recommendation for solving the cube problem would be to have the cube dispenser in room 2 queue up a new cube every time an old one is destroyed. That way the player can always obtain a new one if he needs to, but still can't obtain more than 3. Although I don't know if you could tell the dispenser in room 2 to distinguish between the first two cubes being destroyed versus the cubes from the third room being destroyed (which happens frequently until the player figures out how to obtain the third cube).
I'm not sure about losing the first cube in the goo in the second room though.

An alternative would be to do a half-life style ending where when one of the first two cubes is destroyed, the map ends with a "Subject failed to utilize essential test equipment" message or something.

Which reminds me, you should include some auto-saves in your map.

That's a good idea. :P I was thinking about including an extra box dispenser in the main button room to take care of lost cubes, but I like the idea of putting a cube back in Room 2, like a penalty for being stupid enough to throw your hard-earned cube into a fizzler. I think I can distinguish Cubes 1&2 from Cube 3 by making that fizzler into 2 fizzlers (an outer fizzler that triggers Room 2 dispenser, and an inner fizzler that triggers Room 3 dispenser). But I would make it look like just 1 fizzler.

For the "Cube 1 in Room 2 goo" problem, I don't know how I'd distinguish Cube 1 and Cube 2, so it might just have to stay as is.

Ralen wrote:
you should include some auto-saves in your map.

Yep that's in my "I still have to..." section in the top post of this thread.

Glovis wrote:
Looking forward to that.

A FEW QUESTIONS FOR YOU ALL

(1) Ralen and rellikpd, you're right about being able to mess up the level by carrying a cube up the moving platform to the fizzler in Room 3. I designed that moving platform room to separate the player from his cubes. Any ideas about what I could change to fix this problem?

(2) You can also screw up the level in Room 2 by dropping the 1st cube into the goo before you extract the 2nd cube. That would be really hard to do. You'd basically have to do it on purpose, but it's still possible. Do you think this needs to be fixed, too? Or is it fine as is?

(3) For the power lifts in Portal, what are the filenames of the sounds used for starting, moving, and stopping? Right now the lift in Room 1 just makes a generic door opening sound. EDIT: Nevermind, I found them. They're not labeled as Portal sounds so I had to decompile a map to find what they were.

Again thanks for the feedback!

well let me respond to (2) first and say that in MY OPINION yes, they need to be fixed, because i believe that all maps (that are widely distributed) should be designed like the retail maps; in that (pretty much) all possible outcomes were tested and planned for. lets face it, players do some pretty stupid stuff sometimes, and they will find a way to break maps, most of the time on accident.

now as far as ways to fix this. you could place alot of test triggers to find out how many and which boxes the player has gotten, destroyed, or yet to attain and put a cube dispenser (probly in the 4 button room) that would dispense a cube whenever a cube that has already been attained is destroyed, OR something i didn't even think about was ralen's idea of ending the map with a message whenever "vital testing aperatus" is destroyed. your choice. but i think that (although a REALLY COOL IDEA) this might piss people off. the cube dispenser might be harder but would feel more right.

edit: jinx on the main button room dispenser idea :P
EDIT #2: Also to answer #1 you could fix this by designing the cube redistrubution or level ending thing, OR the quick and dirty way is you could put a clip somewhere along that moving platform that just simply wouldn't allow "those" cubes to travel on it/through it like an invisible brick wall that only affects those non-room 3 cubes. either solution would work. but if you just the quick and dirty you might want to consider some way to explain WHY those cubes can't travel with you. either a fizzler field that doesn't destroy the cubes but rather won't allow them to pass (basically just put all the fizzler stuff in there without the fizzler trigger, instead use a func_clip

do NOT click this

I've promised that.

http://it.youtube.com/watch?v=kpGO3HsUPq4

Final time is around 2 minutes and 40 seconds.

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

Holy crap. :shock:

You basically skipped all of Room 1. And there's nothing I can change to prevent that (I think (any ideas?)).

I'm trying to figure out how you

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I'm going to have to fix that.

You did Room 2 basically like I intended, although you may be able to shave some seconds off your time if you

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Or maybe that doesn't save time, I don't know.

You skipped the Room 3a puzzle by

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. Maybe I'll fix that.

You skipped 2 of the 3 steps in Room 3b. I'll leave that as an acceptable solution.

And you did the rocket turret puzzle exactly like I intended (though

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was an interesting touch.

Seeing how you solved the level is very valuable info. Thanks for finding the weak links!

Glovis wrote:
You basically skipped all of Room 1. And there's nothing I can change to prevent that (I think (any ideas?)).

Make the ceiling in the main room non-portalable, except

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This also prevents the circumvention of room 3a.

Glovis wrote:
I'm trying to figure out how you
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I'm going to have to fix that.[/spoiler]

I'm wondering that too. It looks like he did it the regular way, just without

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Glovis wrote:
Holy crap. :shock:

I'm trying to figure out how you

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I'm going to have to fix that.

Oh, it's more easy than u can think.

First, put the blue portal more higher than possible, like that:
http://img245.imageshack.us/img245/747/ ... 004la4.jpg

Then, put the orange one lower than possible:
http://img245.imageshack.us/img245/2426 ... 006ze5.jpg

As you can see, the ball will go in the catcher by himself :D

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)
infernet89 wrote:
:blah:

i've said it once, and i'll say it again, infernet is an asshole when it comes to running people's (who think they've thought of everything) maps.

love your speed runs man.

do NOT click this
Ralen wrote:
Make the ceiling in the main room non-portalable, except for the
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. This also prevents the circumvention of room 3a.

But you could still use the fling space leading to Room 2, where the neon stairs are. :?

I was also trying to figure out how infernet extracted the energy ball for Room 3 ball catcher so easily, and I noticed he used a shady trick. He fired a blue portal, but went into the old blue portal before it had time to change, in effect giving him 3 portals to work with instead of 2! No fair. :) I had to watch that part of the video like 6 times to finally catch what he did.

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