[WIP]Chamber_01
Quote from bizob on April 16, 2008, 5:21 pmUPDATE: New version released 05.12.08.
Any ideas, suggestions, questions or constructive criticisms are welcome.
VMF available upon request.Version 1.1 [05.12.08]
Fixed an issue with the map fade in.
Added signage to assist the player.
Changed the solution in the last room.Version 1.0 [05.06.08]
Finished last room at last. Barring any major issues this should be the final release of this map.Version 1.4 Beta [05.01.08]
Added Chamber_01 Challenge level.
Added auto saves in case of death.
Compiled for LDR and HDR with cubemaps.Version 1.3 Beta [04.28.08]
Removed some fog effects for improved performance.
Changed solution for the last room's puzzle.
Added cubemaps to water for snazziness.
Changed a few textures.Version 1.2 Beta [04.20.08]
Added Portal bumpers for smoother game play.
Reworked mechanics on first puzzle.
Added indicator strips for first puzzle.
Removed some unnecessary sounds.
Fixed an issue where the player could not get a new companion cube.Version 1.1 Beta update [04.18.08]
Fixed some texture issues and changed a few just for kicks.
Door in the "3-switch" room must now be opened by solving puzzle.
Adjusted timing on the 4 platforms.
Added audio hint when player [spoiler]picks up portal gun.[/spoiler]
UPDATE: New version released 05.12.08.
Any ideas, suggestions, questions or constructive criticisms are welcome.
VMF available upon request.
Version 1.1 [05.12.08]
Fixed an issue with the map fade in.
Added signage to assist the player.
Changed the solution in the last room.
Version 1.0 [05.06.08]
Finished last room at last. Barring any major issues this should be the final release of this map.
Version 1.4 Beta [05.01.08]
Added Chamber_01 Challenge level.
Added auto saves in case of death.
Compiled for LDR and HDR with cubemaps.
Version 1.3 Beta [04.28.08]
Removed some fog effects for improved performance.
Changed solution for the last room's puzzle.
Added cubemaps to water for snazziness.
Changed a few textures.
Version 1.2 Beta [04.20.08]
Added Portal bumpers for smoother game play.
Reworked mechanics on first puzzle.
Added indicator strips for first puzzle.
Removed some unnecessary sounds.
Fixed an issue where the player could not get a new companion cube.
Version 1.1 Beta update [04.18.08]
Fixed some texture issues and changed a few just for kicks.
Door in the "3-switch" room must now be opened by solving puzzle.
Adjusted timing on the 4 platforms.
Added audio hint when player
Quote from rellikpd on April 16, 2008, 5:35 pmThinkingWithPortals.com wrote:The selected File does not exist anymore404 File Not Found: The File ./pafiledb/uploads/dc33740b40e8e098f6dbdd8b24a33364.bmz does not exist.
reupload and update link please?
404 File Not Found: The File ./pafiledb/uploads/dc33740b40e8e098f6dbdd8b24a33364.bmz does not exist.
reupload and update link please?
Quote from bizob on April 16, 2008, 10:12 pmReuploaded the file. Because the file is over 6Mb you have to click on the "download here" link and save the file. you will also have to rename the file to Bizob.bmz, it gets renamed something cryptic by the server.
Reuploaded the file. Because the file is over 6Mb you have to click on the "download here" link and save the file. you will also have to rename the file to Bizob.bmz, it gets renamed something cryptic by the server.
Quote from rellikpd on April 17, 2008, 12:42 amhad hoped to play and finish this before i went to bed. but now its too late (damn that real life always getting in the way) but i'm up the the part with the [spoiler]4 moving platforms that all move at different speeds[/spoiler] and so far man this thing looks amazing. alot of neat concepts and such. but will make a better post after i finish the maps. for now. good night
EDIT: i'm guessing that the room with the [spoiler]portal gun[/spoiler] is the last room? if so. then i ~beat~ it looks great just one opinion i want to place here.. the [spoiler]4 moving platforms[/spoiler] is a little tidious... and can be annoying just sitting there... waiting for everything to line up. its a bad pacing problem. i like it. its neat and all. but if you show up at the wrong time you can wait FOREVER for the timing to be right. might want to work on that part a bit. or. if you keep it as is. then maybe put it right after something intense like a turret battle or something. thats what they did in the HL2 maps.. they would hit you with an intense battle... then slow things down with a puzzle.. just an idea.
and as far as how the level looks. man its amazing... very good job on design and "new" look. while staying within the ideas of a test chamber
had hoped to play and finish this before i went to bed. but now its too late (damn that real life always getting in the way) but i'm up the the part with the
EDIT: i'm guessing that the room with the
and as far as how the level looks. man its amazing... very good job on design and "new" look. while staying within the ideas of a test chamber
Quote from bizob on April 17, 2008, 8:35 pmThanks for the kind words rellikpd. Yes you're right about the last room. It's unfinished but as it turned out I may leave the solution as is and just dress it up a bit.
As for the [spoiler]4 moving platforms[/spoiler], I knew that was going to be an issue and am working on tweaking it. I admit, I "noclip" past that part when I'm testing since I know the puzzle is solvable. I thought this would be a good thing to have beta testers for:). I still want to make that section challenging because it precedes [spoiler]the portal gun[/spoiler]. I'll have to find a nice balance between challenging and tedious.
I have a fun little thing I plan on adding to that section but not until final release.
Thanks for the kind words rellikpd. Yes you're right about the last room. It's unfinished but as it turned out I may leave the solution as is and just dress it up a bit.
As for the
I have a fun little thing I plan on adding to that section but not until final release.
Quote from rellikpd on April 17, 2008, 9:21 pmanother note here... i dont' know what you plan on doing with the room with the 2 moving platforms, 2 fans, companion cube dispenser and the 3 switches... but i like that little room lol i had fun lining up everything and [spoiler]making it so the companion cube landed on the far "right" platform. lol that was pretty unique, i was pretty pissed to later find out i couldn't get said cube lol *waits for the final release*[/spoiler]
another note here... i dont' know what you plan on doing with the room with the 2 moving platforms, 2 fans, companion cube dispenser and the 3 switches... but i like that little room lol i had fun lining up everything and
Quote from bizob on April 17, 2008, 9:37 pmrellikpd wrote:another note here... i dont' know what you plan on doing with the room with the 2 moving platforms, 2 fans, companion cube dispenser and the 3 switches... but i like that little room lol i had fun lining up everything and [spoiler]making it so the companion cube landed on the far "right" platform. lol that was pretty unique, i was pretty pissed to later find out i couldn't get said cube lol *waits for the final release*[/spoiler]Well that was intended to be fun so I guess mission accomplished. [spoiler]Once you get the cube to land the door that is there (currently open) will open to let you in the first hallway. I just have to figure out how make it trigger when the box STAYS on the platform and not just hit it and bounce off. The companion cube can be retrieved. In fact, it should be needed to complete the map properly. Remember the 2 buttons and door at the begining? Did you get by there some other way?[/spoiler]. I'll add a hint to remind the player.
Well that was intended to be fun so I guess mission accomplished.
Quote from nightfire on April 18, 2008, 12:50 amYou could use two triggers. One that starts disabled and one that when triggered starts a logic_timer which when it finishes counting will activate the second trigger. If this trigger fires than the cube stayed on. If not than it fell off. This would all be parented to the platform so that it moved along with it.
You could use two triggers. One that starts disabled and one that when triggered starts a logic_timer which when it finishes counting will activate the second trigger. If this trigger fires than the cube stayed on. If not than it fell off. This would all be parented to the platform so that it moved along with it.
Quote from rellikpd on April 18, 2008, 5:45 amlol i'm retarded i didn't know there was a way to actually [spoiler]get the cube[/spoiler] so i never actually beat the map. but i went back and did so now.
just fyi there are several places there you have HOM (hall of mirror) errors. there is one in the area right between the crushing pistons and the 4 platform area (in that hallway with the several falling stairs) and in the wall facing next to the elevator.. as if you were to walk into the elevator, turn around and look up (but not straight up)
i'm not sure how these are caused in Hammer (hl2) but in other games its usually caused by a lack of texture.if i get time later today i'll take some screen shots to show you, but for now i got to goto work
lol i'm retarded i didn't know there was a way to actually
just fyi there are several places there you have HOM (hall of mirror) errors. there is one in the area right between the crushing pistons and the 4 platform area (in that hallway with the several falling stairs) and in the wall facing next to the elevator.. as if you were to walk into the elevator, turn around and look up (but not straight up)
i'm not sure how these are caused in Hammer (hl2) but in other games its usually caused by a lack of texture.
if i get time later today i'll take some screen shots to show you, but for now i got to goto work
Quote from bizob on April 18, 2008, 8:58 pmYikes! Well I gotta get rid of those HOM errors. Thanks for pointing those out. I found the one by the elevator, somehow that got untextured on me. If you could post screenies of the others I'd REALLY appreciate it. I can't seem to find them in game or in Hammer.
nightfire: Thanks for the suggestion I'm going to try to implement it tonight if these HOMs don't drive me insane.
Yikes! Well I gotta get rid of those HOM errors. Thanks for pointing those out. I found the one by the elevator, somehow that got untextured on me. If you could post screenies of the others I'd REALLY appreciate it. I can't seem to find them in game or in Hammer.
nightfire: Thanks for the suggestion I'm going to try to implement it tonight if these HOMs don't drive me insane.