[WIP]Chamber_01
Quote from bizob on April 19, 2008, 12:51 amNo probs. check out he new version. I'd like to know if you think the platforms are too easy now?
No probs. check out he new version. I'd like to know if you think the platforms are too easy now?
Quote from rellikpd on April 19, 2008, 9:00 pmbizob wrote:No probs. check out he new version. I'd like to know if you think the platforms are too easy now?actually no. i don't think its too easy now. it LOOKS like it should be easier. and it LOOKS like its gimped, but actually thats kinda cool cuz it tricks you. you think "this should be easy" but there is still really only [spoiler]one way[/spoiler] to have the platforms moving in order for it to work. and you have to be a really fast and acurate jumper... where in the way it was before... if you waited long enough it was pretty much just a walk in the park (if that park was a poisonous pit with platforms over it) i like it.
and also a note here: although your glados voices are well placed. i'm pretty much tired of hearing that bitch :-/ just a personal opinion. the "good job" and such are ok. but the whole "blah blah blah long winded speach" are annoying the 57th time you've heard them..also. i had something weird happen. not sure how. but i managed to [spoiler]get the cube to land on the platform.. but by the time i got the portal gun and got into the cube room, it had fallen off.. lol so i was screwed.. had to restart it. only happened once, i think it was close enough to the edge that as long as the platform was standing still it sat there, but as soon as i reactivated the platform it fell off.[/spoiler]
and here's your HOMs they are both in the hallway leading to the 4 platforms room, and you only see them after the [spoiler]steps go down[/spoiler]
[img]http://img210.imageshack.us/img210/8247/chamber010002cv1.th.jpg[/img] [img]http://img208.imageshack.us/img208/4923/chamber010000dd5.th.jpg[/img]
actually no. i don't think its too easy now. it LOOKS like it should be easier. and it LOOKS like its gimped, but actually thats kinda cool cuz it tricks you. you think "this should be easy" but there is still really only
and also a note here: although your glados voices are well placed. i'm pretty much tired of hearing that bitch :-/ just a personal opinion. the "good job" and such are ok. but the whole "blah blah blah long winded speach" are annoying the 57th time you've heard them..
also. i had something weird happen. not sure how. but i managed to
and here's your HOMs they are both in the hallway leading to the 4 platforms room, and you only see them after the
[img]http://img210.imageshack.us/img210/8247/chamber010002cv1.th.jpg[/img] [img]http://img208.imageshack.us/img208/4923/chamber010000dd5.th.jpg[/img]
Quote from bizob on April 19, 2008, 11:37 pmThanks for the screenies I think I fixed all the HOMs. I have some "func_portal_bumper"s for when the stairs are down that were set to "tools/nodraw" which should have been set to "tools/invisible".
Glad you like the platform change. I'm not sure that will be the final change there but I'm leaving it alone for now so I can focus on other stuff.
I replayed the map and although the GlaDos voices dont't bother me I did realize it may be because I kinda don't pay attention to them anymore. Plus as a (wanna-be)mapper I think there's a tendency to overdue the voices. I tend to think that my map is the first map the player has played since s/he finished Portal. I have to remind myself that most people will have played several hundred maps before mine and don't need to be spoon fed even if it is funny stuff (the first 56 times that is). ALL that being said, I toned down the voices.
[spoiler]The platform/box/door thing needs fine tuning. It's possible to get the door to open after the box bounces off the platform twice or more, which is not as intended. And then there's your problem. I need to find a way to sort of "catch" the box and make sure it can't fall off.[/spoiler] I have to rethink the whole trigger process for that. Can you guess why I didn't implement that part till beta?
Thanks for the screenies I think I fixed all the HOMs. I have some "func_portal_bumper"s for when the stairs are down that were set to "tools/nodraw" which should have been set to "tools/invisible".
Glad you like the platform change. I'm not sure that will be the final change there but I'm leaving it alone for now so I can focus on other stuff.
I replayed the map and although the GlaDos voices dont't bother me I did realize it may be because I kinda don't pay attention to them anymore. Plus as a (wanna-be)mapper I think there's a tendency to overdue the voices. I tend to think that my map is the first map the player has played since s/he finished Portal. I have to remind myself that most people will have played several hundred maps before mine and don't need to be spoon fed even if it is funny stuff (the first 56 times that is). ALL that being said, I toned down the voices.
Quote from infernet89 on April 20, 2008, 1:56 pmi made a video on your map, it's very dark and bad quality but.. it's the only one i have:
http://it.youtube.com/watch?v=BTGzF6wJh1I
i made a video on your map, it's very dark and bad quality but.. it's the only one i have:
http://it.youtube.com/watch?v=BTGzF6wJh1I
(I'll stop recording if i die.)
Quote from bizob on April 20, 2008, 6:59 pminfernet89 wrote:i made a video on your map, it's very dark and bad quality but.. it's the only one i have:
http://it.youtube.com/watch?v=BTGzF6wJh1IThanks for posting the video. It was fun to see you solve things a little different then I planned. I wanted to give the player more than one way to solve most puzzles. Sorry you had to sit through that boring part [spoiler]waiting for the platforms to line up[/spoiler], that part has been improved a great deal since that release. New release should be up tonight or tomorrow.
Any thoughts, problems or ideas?
http://it.youtube.com/watch?v=BTGzF6wJh1I
Thanks for posting the video. It was fun to see you solve things a little different then I planned. I wanted to give the player more than one way to solve most puzzles. Sorry you had to sit through that boring part
Any thoughts, problems or ideas?
Quote from rellikpd on April 20, 2008, 7:30 pm@ infernet: wow you could have done ALOT better... i've seen you mutilate "hard" maps..
@ bizob: btw. is the name of this map a LotR reference? :-/
@ infernet: wow you could have done ALOT better... i've seen you mutilate "hard" maps..
@ bizob: btw. is the name of this map a LotR reference? :-/
Quote from bizob on April 20, 2008, 10:32 pmrellikpd wrote:@ bizob: btw. is the name of this map a LotR reference? :-/Not consciously. I do like Tolkien though. I was wondering when someone would ask about that . The name came to me when just after I started on the map, because you have to basically to go the end of the map and come back again to finish.
Edit: Beta 1.2 is up now.
Not consciously. I do like Tolkien though. I was wondering when someone would ask about that . The name came to me when just after I started on the map, because you have to basically to go the end of the map and come back again to finish.
Edit: Beta 1.2 is up now.
Quote from rellikpd on April 20, 2008, 11:28 pmyeah. well its a pretty sweet coinsidence.. cuz. as you said. you pretty much have to do that. and for those in the know it brings a chuckle
yeah. well its a pretty sweet coinsidence.. cuz. as you said. you pretty much have to do that. and for those in the know it brings a chuckle
Quote from bizob on April 28, 2008, 5:26 pmUploaded new version, Beta 1.3 (link above). I think this ones almost ready to put to bed. It is completely playable now and I think I covered all the essentials (like being able to get another CC if you lose the first one, not getting trapped, etc) but you never know. I hope it's as much fun to play as it was to create.
I'm actually pretty pleased with how this came out, especially now that I added cubemaps for the water. I did play around with cubemaps in other locations but it just didn't fit the "feel" I was going for (or things got out of control and looked real goofy). I may add a few cubemaps to the first room and elevator areas to make it look a little nicer. I'm still not 100% comfortable with cubemaps yet.
I would like to come up with a better [spoiler]delivery system for the portalgun[/spoiler] but I can't seem to think of anything. I've been playing around with ideas for a week now and I'm stumped for the moment. If anyone's got any suggestions I'm open.
Uploaded new version, Beta 1.3 (link above). I think this ones almost ready to put to bed. It is completely playable now and I think I covered all the essentials (like being able to get another CC if you lose the first one, not getting trapped, etc) but you never know. I hope it's as much fun to play as it was to create.
I'm actually pretty pleased with how this came out, especially now that I added cubemaps for the water. I did play around with cubemaps in other locations but it just didn't fit the "feel" I was going for (or things got out of control and looked real goofy). I may add a few cubemaps to the first room and elevator areas to make it look a little nicer. I'm still not 100% comfortable with cubemaps yet.
I would like to come up with a better