[WIP]Facility_Advanced
Quote from Mapster on January 9, 2008, 4:07 amHere is a map i stopped working on a couple of months ago which is the advanced version of the facility map i made a while ago, it's a well in truly updated version of the map with better lighting, portal textures, obstacles and so on; so in other words it's a different map that based on the original.
This map is VERY close to completion but there are a few things that i need to do before releasing it to everyone which will take quite a long time considering i have lost my inspiration to keep on going, the only thing that makes me want to continue is the fact that people keep askign me when i am going to release this on YouTube.
Download:
Beta 0.50 (5.39 MB)
FilePlanet
Thinking With Portals Data BaseBeta 1.02 (5.46MB)
half-life2.filefront.com
Thinking With Portals DatabaseRemember to leave Ideas/Opinions and comments
Cheers,
MapsterEDIT:
I forgot to mention:
YES i do know that my turret models have a different skin, i just forgot to change it before i took the screenshots.EDIT2:
I also forgot to mention that since i didn't add all of the files so it's in the bonus map menu, all you have to do is place the .bsp in your portal/portal/maps folder, load up portal, go into console by pressing ( ~ ) and type in: "Por_Facility_Adv" and it'll come up with the latest version underneath console, push the UpArrow and it'll go straight to it.
Here is a map i stopped working on a couple of months ago which is the advanced version of the facility map i made a while ago, it's a well in truly updated version of the map with better lighting, portal textures, obstacles and so on; so in other words it's a different map that based on the original.
This map is VERY close to completion but there are a few things that i need to do before releasing it to everyone which will take quite a long time considering i have lost my inspiration to keep on going, the only thing that makes me want to continue is the fact that people keep askign me when i am going to release this on YouTube.
Download:
Beta 0.50 (5.39 MB)
FilePlanet
Thinking With Portals Data Base
Beta 1.02 (5.46MB)
half-life2.filefront.com
Thinking With Portals Database
Remember to leave Ideas/Opinions and comments
Cheers,
Mapster
EDIT:
I forgot to mention:
YES i do know that my turret models have a different skin, i just forgot to change it before i took the screenshots.
EDIT2:
I also forgot to mention that since i didn't add all of the files so it's in the bonus map menu, all you have to do is place the .bsp in your portal/portal/maps folder, load up portal, go into console by pressing ( ~ ) and type in: "Por_Facility_Adv" and it'll come up with the latest version underneath console, push the UpArrow and it'll go straight to it.
Quote from msleeper on January 9, 2008, 2:27 pmScreens look awesome, can't wait to play!
Screens look awesome, can't wait to play!
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from xitooner on January 10, 2008, 1:45 amThis was one of my favorites the first time around, and overall I like the improvements. Although I cant finish it tonight, I will soon enough.
Only one comment so far; some may think that manipulating cubes in the dark, hiding an entrance in the dark, etc is "challenging", etc. . .to me it is simply an irritation and (most importantly) NOT FUN. I have yet to see a single map where a near-total darkness puzzle has added to the gameplay, enhanced the mood, etc. All it does is piss me off. Maybe I can vmex this thing and add a light. . .
This was one of my favorites the first time around, and overall I like the improvements. Although I cant finish it tonight, I will soon enough.
Only one comment so far; some may think that manipulating cubes in the dark, hiding an entrance in the dark, etc is "challenging", etc. . .to me it is simply an irritation and (most importantly) NOT FUN. I have yet to see a single map where a near-total darkness puzzle has added to the gameplay, enhanced the mood, etc. All it does is piss me off. Maybe I can vmex this thing and add a light. . .
Quote from Mapster on January 11, 2008, 4:12 amAdding more lights would make it much easier to see where to go and so on, I'll try to do that sometime tomorrow.
Adding more lights would make it much easier to see where to go and so on, I'll try to do that sometime tomorrow.
Quote from xitooner on January 11, 2008, 11:58 amFixing the light would be great!
Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
[spoiler]- That screen that one turret hides behind will kill? Kinda suprised me, but the worst problem was that I was in such a hurry to use a cube to kill the turret, that I dropped/threw it on the other side, and couldnt reach it anymore. I am pretty sure you need 3 cubes to do some of the rest of the puzzles. . .[/spoiler]
- The pipes on the wall in the next room are misaligned at the bottom.
- A couple of walls look non-portable in the turret-maze, but are portable.
[spoiler]- Was I supposed to squeeze a portal past the glass into the area that holds the switch to open the turret-mase? Its the only way I found to reach it; nothing else seemed to open the area. In the old one there was something that moved to allow entrance I think, but it didnt seem to happen, and I looked everywhere.
- Those holes in the glass were VERY hard to see, IMO. Maybe if you put an X on cube-side wall it would be more obvious? Maybe too obvious; I dunno.
- I dont know if there was an easier way, but it took 4 portals to get that darn rocket to hit the glass! My head hurts from the spatial geometry!
- The rocket-to-kill-turret thing was nice; it took me a while to figure out how to use the under-stair walls.
- Not sure about how it ended, because it. . .didnt. I reached the last room, freed the companion cube, and even put the other cube in. . .but the game didnt end. Does anything make the game fade out?[/spoiler]
Fixing the light would be great!
Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
- The pipes on the wall in the next room are misaligned at the bottom.
- A couple of walls look non-portable in the turret-maze, but are portable.
Quote from Mapster on January 11, 2008, 11:42 pmxitooner wrote:Fixing the light would be great!Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
Thanks, didn't know about that.
xitooner wrote:[spoiler]- That screen that one turret hides behind will kill? Kinda suprised me, but the worst problem was that I was in such a hurry to use a cube to kill the turret, that I dropped/threw it on the other side, and couldnt reach it anymore. I am pretty sure you need 3 cubes to do some of the rest of the puzzles. . .[/spoiler]Yes, you need all 3 cubes to finish the entire map.
xitooner wrote:- The pipes on the wall in the next room are misaligned at the bottom.
- A couple of walls look non-portable in the turret-maze, but are portable.[spoiler]- Was I supposed to squeeze a portal past the glass into the area that holds the switch to open the turret-mase? Its the only way I found to reach it; nothing else seemed to open the area. In the old one there was something that moved to allow entrance I think, but it didnt seem to happen, and I looked everywhere.[/spoiler]
There was a button that you pushed, it opened up the door above you with you had to get past.
xitooner wrote:[spoiler]- Those holes in the glass were VERY hard to see, IMO. Maybe if you put an X on cube-side wall it would be more obvious? Maybe too obvious; I dunno.[/spoiler]Hmm, perhaps you are right there, i'll add a border to the hole so people can see it.
xitooner wrote:[spoiler]- I dont know if there was an easier way, but it took 4 portals to get that darn rocket to hit the glass! My head hurts from the spatial geometry! [/spoiler]I am able to do it in 3 hehe.
xitooner wrote:[spoiler]- The rocket-to-kill-turret thing was nice; it took me a while to figure out how to use the under-stair walls.- Not sure about how it ended, because it. . .didnt. I reached the last room, freed the companion cube, and even put the other cube in. . .but the game didnt end. Does anything make the game fade out?[/spoiler]
No, the map doesn't actually end yet, I'm not 100% sure on how i should end it, i don't really want it to just be an enter the room then fade away finish.
Made it through! Heres a few things I spotted:
- Goo under the turrets-on-lifts area does not kill (I should of died there a lot, but unfortunately had to kill myself everytime).
Thanks, didn't know about that.
Yes, you need all 3 cubes to finish the entire map.
- A couple of walls look non-portable in the turret-maze, but are portable.
There was a button that you pushed, it opened up the door above you with you had to get past.
Hmm, perhaps you are right there, i'll add a border to the hole so people can see it.
I am able to do it in 3 hehe.
No, the map doesn't actually end yet, I'm not 100% sure on how i should end it, i don't really want it to just be an enter the room then fade away finish.
Quote from Mapster on February 28, 2008, 3:44 pmSorry for bumping this topic, but i just released a more updated version of this map half-life2.filefront.com thats got more obstacles and so on added to it.
Please download it and check it out please.
Beta 01.02
half-life2.filefront.com
Thinking With Portals Database
Sorry for bumping this topic, but i just released a more updated version of this map half-life2.filefront.com thats got more obstacles and so on added to it.
Please download it and check it out please.
Beta 01.02
half-life2.filefront.com
Thinking With Portals Database
Quote from rellikpd on February 28, 2008, 10:09 pmnice update... looking good, i don't really know what the hell i'm supposed to do for the final test (with the 2 rocket turrets and 2 gun turrets) what i did was [spoiler]shoot a portal over the emancipation grid back into the room with the single rocket turret (that is activated by button) and bum-rush the portable walls near the rocket turret, grab the cube from the swith then useing that as a shield go back through the portal to block the gun turrets... the rocket turret (behind me) shoots at me, i side step and let it knock down one turret, then do it again for the other turret.... how the hell are you "SUPPOSED" to do this puzzle?[/spoiler]
nice update... looking good, i don't really know what the hell i'm supposed to do for the final test (with the 2 rocket turrets and 2 gun turrets) what i did was
Quote from infernet89 on February 29, 2008, 10:37 ami can't understand why, but the glasses in your map glitches really a lot.
[img]http://img246.imageshack.us/img246/4648/porfacilityadvv01020000td8.th.jpg[/img]
That's what i see in the tube.
i can't understand why, but the glasses in your map glitches really a lot.
[img]http://img246.imageshack.us/img246/4648/porfacilityadvv01020000td8.th.jpg[/img]
That's what i see in the tube.
(I'll stop recording if i die.)
Quote from rellikpd on February 29, 2008, 10:56 aminfernet89 wrote:i can't understand why, but the glasses in your map glitches really a lot.[img]http://img246.imageshack.us/img246/4648/porfacilityadvv01020000td8.th.jpg[/img]
That's what i see in the tube.
[spoiler]why are you in the tube? Mr. Speedrun (aka infernet89)... i never go in the tube.. takes to long [/spoiler]
[img]http://img246.imageshack.us/img246/4648/porfacilityadvv01020000td8.th.jpg[/img]
That's what i see in the tube.