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[WIP] portal_journey

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Is the speed run trick the

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I found it my first time through on accident. I didn't realize what I had done though, and went on into the second room before coming back to the first room and following the indicator strip into the wall. I presume that in the final version that indicator strip will activate a door or something?

I have a couple of major complaints about this map right off the bat. First off, the sounds are very loud and echoy. Second, the first set of puzzles is far too dark. And also, as you mentioned in the readme, it gets laggy at times.

Also, when I loaded a saved game, I got an "AI disabled" error on the screen.

In the room with the goo, after I got to the first pedestal button, I kept getting stuck in the tilted wall panel when I went through with too little momentum. I would have to noclip to get out.

When I finally got to the catwalk with the second button, it happened on accident. What I did was

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or did I just get lucky?

For the final fling, after the

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You might want to rethink the placement of that gap, unless of course that was your intention.

The maze was an interesting idea. It took me a while to figure out how to get to the pedestal buttons. To be honest though, it wasn't really clear what the second button was supposed to do (I heard a crash when I pressed it but had no idea what happened) and eventually I just got tired of wandering around and noclipped to the third button. Also, several areas of the maze were too dark to see where you were going.

I liked the little behind the scenes area, but I thought the little room at the end with the water jug and the "help" sign seemed a little unnatural. That's just me though.

I'd imagine this could be a really good map once you get it polished.

Ralen wrote:
Is the speed run trick the
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That's not the speedrun trick.

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Thanks for noticing that.

Ralen wrote:
I presume that in the final version that indicator strip will activate a door or something?

It will activate something in another room, outside of this map. Just though I should have all the details in, even though it's a beta.

Ralen wrote:
First off, the sounds are very loud and echoy.

That I can't explain. I got that too sometimes, but I don't know how they got there, or how to make them go away.

Ralen wrote:
Second, the first set of puzzles is far too dark.

I can add some more light to that area, no problem :)

Ralen wrote:
And also, as you mentioned in the readme, it gets laggy at times.

I think the lag has been sorted out, (see here).

Ralen wrote:
Also, when I loaded a saved game, I got an "AI disabled" error on the screen.

From what I've can gather, that seems to happen for random people. I'll see if I can find a way to stop that.

Ralen wrote:
In the room with the goo, after I got to the first pedestal button, I kept getting stuck in the tilted wall panel when I went through with too little momentum. I would have to noclip to get out.

That's probably caused by the angle of the wall. I think a trigger_push timed to start if someone is stuck there for a certain period of time may work. I'll test it out.

Ralen wrote:
When I finally got to the catwalk with the second button, it happened on accident. What I did was
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or did I just get lucky?

That sometimes happens.

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Ralen wrote:
For the final fling, after the
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You might want to rethink the placement of that gap, unless of course that was your intention.

I placed that gap there to

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Wouldn't be good for morale if it kept happening to lots of people.

Ralen wrote:
The maze was an interesting idea. It took me a while to figure out how to get to the pedestal buttons. To be honest though, it wasn't really clear what the second button was supposed to do (I heard a crash when I pressed it but had no idea what happened) and eventually I just got tired of wandering around and noclipped to the third button. Also, several areas of the maze were too dark to see where you were going.

When wandering around the maze, several walls had

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As for the dark areas of the maze, I'll have a look around it and I'll add in more light.

Ralen wrote:
I liked the little behind the scenes area, but I thought the little room at the end with the water jug and the "help" sign seemed a little unnatural. That's just me though.

I'm wasn't entirely sure what to put there, as BTS areas in Portal have had signs of human inhabitation in them. Perhaps I shoudl get rid of the jug and just have a few different writings on the walls.

Thanks very much for testing this map for me :thumbup:

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Megadude wrote:
That's not the speedrun trick.
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Thanks for noticing that.

While I'm at it,

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Megadude wrote:
When wandering around the maze, several walls had
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As for the dark areas of the maze, I'll have a look around it and I'll add in more light.

I saw those signs, but I always thought they were trying to lead me to

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Megadude wrote:
I'm wasn't entirely sure what to put there, as BTS areas in Portal have had signs of human inhabitation in them. Perhaps I shoudl get rid of the jug and just have a few different writings on the walls.

It wasn't the jug I thought was unnatural, it was that small cubicle room that seemed out of place in the larger BTS room. I might either make that larger so it's obvious what it's purpose is (storage closet or what have you, maybe make it big enough to hold several chairs or crates or something) or just remove it altogether. It's not really a major issue though.

I look forward to seeing more of your work.

Megadude wrote:
Just a small update. I've decided to add another room to this map, but it's a big room. You can only get across by portaling, and there are plenty of portal fizzlers to hinder you. Got the basic structure done, and finished details and lighting on about a thrid of the room. I'm not sure whether to keep the volumetric lighting models or not :?

The volumetric lighting looks good but it does obscure your view very occasionally. You could try using a point_spotlight which would produce a beam that extends across the room. They're also a bit more transparent so you can see walls clearly near them. On top of that I'm sure they're cheaper to use than volumetric lighting but you'll have to have No Dynamic Light checked in flags.

Otherwise, I like the map. The section with the three cubes and four buttons was my favourite puzzle and also I couldn't get enough of that radio. I had fun placing it on top of stuff and watching it go crazy which it did into chell's body instantly killing her on occasions but that just added to the fun in a wierd way

Maz

mazk1985 wrote:
The volumetric lighting looks good but it does obscure your view very occasionally. You could try using a point_spotlight which would produce a beam that extends across the room. They're also a bit more transparent so you can see walls clearly near them. On top of that I'm sure they're cheaper to use than volumetric lighting but you'll have to have No Dynamic Light checked in flags.

Otherwise, I like the map. The section with the three cubes and four buttons was my favourite puzzle and also I couldn't get enough of that radio. I had fun placing it on top of stuff and watching it go crazy which it did into chell's body instantly killing her on occasions but that just added to the fun in a wierd way

Maz

A lot of people didn't like those volumetric light models, so I got rid of all of them except for the ones on the ceiling, as those look ok but don't obstruct your view.

That radio is just too weird. I wonder how Valve made it so it acted normal, unless being picked up by the portal gun instead of by hand makes it go funny *rushes off to Hammer to test that theory.

Also, to Ralen, thanks for the

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idea. I'm implementing it now as we speak :)

Edit: Just to clarify:

Ralen wrote:
In the room with the goo, after I got to the first pedestal button, I kept getting stuck in the tilted wall panel when I went through with too little momentum. I would have to noclip to get out.

Did you get stuck inside a portal placed on the tilted wall, or did you get out of the portal, but get stuck on the corner of the wall?

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

Double post I know - sorry. Got another update.

Pics of last room of the 2nd map:

http://i26.photobucket.com/albums/c113/megadude2006/journey/bunny04.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/bunny05.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/bunny06.jpg

Pics of first room of 3rd map - time to get your very own companion cube :D

http://i26.photobucket.com/albums/c113/megadude2006/journey/companion01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/companion02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/companion03.jpg

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Megadude wrote:
Did you get stuck inside a portal placed on the tilted wall, or did you get out of the portal, but get stuck on the corner of the wall?

Sorry, I didn't see this until just now.

I got stuck outside the portal, in the corner/bottom edge of the tilted panel.

In that case, I've got that fixed. I've parented a very small player clip to the bottom of each panel. Stops you from getting stuck, but not your momentum :)

Edit: Just finished some reskins - my first reskins ever :P Just changed the blue to different colours.

ImageImage

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

New pics, including the reskinned models, for the Aperture Science Light Based Energy/Matter Shield, (not sure if to use Matter or Energy in the name, or if anyone has any better suggestions, let me know :) ).

http://i26.photobucket.com/albums/c113/megadude2006/journey/blue01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/blue02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/blue03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/yellow01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/yellow02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/yellow03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/yellow04.jpg

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Megadude wrote:

looks pretty sweet, good use of lighting around new fields

do NOT click this
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