[WIP] Portal Life Patch(1)
Quote from E1025 on February 12, 2008, 10:28 amI'm back with my map and have created a patch for it. Install this only if you have the original file. The link is at the bottom of the page.
Please report any problems with the file or with the maps here.
Fixes:
Quote:Patch 1 for Portal Life [WIP]This patch fixes a lot of things since the first WIP release.
Files
Fixed bonus map script
corrected the Graph's locationsPortal Life 01
Increased performance by 70%-95%
Added new indicator lights
Attempted to fix some textures
Re made the rocket turret stand
Fixed a bug if they player saved and loaded the map the AI would become disabled
Fixed room 1 of visual glitches and added new lighting
Refurbished room 2
Fixed a bug in room 3 were the floor's door would remain open with out a box on the switch
Shortened the incinerator's timer
Fixed a problem in room 4 were the player would be stuck under the crusher walls if they chose to stay in the pit if they failed to solve the puzzle
Various tweaks and fixesPortal Life 02
Increased performance
Fixed the infamous bug in the incinerator room were if you pressed a button you couldn't press it again
Fixed some textures
Took away the buzz sound from all the switches for a more silent effect/encourage the player to press it again
Added Indicator lights in the teleportation room
Added more indication on what to do after the teleportation room
Added a vent cover on the floor for effect in the incinerator room
Fixed a bug were the player could place a portal on the back of some glass in the final room
Fixed a problem were the player could place a portal inside the cube's observation room and become stuck
Various tweaks and fixes
I've hidden an accessible cake in the level, it is not in the room after the teleportation room, if you can find it you get a cookiePortal Life 03
Increased performance
Added brushes to all of the floor lights to stop portals from being slightly under the floor
Removed Nodraw textures in the floor lights
Added Cubemaps
Added a lit up stand with a custom texture on it in the first room to make it a lot more obvious cubes can go through fizzlers in the level
Added holes in the walls to allow the sliders to look more natural
Remade the rocket turret stand
Fixed a bug were the player could place a portal on the back of glass in the rocket turret room
Added indicator lights to every button in the level
Extended the wall out in the room with the three buttons so the player could get out the room with out the need of tunneling
Added water in the alter to add effect to the room, the water couldn't make it into the original WIP
Various tweaks and fixesProblems
Some of the textures are beyond repair in the terms of dis-alignment, to change the size of some of the brushes may ruin puzzles/cause leaks etc... I've tried the best I can.
Download of the original Portal Life WIP:
dload.php?action=file&file_id=150
Download of Patch(1):
dload.php?action=file&file_id=168
Portal Life Trailer (created using a near finished version of patch(1)):
I'm back with my map and have created a patch for it. Install this only if you have the original file. The link is at the bottom of the page.
Please report any problems with the file or with the maps here.
Fixes:
This patch fixes a lot of things since the first WIP release.
Files
Fixed bonus map script
corrected the Graph's locations
Portal Life 01
Increased performance by 70%-95%
Added new indicator lights
Attempted to fix some textures
Re made the rocket turret stand
Fixed a bug if they player saved and loaded the map the AI would become disabled
Fixed room 1 of visual glitches and added new lighting
Refurbished room 2
Fixed a bug in room 3 were the floor's door would remain open with out a box on the switch
Shortened the incinerator's timer
Fixed a problem in room 4 were the player would be stuck under the crusher walls if they chose to stay in the pit if they failed to solve the puzzle
Various tweaks and fixes
Portal Life 02
Increased performance
Fixed the infamous bug in the incinerator room were if you pressed a button you couldn't press it again
Fixed some textures
Took away the buzz sound from all the switches for a more silent effect/encourage the player to press it again
Added Indicator lights in the teleportation room
Added more indication on what to do after the teleportation room
Added a vent cover on the floor for effect in the incinerator room
Fixed a bug were the player could place a portal on the back of some glass in the final room
Fixed a problem were the player could place a portal inside the cube's observation room and become stuck
Various tweaks and fixes
I've hidden an accessible cake in the level, it is not in the room after the teleportation room, if you can find it you get a cookie
Portal Life 03
Increased performance
Added brushes to all of the floor lights to stop portals from being slightly under the floor
Removed Nodraw textures in the floor lights
Added Cubemaps
Added a lit up stand with a custom texture on it in the first room to make it a lot more obvious cubes can go through fizzlers in the level
Added holes in the walls to allow the sliders to look more natural
Remade the rocket turret stand
Fixed a bug were the player could place a portal on the back of glass in the rocket turret room
Added indicator lights to every button in the level
Extended the wall out in the room with the three buttons so the player could get out the room with out the need of tunneling
Added water in the alter to add effect to the room, the water couldn't make it into the original WIP
Various tweaks and fixes
Problems
Some of the textures are beyond repair in the terms of dis-alignment, to change the size of some of the brushes may ruin puzzles/cause leaks etc... I've tried the best I can.
Download of the original Portal Life WIP:
dload.php?action=file&file_id=150
Download of Patch(1):
dload.php?action=file&file_id=168
Portal Life Trailer (created using a near finished version of patch(1)):
Quote from Hyakkidouran on February 13, 2008, 7:07 amGetting better, but still not perfectly there...
[spoiler]-In the first room of map 1, the particle effect of the fizzler closest to the portal gun goes through the walls.
-I could place portals on the window frame of the companion cube "viewroom" when you get the second portal gun.
- The garbage in the final room doesn't really fits the atmosphere of "final sacrifice" given by the ground signage. IMO this room should be made epic with intense lighting or even more.
- In the final room, the horizontal fizzler should also be labelled as cube friendly, or you can believe you are struck if you didn't leave a portal near the rocket turret.
- The behind the scenes and cafetaria still look plain and even somewhat ugly when compared to the rest. HL2 or even CS:S maps should be your friends here in order to get references for real, non-test chambers places.[/spoiler]But it is already a very nice progress! The most tangible difference was the indicator lights, but the map feels really better overall.
Keep it up!
Getting better, but still not perfectly there...
But it is already a very nice progress! The most tangible difference was the indicator lights, but the map feels really better overall.
Keep it up!
NO! THE CAKE! NOOOOOOOO !
Quote from E1025 on February 13, 2008, 7:56 amThank you for responding Hyakkidouran, I'll work on the bugs you have listed and I'll attempt to make the [spoiler]sacrifice room more epic[/spoiler].
Because I have no experience with making maps for any thing other than portal (other than a little TF2) I don't know how I can spice up the [spoiler]behind the scenes areas[/spoiler] as I don't know what props, models and textures are fully available to some one who only owns portal. If you could list some HL2/CS:S maps that could help me, I would be very great full.
Thank you for responding Hyakkidouran, I'll work on the bugs you have listed and I'll attempt to make the
Because I have no experience with making maps for any thing other than portal (other than a little TF2) I don't know how I can spice up the
Quote from infernet89 on February 13, 2008, 2:53 pmWith this patch the map it's really nice, i made a speed run through that
http://it.youtube.com/watch?v=tik84KtAphcHowewer, i find some way to getting stucked, in valve's maps that is impossible but.. it's not a serious bug
With this patch the map it's really nice, i made a speed run through that
http://it.youtube.com/watch?v=tik84KtAphc
Howewer, i find some way to getting stucked, in valve's maps that is impossible but.. it's not a serious bug
(I'll stop recording if i die.)
Quote from infernet89 on February 14, 2008, 5:59 amE1025 wrote:Getting stuck? Where about? Also nice run, looks like I've missed some bugs.For getting stuck i mean the condition where the only thing u can do is reload the previous saved game.
I can't explain where perfectly, but if u want i can make a video to show all the position i've founded.
For getting stuck i mean the condition where the only thing u can do is reload the previous saved game.
I can't explain where perfectly, but if u want i can make a video to show all the position i've founded.
(I'll stop recording if i die.)
Quote from E1025 on February 14, 2008, 6:39 amYou could make a video or use snap shots with a description. You can chose either, its up to you.
You could make a video or use snap shots with a description. You can chose either, its up to you.
Quote from infernet89 on February 14, 2008, 12:42 pm
(I'll stop recording if i die.)
Quote from Adair on February 14, 2008, 12:56 pmPlayed the map last night and had fun with it.
A couple things I wanted to mention though:
1) Near the end in Infernet's video there's a place with [spoiler]three big floor buttons and Infernet gets the third one with use of the rocket turret, it looks like the intended solution. But I found that if I went into that room with the third cube then both the lower and upper doors opened and stayed open, so I was able to proceed without getting the third cube.[/spoiler]2) When I completed the map I saw the scene where [spoiler]the cube fizzled and the Gman was watching, but he never walked away and the scene never faded and the map never ended on its own. I don't know if this has anything to do with it, but I jumped down the shaft where I threw the cube (I don't know why that would make a difference, but I thought I'd mention it).[/spoiler]
Keep up the good work.
Played the map last night and had fun with it.
A couple things I wanted to mention though:
1) Near the end in Infernet's video there's a place with
2) When I completed the map I saw the scene where
Keep up the good work.
Quote from E1025 on February 14, 2008, 3:18 pmThank you infernet, I've taken note of the places where you can get stuck, you can remove the video if you wish.
Adair. The first bug you listed is to do with the triggers, I know exactly what is causing it. As for the second bug, you are probably missing a scene file or some thing. If you downloaded Pl3sant Debut check out this thread.
how-do-i-get-glados-to-speak-when-a-camera-is-detached-t825.html
If you didn't, I don't know the solution as the scene works for me. [spoiler]do you have HL2? The missing g-man scene may be related to needing HL2, as that logic_scene (wrong name) triggers the game to end.[/spoiler]
Thank you infernet, I've taken note of the places where you can get stuck, you can remove the video if you wish.
Adair. The first bug you listed is to do with the triggers, I know exactly what is causing it. As for the second bug, you are probably missing a scene file or some thing. If you downloaded Pl3sant Debut check out this thread.
how-do-i-get-glados-to-speak-when-a-camera-is-detached-t825.html
If you didn't, I don't know the solution as the scene works for me.