[WIP] Post-Portal
Quote from espen180 on November 8, 2007, 3:27 pmUpdate 23/11/07:
Version 1.1 Beta, also called Beta 02 is now released.
Please take the challenges and post your scores so I can adjust the values properly.
Changelog:
[CHANGE]Status strips are now overlays instead of func_illusionaries.
[CHANGE]Ugly blue field in Room 3 is now a particle field.
[ADD]GLaDOS voice files.
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[ADD]Room 2 Escape Route.
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.Keep in mind: In room 3, the portable surface on the ceiling is a little hard to spot, but it's there. Something funky happened to the .vmt, but I'm fixing it for the next release. I will also fix the axis problem with the small hatch in Room 2.
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This is the project I've been working on since Oct 28th. The first map is now playable, but it still needs polishing. The next release will feature GLaDOS voice acting by Hamsteralliance, as well as overlays instead of illusionaries and other orange box stuff.
Some important information:
Don't place portals on the floor, even though it possible, it's not supposed to be. There are only two places where you are allowed to do place portals on the floor; the fling puzzle right after the second room, and the large stairs in room 3.
For now, I would like you to play my map, and give me information on the following:
-Gameplay (Puzzle difficulty and setup, etc...)
-Looks (Textures and lighting, as well as architecture)
- Ambiance (For now, just the background music)Screenshots:
The first puzzle
Screenshot #1The second puzzle. About the blue field: You can't walk through it, but everything else can.
Hint: You can get stuck in this puzzle by placing both portals in the same room (not counting button room), so quicksave when you get here.
Screenshot #2Third and final room of the test chamber. About the blue field: There is a button to toggle it off for 5 seconds. When toggled off, you can walk through it without losing your portals, but the box still gets dissolved.
The portable stairs are to the right of this image.
Screenshot #3Download link:
dload.php?action=file&file_id=79
Update 23/11/07:
Version 1.1 Beta, also called Beta 02 is now released.
Please take the challenges and post your scores so I can adjust the values properly.
Changelog:
[CHANGE]Status strips are now overlays instead of func_illusionaries.
[CHANGE]Ugly blue field in Room 3 is now a particle field.
[ADD]GLaDOS voice files.
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[ADD]Room 2 Escape Route.
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.
Keep in mind: In room 3, the portable surface on the ceiling is a little hard to spot, but it's there. Something funky happened to the .vmt, but I'm fixing it for the next release. I will also fix the axis problem with the small hatch in Room 2.
----------------------------------------------------------------
This is the project I've been working on since Oct 28th. The first map is now playable, but it still needs polishing. The next release will feature GLaDOS voice acting by Hamsteralliance, as well as overlays instead of illusionaries and other orange box stuff.
Some important information:
Don't place portals on the floor, even though it possible, it's not supposed to be. There are only two places where you are allowed to do place portals on the floor; the fling puzzle right after the second room, and the large stairs in room 3.
For now, I would like you to play my map, and give me information on the following:
-Gameplay (Puzzle difficulty and setup, etc...)
-Looks (Textures and lighting, as well as architecture)
- Ambiance (For now, just the background music)
Screenshots:
The first puzzle
Screenshot #1
The second puzzle. About the blue field: You can't walk through it, but everything else can.
Hint: You can get stuck in this puzzle by placing both portals in the same room (not counting button room), so quicksave when you get here.
Screenshot #2
Third and final room of the test chamber. About the blue field: There is a button to toggle it off for 5 seconds. When toggled off, you can walk through it without losing your portals, but the box still gets dissolved.
The portable stairs are to the right of this image.
Screenshot #3
Download link:
dload.php?action=file&file_id=79
Quote from espen180 on November 8, 2007, 3:43 pmDouble Post because I can:
Be sure to try the challenges. When you access the espen180 folder in bonus maps, open the other espen180 folder to see the same map with challenges. Please post your records so I can set the gold/silver/bronze valuers. Thanks.
Double Post because I can:
Be sure to try the challenges. When you access the espen180 folder in bonus maps, open the other espen180 folder to see the same map with challenges. Please post your records so I can set the gold/silver/bronze valuers. Thanks.
Quote from msleeper on November 8, 2007, 4:26 pmBonus Map Scripts make me smile. Can't wait to play this even more now.
Bonus Map Scripts make me smile. Can't wait to play this even more now.
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 Crooked Paul on November 8, 2007, 6:05 pmGood thinking, asking for feedback on people's challenge scores. You really gotta distribute that task to players with different styles to find out what scores are reasonable. Like they say in the Valve commentaries: "Playtest the hell out of it." (I'm paraphrasing.)
Good thinking, asking for feedback on people's challenge scores. You really gotta distribute that task to players with different styles to find out what scores are reasonable. Like they say in the Valve commentaries: "Playtest the hell out of it." (I'm paraphrasing.)
Quote from Lorithad on November 8, 2007, 7:41 pmAny chance you can either link to the screen shots or post thumbnails of them that link to the full size? Having that large an image on the board stretches the thread's width out.
Not to mention it's unfair to those 56kers out there.
Looking forward to playing it though. Downloading now.
Any chance you can either link to the screen shots or post thumbnails of them that link to the full size? Having that large an image on the board stretches the thread's width out.
Not to mention it's unfair to those 56kers out there.
Looking forward to playing it though. Downloading now.
Quote from Player1 on November 8, 2007, 9:19 pmLorithad wrote:Not to mention it's unfair to those 56kers out there.What, they still exist?!?
What, they still exist?!?
Quote from roger federer on November 9, 2007, 8:43 ami didn't use or find a use for the last push button on this map, but i really liked the ball puzzle.
i didn't use or find a use for the last push button on this map, but i really liked the ball puzzle.
Quote from espen180 on November 9, 2007, 2:58 pmThe very last button? It opens the door to the chamberlock. How did you beat the map without using it? Please explain using screenshots or a video (if you feel like it)
Also, glad you liked the ball puzzle.
The very last button? It opens the door to the chamberlock. How did you beat the map without using it? Please explain using screenshots or a video (if you feel like it)
Also, glad you liked the ball puzzle.