[WIP] Post-Portal
Quote from espen180 on November 16, 2007, 5:14 pmBeta 2 is coming along nicely, about 95%.
Things left to do:
-Add Areaportals
-Add Portal bumbers DONE
-Fix Voice overlapping
-Fix voice bug with room 2 escape route.After this it has reached it's final stage.
Beta 2 is coming along nicely, about 95%.
Things left to do:
-Add Areaportals
-Add Portal bumbers DONE
-Fix Voice overlapping
-Fix voice bug with room 2 escape route.
After this it has reached it's final stage.
Quote from Shmitz on November 18, 2007, 10:04 amIf your intent is to make the floors non-portalable, you are going to change the texture to something other than concrete/concrete_modular_floor001a, right? Like maybe metal/metal_modular_floor001?
I had issues with the first puzzle's piston+wall, where the wall was so picky about accepting my portal, by the time I got one to stick it was retracting already.
Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.
If your intent is to make the floors non-portalable, you are going to change the texture to something other than concrete/concrete_modular_floor001a, right? Like maybe metal/metal_modular_floor001?
I had issues with the first puzzle's piston+wall, where the wall was so picky about accepting my portal, by the time I got one to stick it was retracting already.
Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.
Quote from espen180 on November 18, 2007, 10:41 am1) The floor is changed and is now unportable.
2) Yeah, the piston is a little dodgy. I might a way to make it immediately portable.
3) It will all be explained by Glados in the next finished version.
1) The floor is changed and is now unportable.
2) Yeah, the piston is a little dodgy. I might a way to make it immediately portable.
3) It will all be explained by Glados in the next finished version.
Quote from Crooked Paul on November 18, 2007, 7:34 pmShmitz wrote:Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.[spoiler]It always fizzles the box. But when "it seems like it's turned off," it doesn't cancel your portals.[/spoiler]
Quote from espen180 on November 23, 2007, 10:57 amCrooked Paul, you are correct.
New update!
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[FIX]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.Getting ready for a new release now. The map is entering it's finished state. Just for shits and giggles, I will post a picture of my cluttered .vmt. Will post beta 2 shortly. It will include the GLaDOS voice clips made by Hamster Alliance. Let me give you a public salute, ol boy. Top notch voice clips indeed. It's funny, that even though map 1 is almost finished, I have only a vague picture in my head of the rest of the maps to follow. I do have the critical moments planned out though. I can't wait to release the finished "Post-Portal" and get started on my next, no longer secret, project.
Here's the .vmt picture I promised you. The 3d view shows level 1, the way it looks in the editor. The 2d views show the whole map. No drawn models in the 2d views, of course.
Crooked Paul, you are correct.
New update!
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[FIX]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.
Getting ready for a new release now. The map is entering it's finished state. Just for shits and giggles, I will post a picture of my cluttered .vmt. Will post beta 2 shortly. It will include the GLaDOS voice clips made by Hamster Alliance. Let me give you a public salute, ol boy. Top notch voice clips indeed. It's funny, that even though map 1 is almost finished, I have only a vague picture in my head of the rest of the maps to follow. I do have the critical moments planned out though. I can't wait to release the finished "Post-Portal" and get started on my next, no longer secret, project.
Here's the .vmt picture I promised you. The 3d view shows level 1, the way it looks in the editor. The 2d views show the whole map. No drawn models in the 2d views, of course.
Quote from espen180 on November 23, 2007, 12:25 pmVersion 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.
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.
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.Checklist for next release:
-Fix axis on Room 2 hatch.
-Make Room 3 "part 2" brighter.
-Fix sound bug at the start of the level.
-Fix challenge records not being recorded.
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.
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.
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.
Checklist for next release:
-Fix axis on Room 2 hatch.
-Make Room 3 "part 2" brighter.
-Fix sound bug at the start of the level.
-Fix challenge records not being recorded.
Quote from Rivid31 on November 23, 2007, 2:12 pmgood fixes, the i think the ball catching puzzle area is just a little bit too dark over where the catcher is. Also, those triggers are all sorts of screwed up. In the solution I used, I had to put both portals on the left side to get the ball in the catcher... which triggered the escape hatch voice, which clashed with the voice that says you solved the puzzle... Also, when I actually DID get stuck (on purpose to check the escape hatch) the doors opened, but there was an invisible wall there so I couldn't walk through them, but I could shoot through them. This only happened when I got stuck on the left side. If I got stuck on the right side and the emancipation grid went down, the doors on the left side worked fine... and if you fire both portals into the room with the ball, while you are still in the room with the buttons it opens the escape hatch even though you aren't stuck. Also, its pretty easy to get stuck in the cameras in the room with the buttons... if you just walk into them, they look down and trap you there
I'll do the challenges in a minute and let you know how I do on them. I know you're aware those triggers are screwed up, I was just letting you know what I found was wrong in case you were unaware of any of them. Once that rooms fixed up, and the voice glitch at the beginning I'd say this will be complete.
Excellent work
good fixes, the i think the ball catching puzzle area is just a little bit too dark over where the catcher is. Also, those triggers are all sorts of screwed up. In the solution I used, I had to put both portals on the left side to get the ball in the catcher... which triggered the escape hatch voice, which clashed with the voice that says you solved the puzzle... Also, when I actually DID get stuck (on purpose to check the escape hatch) the doors opened, but there was an invisible wall there so I couldn't walk through them, but I could shoot through them. This only happened when I got stuck on the left side. If I got stuck on the right side and the emancipation grid went down, the doors on the left side worked fine... and if you fire both portals into the room with the ball, while you are still in the room with the buttons it opens the escape hatch even though you aren't stuck. Also, its pretty easy to get stuck in the cameras in the room with the buttons... if you just walk into them, they look down and trap you there
I'll do the challenges in a minute and let you know how I do on them. I know you're aware those triggers are screwed up, I was just letting you know what I found was wrong in case you were unaware of any of them. Once that rooms fixed up, and the voice glitch at the beginning I'd say this will be complete.
Excellent work
Quote from espen180 on November 23, 2007, 2:17 pmYeah, I honestly have no idea how to clean up those triggers, but thanks for reporting it. You teched me some things i didn't know about my map.
Yeah, I honestly have no idea how to clean up those triggers, but thanks for reporting it. You teched me some things i didn't know about my map.
Quote from Lorithad on November 23, 2007, 2:28 pmJust played the updated version. I had the exact same results as rivid. Though my ball catcher was bright enough to see. Still, I wouldn't complain if that area was a bit brighter.
I would suggest that when you're trapped in the ball catcher puzzle, it doesn't play the message as soon as you fire the second portal while standing in the room. Give it a few seconds of delay, so that we have a chance to complete the puzzle without the sound of failure chirping in.
If you can link the failure message to the sucsess message, so as soon as the ball hits the catcher, the failure message won't play, or stops playing if it's already started, that would be better.
Just played the updated version. I had the exact same results as rivid. Though my ball catcher was bright enough to see. Still, I wouldn't complain if that area was a bit brighter.
I would suggest that when you're trapped in the ball catcher puzzle, it doesn't play the message as soon as you fire the second portal while standing in the room. Give it a few seconds of delay, so that we have a chance to complete the puzzle without the sound of failure chirping in.
If you can link the failure message to the sucsess message, so as soon as the ball hits the catcher, the failure message won't play, or stops playing if it's already started, that would be better.