[WIP] Post-Portal
Quote from Rivid31 on November 23, 2007, 2:38 pmPortals: Whatever gold was... I forget, 12 I think?
Steps: Couldn't even do bronze (80)... usually I'm decent at steps :shrug:
Time: 1:29, gold is 1:30
Portals: Whatever gold was... I forget, 12 I think?
Steps: Couldn't even do bronze (80)... usually I'm decent at steps :shrug:
Time: 1:29, gold is 1:30
Quote from espen180 on November 23, 2007, 3:01 pmOkay, so the steps are over-hard. I'll have to increase the numbers then. What was your record again?
Okay, so the steps are over-hard. I'll have to increase the numbers then. What was your record again?
Quote from Rivid31 on November 23, 2007, 3:09 pmI solved it in 130 steps. I could probably knock ~10 off or so if I really tried. I'd suggest getting other peoples scores though
edit
Yup. I was right, did it again, 120 steps this time... still think I might be able to shave off a couple steps but I'm not going to bother.
I solved it in 130 steps. I could probably knock ~10 off or so if I really tried. I'd suggest getting other peoples scores though
edit
Yup. I was right, did it again, 120 steps this time... still think I might be able to shave off a couple steps but I'm not going to bother.
Quote from youme on November 23, 2007, 7:02 pmThree of the indicator dots in the first room are the rong colour (The three just above the mesh)
There is a voice overlap in the first few seconds (not sure if it is intentional but as you mentioned no voice overlap...)
There IS voice overlap. when I got into the second room on the final portal placement to direct the orb to the catcher the "your stuck" voice played, as it should then half a second later the orb hits the catcher and the "congrats" voice starts playing.
The ball catcher should be recessed into the wall by about 32-64 units (can't remember exactly how much) but you have it sticking out of the wall.
The lift from the second room clips through the sign on the wall.
You need aticking sound so you know how long the fizzler deactivates for.
You should also make the fizzler's deactivation more visually obvious, perhaps having two of the fizzler effects that both get turned on and off instead of just one.The last puzzle is feindishly hard now, even for someone who had done the first version XD I like it.
You also have some lightmap discrepencies on the floor platforms that rise up to make steps (both of them) I suggest making them level with the floor when you compile the map rather than above it (move them down and change the 'spawn position' if they are raised in hammer) and reducing the lightmap scale on them to something like 32, this will just make any differences much less noticable.
Other than those Its great.
I don't even think I will attempt the challenges as I'm total crap at them.
Three of the indicator dots in the first room are the rong colour (The three just above the mesh)
There is a voice overlap in the first few seconds (not sure if it is intentional but as you mentioned no voice overlap...)
There IS voice overlap. when I got into the second room on the final portal placement to direct the orb to the catcher the "your stuck" voice played, as it should then half a second later the orb hits the catcher and the "congrats" voice starts playing.
The ball catcher should be recessed into the wall by about 32-64 units (can't remember exactly how much) but you have it sticking out of the wall.
The lift from the second room clips through the sign on the wall.
You need aticking sound so you know how long the fizzler deactivates for.
You should also make the fizzler's deactivation more visually obvious, perhaps having two of the fizzler effects that both get turned on and off instead of just one.
The last puzzle is feindishly hard now, even for someone who had done the first version XD I like it.
You also have some lightmap discrepencies on the floor platforms that rise up to make steps (both of them) I suggest making them level with the floor when you compile the map rather than above it (move them down and change the 'spawn position' if they are raised in hammer) and reducing the lightmap scale on them to something like 32, this will just make any differences much less noticable.
Other than those Its great.
I don't even think I will attempt the challenges as I'm total crap at them.
Quote from espen180 on November 24, 2007, 2:32 amI thought I fixed the voice overlap in the second room. Damnit!
Also, the voice overlap at the beginning, I don't understand it. I've tried everything to fix it, with no success.
I'm aware of the lift clipping. I'll see into it for the next release. Maybe move the sign?
Ticking sound is already planned for that button. Maybe you're right about the particle disappearance being too subtle. I'll see into it.
I just might lower those stairs. At least the ones in the small room, as they are the only ones who rest at floor level.
Also, I'm proud of my fiendishly hard puzzle.
I thought I fixed the voice overlap in the second room. Damnit!
Also, the voice overlap at the beginning, I don't understand it. I've tried everything to fix it, with no success.
I'm aware of the lift clipping. I'll see into it for the next release. Maybe move the sign?
Ticking sound is already planned for that button. Maybe you're right about the particle disappearance being too subtle. I'll see into it.
I just might lower those stairs. At least the ones in the small room, as they are the only ones who rest at floor level.
Also, I'm proud of my fiendishly hard puzzle.
Quote from Lorithad on November 24, 2007, 2:50 amWell, if you can't fix the voice overlapping at the beginning...don't. Combine the sound files into one, and then space "two" apart from each other however you need to.
I'm assuming you want both to play at the start of the map, so this would be ideal.
Well, if you can't fix the voice overlapping at the beginning...don't. Combine the sound files into one, and then space "two" apart from each other however you need to.
I'm assuming you want both to play at the start of the map, so this would be ideal.
Quote from Player1 on November 24, 2007, 1:28 pmI tried out the revised version (beta 02? latest one linked here). Floor portability fix was good. But there's rampant voice overlapping which kinda ruins it at the moment. Geometry hasn't changed much (as far as I can tell, all my specific speed run paths were still viable at least).
I tried out the revised version (beta 02? latest one linked here). Floor portability fix was good. But there's rampant voice overlapping which kinda ruins it at the moment. Geometry hasn't changed much (as far as I can tell, all my specific speed run paths were still viable at least).
Quote from espen180 on November 24, 2007, 2:02 pmThe puzzles are pretty much finished. All I'm doing on the map now is rug fixing and tweaking.
The puzzles are pretty much finished. All I'm doing on the map now is rug fixing and tweaking.