Please or Register to create posts and topics.

[WIP] rtah020beta1

PreviousPage 2 of 2

i haven't finished the map yet but so far its really cool (and annoyingly hard) but "what" needs to be done is clear. so i don't mind.
as far as the chatter. i liked it myself. kinda represented that i should stop what i was doing and read the text. since i like the game sounds to be heard. so i waited for the damn text to finish before proceeding (because of the sound) however. some of the texts (well really all of them) should be displayed a little longer. now i am not a super fast reader,but i am NOT a slow reader either and a few of them i barely finished reading in time (or missed the last word or two)

anyway i'll post more once i've finished the map.

do NOT click this
Hober wrote:
Behind the Scenes.

Thanks. I realized that shortly after I posted.

I found the BTS area by noclipping (because I was too lazy to look for it legitimately) but I noticed that it's possible to get stuck there. You enter by shooting a portal

Spoiler
Sorry, only logged-in users can see spoilers.

Ralen wrote:
I found the BTS area by noclipping (because I was too lazy to look for it legitimately) but I noticed that it's possible to get stuck there. You enter by shooting a portal
Spoiler
Sorry, only logged-in users can see spoilers.

I think I can fix that by putting a trigger that

Spoiler
Sorry, only logged-in users can see spoilers.
Thanks for pointing that out.

ok just finished this one. and man it was really good. hard, different. but possible and easy to understand. only things i found problems with are
1) you can get stuck

Spoiler
Sorry, only logged-in users can see spoilers.

2) you seem to be able to complete the
Spoiler
Sorry, only logged-in users can see spoilers.

and lastly OMG what an amazing easter egg!!! i laughed so freakin' hard!

EDIT: thought of a way to fix the

Spoiler
Sorry, only logged-in users can see spoilers.

do NOT click this

Thanks for the review, rellikpd. I'm glad someone finally reported that they got the easter egg to work. I was starting to worry that there was something wrong with it.

Both of the problems you found have been among the glitches that have dogged me throughout the construction of this level.

The three-button puzzle is supposed to work this way:

Spoiler
Sorry, only logged-in users can see spoilers.

The problem with it may be that I built the puzzle before I learned how a math_counter and logic_case work together. Instead I used an overlapping network of something like twelve different trigger_multiples (half for the player and half for the cubes). The triggers are all slightly different sizes so I can tell them apart for maintenance, and this probably caused the glitch that held the doors open.

I think I can solve this by just going over to the simpler math_counter and logic_case pairing.

The stairs have been a trickier problem because they seem to cause some sort of tremendous lag when they are down and

Spoiler
Sorry, only logged-in users can see spoilers.
but I'll play around with that and some other ideas I've had and see if I can't work something out.

Personally I'm still leaning towards the GLaDOS fix because... well, first it would be really easy for me to do, and second there is precedent in the original game for GLaDOS helping the player out when they get trapped. At the end of test chamber 15 you can climb inside the small chamber where the ball catcher is while the timed doors are open, and if they close you are effectively trapped forever. GLaDOS chimes in with a brief disclaimer and then opens a secret trap door that frees you. (I saw a video of this on youtube).

If I add some dialogue explaining what is happening and why and that maybe is also funny, then GLaDOS freeing the player might be acceptable.

thehermit2 wrote:
:blah:
Personally I'm still leaning towards the GLaDOS fix because... well, first it would be really easy for me to do, and second there is precedent in the original game for GLaDOS helping the player out when they get trapped. At the end of test chamber 15 you can climb inside the small chamber where the ball catcher is while the timed doors are open, and if they close you are effectively trapped forever. GLaDOS chimes in with a brief disclaimer and then opens a secret trap door that frees you. (I saw a video of this on youtube).

If I add some dialogue explaining what is happening and why and that maybe is also funny, then GLaDOS freeing the player might be acceptable.

well there wouldn't be anything completely wrong with this kind of fix... just. for me i think it would be against the orriginal design, most people wouldn't even notice, just us perfectionists. cuz you ARE right glados does something similiar to this in (many) of the orriginal test chambers. however, she does that ONLY if you trap yourself in legitimate parts of the test chamber, "outside" of the test chamber she has little (to no) control. and so. in my opinion, before you have her "fix your problem" try making a different portable surface... or make another way to get out possibly.

Spoiler
Sorry, only logged-in users can see spoilers.

Spoiler
Sorry, only logged-in users can see spoilers.

do NOT click this

Okay, I see what you mean about GLaDOS not helping the player escape the from the actual test chamber into a BTS area. That would definitely be out of character.

My intention was that she was not aware that there was an exit

Spoiler
Sorry, only logged-in users can see spoilers.
and so perceiving the player as trapped forever would help to free them. But then why put a portal surface there at all? Wouldn't it be easier to design the test chamber without one?

The BTS exit would have to be a thing that resulted from some unauthorized modification of the test chamber to be believable. I think I'm going to have to rethink the storytelling aspect of this.

thehermit2 wrote:
My intention was that she was not aware that there was an exit
Spoiler
Sorry, only logged-in users can see spoilers.
and so perceiving the player as trapped forever would help to free them. But then why put a portal surface there at all? Wouldn't it be easier to design the test chamber without one?

hum... that might work.. especially if you use the
aperture_ai7_part1_trapped-1.wav
aperture_ai7_part1_trapped-2.wav
sounds... and then open a way for them to get out. but that sounds like MUCH MORE work than just keeping them from getting trapped (in the ways i stated)

do NOT click this
PreviousPage 2 of 2