[WIP] [WIP] Conversion Gel Intro
Quote from TyTN on June 3, 2014, 6:40 pmThis is an intro map for the conversion gel for a mod I am working on. Please PM me with your name if you want to be put in the credits as a map tester.
-Known Bugs-
1. The door trigger doesn't seem to work. If the door won't open, noclip through it.
2. The storage cube is a bit difficult to Portal out of the room.
3. The Portal Gun sometimes won't stop shooting. To stop this, move your mouse out of Portal 2, click, and back to Portal 2.Please report any bugs, and give suggestions.
File Name: conversion_intro.zip
File Size: 3.73 MiB
Click here to download Conversion Gel Intro
This is an intro map for the conversion gel for a mod I am working on. Please PM me with your name if you want to be put in the credits as a map tester.
-Known Bugs-
1. The door trigger doesn't seem to work. If the door won't open, noclip through it.
2. The storage cube is a bit difficult to Portal out of the room.
3. The Portal Gun sometimes won't stop shooting. To stop this, move your mouse out of Portal 2, click, and back to Portal 2.
Please report any bugs, and give suggestions.
File Name: conversion_intro.zip
File Size: 3.73 MiB
Click here to download Conversion Gel Intro
Quote from PointlessBullet on June 4, 2014, 12:08 pmHi. I've played your map and it looks great! I have some bugs/suggestions 'collected' for you. note: if the map was made using a mod for the pti only read nr. 1-6:
1) Like you said, the first door won't open. (No problem for me though hehe)
2) You should place a checkpoint after each room. I died in the last one and had to start all over.
3) You should make each room smaller. It is way to big for an element than can be used in a smaller environment.
4) The angled platform in the second room is hard to reach without falling in the goo. You can place it lower for easy use.
5) The connection visibility between the bridge and the button is not necessary. Visualy, it will be enough. (you place the cube, you see the bridge closes)
6) Make the doors auto-close, so that they automatically close when you walk through it.7. Because this map takes place in the 1950's you could change the antlines also to the 1950's style for a better look.
8. When exiting the last room, the corner is very dark and I just walked of the edge for some reason?...
9. If you look to the right on the last catwalk, you can see a huge white rectangle on the place where (I think) the observation room should be.I hoped this helped you.
http://steamcommunity.com/profiles/76561198084579192/
I'm always in a mood for testing for science!
Hi. I've played your map and it looks great! I have some bugs/suggestions 'collected' for you. note: if the map was made using a mod for the pti only read nr. 1-6:
1) Like you said, the first door won't open. (No problem for me though hehe)
2) You should place a checkpoint after each room. I died in the last one and had to start all over.
3) You should make each room smaller. It is way to big for an element than can be used in a smaller environment.
4) The angled platform in the second room is hard to reach without falling in the goo. You can place it lower for easy use.
5) The connection visibility between the bridge and the button is not necessary. Visualy, it will be enough. (you place the cube, you see the bridge closes)
6) Make the doors auto-close, so that they automatically close when you walk through it.
7. Because this map takes place in the 1950's you could change the antlines also to the 1950's style for a better look.
8. When exiting the last room, the corner is very dark and I just walked of the edge for some reason?...
9. If you look to the right on the last catwalk, you can see a huge white rectangle on the place where (I think) the observation room should be.
I hoped this helped you.
http://steamcommunity.com/profiles/76561198084579192/
I'm always in a mood for testing for science!
Quote from quatrus on June 12, 2014, 11:11 amYep, door has an issue...noclip. Button does not look like a 50's button?
Puzzle in room 1 did not need gel. Portal in ceiling and drop through gel.
Puzzle in room 2 was very simple - gel on wall and portal.
Puzzle in room 3 was also very simple - cube on button and walk across - no gel?
White gel maps are usually difficult because it is hard to make them unbreakable - tough choice to start with gels...Theme looked good and big rooms are nice if there is something going on in them...
Yep, door has an issue...noclip. Button does not look like a 50's button?
Puzzle in room 1 did not need gel. Portal in ceiling and drop through gel.
Puzzle in room 2 was very simple - gel on wall and portal.
Puzzle in room 3 was also very simple - cube on button and walk across - no gel?
White gel maps are usually difficult because it is hard to make them unbreakable - tough choice to start with gels...
Theme looked good and big rooms are nice if there is something going on in them...