[WIP & Testing] Test 20
We're entering release candidate zone, please fasten your seatbelts.
http://filebeam.com/6ff440293474409387b21aa659194b26
password: chief2
Things I know:
- Droppers clip- You can portal on the back of the angle wall- No sound when the angle wall moves
Things I'm thinking about doing:
Things I'm attempting to figure out:
- How info_overlay_accessory works, if anyone has any insight, please say something.- Only enabling (and leaving on) the checkmarks when a box is in the dropper. I've got a trigger_multiple over the droppers attached to a logic_relay, which then attaches to the respective texturetoggle. I'm just not sure how its all supposed to tie together.
Also, if anyones got any suggestions, I'll be happy to hear them.
EDIT: Oh, I forgot, the level is over when you find the cake. I might continue going, I'm not sure.
Everything is well- made except the glass-roof, which is very hard to see, its almost invisible!
But hey! Keep on the good work!!
sKILLzkILLZ wrote:
This is how all custom maps should be!!
Everything is well- made except the glass-roof, which is very hard to see, its almost invisible!
But hey! Keep on the good work!!![]()
I'm not sure why the glass is like that. I can clearly tell where it is on my computer, but on others its nearly invisible. I'll have to find some way to tint it.
- Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.
I also had problems seeing exactly which walls/floors were glass at times.
The piston will fix itself with a cubemap, see my topic on those for info. If its not already make the frosted glass a func_brush, that cleared up a similar effect for me.
info_overlay_accessor: I also tried to get these working with no luck, may need the updated compile tools.
As for the tick/cross signs, make the sign a func_brush, target it with a env texturetoggle, then fire the incrementTextureIndex input on the env_texturetoggle to toggle between the textures. Fire this with a trigger once in the hopper thats set to only go off on physics objects (the box).
Ralph wrote:
Great puzzle- Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.
I'm intending for the player to walk into the room, and the turret to spot them and start firing, and get their attention. They then see the button, and continue on.
Ralph wrote:
I also had problems seeing exactly which walls/floors were glass at times.The piston will fix itself with a cubemap, see my topic on those for info. If its not already make the frosted glass a func_brush, that cleared up a similar effect for me.
Yeah, I know about the piston, thats why its listed under no cubemaps. The glass is not a func_brush, but I'll try it and see what happens.
Ralph wrote:
info_overlay_accessor: I also tried to get these working with no luck, may need the updated compile tools.
They're PARTIALLY working in this version. I'm not sure how they're targeting the overlays yet.
Ralph wrote:
As for the tick/cross signs, make the sign a func_brush, target it with a env texturetoggle, then fire the incrementTextureIndex input on the env_texturetoggle to toggle between the textures. Fire this with a trigger once in the hopper thats set to only go off on physics objects (the box).
Yeah, thats how they work with the buttons, except the texturetoggle is tied to a func_door.
Ralph wrote:
Great puzzle- Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.
Lol how did u get the box? I cant figure it out.. I can see its in one of the rooms at the wall, but how do i get there..Im getting headache 
Game Visuals: 5
Nice lighting
Puzzle Difficulty: 3
Even though I knew I had to get into the sentry room, it took me so many tries I found it quite annoying.
Getting the box down the tube was fun though.
General Gameplay Feel: 5
Also, the door to the box opens on touch (but the lift still doesn't go down, so still need to press the button)
If he would make it larger then people would complain about it being so big and easy to get into.
DiddyKong42 wrote:
Space monkey, Maps are not suppose to be easy...If he would make it larger then people would complain about it being so big and easy to get into.
Portal is meant to be a thinking game, not a lucky I fell into this tiny hole game.
Most of this map does require a lot of thinking, which I like. But after figuring out that I had to get into that room, it took me 20 goes to get into the room. I already knew how I had to get in there, so I had figured out the thinking part of the puzzle. The only thing left was the physical aspect of getting in, which in the end resulted in luck getting me into that room. Maps shouldn't rely on luck.
Gotta get my maths done
PORTAL > MATH
-456 -8764 64 0 90 0
I'll give you a cookie if you tell me 
Shmitz wrote:
While I was able to get info_overlay_accessor to show up as an overlay in Hammer, when I compiled nothing showed up in-game. Simply changing it to info_overlay compiled correctly, but obviously wouldn't toggle. My bet is that we just need to wait for the updated tools (which is why my own map will be staying WIP until then).
If only this were the case, but if you take a valve map, decompile then recompile the overlays work correctly. I even went through the map files side by side in notepad but counldn't figure out what was different.
Spacemonkey wrote:
Nice level, well designed. However I don't like the part where you have to jump into the room with the sentry gun, took me like 20 tries to get in their. Maybe you could make the opening a bit larger to be more forgiving. I found it quite frustrating.Game Visuals: 5
Nice lightingPuzzle Difficulty: 3
Even though I knew I had to get into the sentry room, it took me so many tries I found it quite annoying.
Getting the box down the tube was fun though.General Gameplay Feel: 5
Also, the door to the box opens on touch (but the lift still doesn't go down, so still need to press the button)
I've already had to widen the hole a few times because testers couldn't get it, I'm gonna leave it alone. I disagree with you on the luck thing. I can get it nearly every time now.
espen180 wrote:
Graphics are awesome, but it's got that eerie maze-like feel to it. I like test chambers to be simple, but yet challenging.
Is that positive or negative? I can't tell.
Ralph wrote:
If only this were the case, but if you take a valve map, decompile then recompile the overlays work correctly. I even went through the map files side by side in notepad but counldn't figure out what was different.
I am pretty sure the env_texturetoggle entity is the key here, not the info_overlay_accessor.