Advanced Techniques
- changing both portals while in a mid-air flight
like you have to do it on pl_cube_beta3
y-aji wrote:
squat flinging. I realized after I finished my latest map, that people have never been told about squat flinging. (It's just squat jumping, but even my brother told me "theres no way out of the first room!" I responded "squat fling" and he rolled his eyes and said "oh yah".)
care to explain this technique?
youme wrote:
care to explain this technique?
If I understand correctly, it's simply crouching on the final fling in order to get over something such as a wall. Of course it's only "final" if there are multiple flings (ie, a double fling), and then I suppose it wouldn't necessarily have to be the final one.
segfaultii wrote:
- changing both portals while in a mid-air flight
yeah, in my current map you have to do that anyway to perform the horizontal->vertical leap.
youme wrote:
how about an 'unstable' section of wall that breaks and crubles if you hit it after a double fling?
there is no way to track the amount of flings done, but it is very possible to have triggers around that cause brushes to appear or disappear. i actually had something like this in mind, something like the big section at the end of the second to last test chamber, where you have to keep vertical flinging yourself upwards.
youme wrote:
how about an 'unstable' section of wall that breaks and crubles if you hit it after a double fling?
Im pretty sure they did it in a test chamber in the singleplayer, the advanced 19 i believe. At the end when you go up the platforms they go down after you go out of the portal then back in.
DiddyKong42 wrote:
Im pretty sure they did it in a test chamber in the singleplayer, the advanced 19 i believe. At the end when you go up the platforms they go down after you go out of the portal then back in.
They do indeed, this was an interesting challenge, although not too tricky (not hard to re-create either) something like this would be good but its not what i had in mind
msleeper wrote:
That was challenge 18. I am 99% sure the way they did it was have a trigger_multiple over the surface of each platform, and a math_counter. Every time the player passes through the trigger, it adds 1 to the math_counter. When the math_counter hits 2, it disables the trigger and lowers the platform. Hence why you are able to go up, and then back down, and it only screws up if you miss one and don't fling properly.
personaly i think they did it a different way, its up for debate. I think:
say you just came out of platform 3, platform 2 stays there, and they have a func_portal_detector on platform 4, when your portal hits platform 4 they remove platform 2.
I can't remember if it is this, it was several days ago that i last did it. this way, unlike msleeper's would mean you never have the portal you just came through closed.
msleeper wrote:
Ah very good point, I didn't think of portal_detector. It would be easy enough to decompile and take a gander at, though.
func_portal_detector is how you make detachable security cameras two. and whats more is when they detach they leave a decal on the wall without prompting.
roger federer wrote:
my favorite is the flinging of objects. like shooting boxes or balls into baskets to hit a button.
i'll be sure to include it.
msleeper wrote:
yeah i thought about making a "basketball hoop" puzzle where you have to fling a companion sphere into a bucket or something.
I'd be too busy hugging it to do that