[WIP] The Seven Room Banazza NOW version 1.2
Essentially, you start in a room with three buttons infront of you, and each time you press one the room rotates.
Intially thought to be ready for release (gameplay wise), there have been complaints of bugs that I never ran into, so if someone who finds them could please tell where they are so I can work on them and try to recreate the event on my portal that would be great.
I got the idea from the rentest. Thanks to We Create Stuff for permission to use some of their custom portal signs.
Okay, Now on version 1.1
- Fixed the falling out of level bug, I think, atleast the only way I could pull it off.
-Slight retextures, still not pretty but better
-killed a few no light source lights
Be sure to read the included Howtoinstall txt file.
Screens for people who asked:





Sythes wrote:
There were some texture errors, and some glitches like falling outside the map.(happened to me 3 times) Alot of the time I didn't know what was going on.(I killed the turrets and than the roof fell on me, wtf.) I assume the falling outside part is happening because the other two portals at the bottom of the map. Should really have some autosaves after each part. Overall, good ideas, but not very fun.
The texture problems should have been solved by following the install instructions because I used a few of the custom signs from the Portal The Flash Version Mappack. Those signs kind told you what was going on. I haven't included autosaves because it was short and I thought fairly easy. And the only time I ever fell out of the map was by going in the blue portal undeneath, but I put a trigger directly under it so you couldn't go through it from the bottom. And I've heard the complaint before what were you guys doing to fall outside the map?
PortalFan77 wrote:
I liked it, pretty fun, but its quite crazy with all the spinning and turning.
You get used to it after a while. It hurt my head at first too.
EDIT: Okay I figured out how to fall outside the map. Well it depends where you are that depends where you randomly get teleported, but I am now currently working on a fix, but the way you do it is to make a portal on the floor and one on the wall. the walk through the one on the wall, and depending where you are will determine if it glitches and how badly, so far I can only get it to happen if one of the portals is on one of the moving walls and only after the wall moves.
EDIT Also I hate maps with approval votes. This isn't HOTORNOT, I don't get why people are so worried about public acceptance of their map.
Duffedwaffe wrote:
No offense, but the first three screen shots are disgusting.
You have a kind word for everyone huh?
msleeper wrote:
EDIT Also I hate maps with approval votes. This isn't HOTORNOT, I don't get why people are so worried about public acceptance of their map.
I probably could have worded the question much, much better what I was trying to ask is if I should continue with the idea of the revolving room, because I hope to eventually to get it so you're rotating it diagonoally too.
The screenshot look plain. I would suggest, add more detail if possible.
msleeper wrote:
Looks a little plain from the screenshots.EDIT Also I hate maps with approval votes. This isn't HOTORNOT, I don't get why people are so worried about public acceptance of their map.
This. Just do what you want and if people don't like it, who cares. Originality and unique ideas always trump public opinion.
I'm fairly certain its the overlays, but sometimes those damn things don't work right for me.
Doppler12 wrote:
This may be a dumb question, but I've looked around a few places, when you guys have those intricate patterns of textures on your wall, do you just use overlays, or do you make individual brushes for each texture?I'm fairly certain its the overlays, but sometimes those damn things don't work right for me.
It's individual brushes, but it's VERY easy to do, you just copy-paste-resize everywhere and not long after you start, it's as easy as tying your shoes.





msleeper wrote:
Looks a little plain from the screenshots.