[RELEASE] Hub

Avatar
again
47 Posts
Posted Apr 07, 2009
Replied 2 hours later
very fun! a bit difficult.
the rotating indactors was great!
the cube puzzle took a lot of work but i managed it. however i had to use tunneling on the part where you have to take the cube through two sets of fizzlers and one is alternating. is there another way to do that part?
nice easter eggs: i actually lol'd at the message in the bts, and spotting the g-man in the cube puzzle area was also a pleasant surprise.

EDIT: wow, just watched the walkthrough and realized how overly ocmplicated i made things for myself.

Advertisement
Registered users don't see ads! Register now!
Avatar
HMW
806 Posts
Posted Apr 07, 2009
Replied 1 hour later
I finally finished it! It's surely hard, but the variety of environments and the different kinds of puzzles keeps it interesting. Well done!

I did a few things differently than what's shown on your video:
- I tunnelled at the same place as Again did;- In the first room, the cube dispenser never activated for me, so I just used one of the turrets to hold down the button;- In the rotating panels puzzle (which is awesome, by the way!) I never rotated the topmost set of panels, saving me the trouble of figuring out how to get onto the upper platform.All in all, playing this map was a challenging and enjoyable experience. I'll go play it again to see if I can find those Easter eggs...

(By the way, if you start the map from the bonus maps menu, you always have to select a challenge before you can start playing. Intended?)

Avatar
monkeyman
100 Posts
Posted Apr 07, 2009
Replied 24 minutes later

Ald?z wrote:
How? Did you "cheat" or did you do it fairly?

all my runs are always legit...
if i get time tonight ill spend some more time playing it and check 23 is best i can get for now then try video it...

Avatar
Aldéz
221 Posts
Posted Apr 07, 2009
Replied 42 minutes later
It sure is interesting and fun to read how other people solve one's puzzels. But what exactly did you think was diffucult? Was it to find the solutions or to execute them?

I see that the easter eggs worked as intended and I'm glad you found the one in the BTS room. I wanted to have a BTS area, but I didn't feel like placing it in the map for its own sake. That's when I came up with the idea to tease the player a little bit.

HMW:
The cube dispenser didn't work you say... I wonder why. It has never failed me. And placing turrets on the buttons shouldn't be possible.

monkeyman:
Can't wait! I thought I knew my map the best, but 23 is way better than 31.

Avatar
Bulska
204 Posts
Posted Apr 08, 2009
Replied 12 hours later
Whoa, and I did it in 220 portals >.>
Trial and error
Avatar
monkeyman
100 Posts
Posted Apr 08, 2009
Replied 15 hours later
ok, after having another go i got through it using 20 portals
mabey 1 more might be able to come off, but its getting close to being the minimum.
I am about to go home for a week and i wont have my computer with me, but when i get back after easter break i will endeavour to make a video
Avatar
monkeyman
100 Posts
Posted Apr 09, 2009
Replied 5 hours later
ok, somewhat ignore the above comment...
i have found some time and recorded a 20 portal run... will upload soon hopefully
Avatar
HMW
806 Posts
Posted Apr 09, 2009
Replied 11 hours later
I've gone through a second time and I found both Easter-eggs! I LOL'd at the nag message in the BTS room!

I also noticed that the rotating panels are randomly initialised! So I guess I was just lucky the first time, when I didn't have to climb up to the topmost level.

And I found out that my earlier complaint about the box dropper was due to an "operator error". The first time through, I never got close enough to activate it. This time, when I stepped onto the chequered tiles, I got a box neatly dropped on my head.

However:

Ald?z wrote:
[...]And placing turrets on the buttons shouldn't be possible.

Sorry...

Check the filters / flags on that button's triggers

Avatar
Aldéz
221 Posts
Posted Apr 10, 2009
Replied 15 hours later
Thanks, HMV. The button can be pressed by the turrets because I had missunderstood my own prefabs. I'll update the map as soon as I can confirm monkeyman's least portal record.
Avatar
HMW
806 Posts
Posted Apr 10, 2009
Replied 1 hour later

Ald?z wrote:
Thanks, HMV. [...]

Actually, HMV is my neighbour

Avatar
Aldéz
221 Posts
Posted Apr 10, 2009
Replied 8 minutes later
Eh... what?
Avatar
HMW
806 Posts
Posted Apr 10, 2009
Replied 4 hours later
Sorry, never mind. Just ignore that.
Avatar
reepblue
894 Posts
Posted Apr 10, 2009
Replied 7 hours later
Turrets holding down buttons are in Portal, but only in Test Chamber 16 tho. . .

I think if its necessary turrets should hold buttons down.

Avatar
HMW
806 Posts
Posted Apr 12, 2009
Replied 1 day later

reepblue wrote:
[...] I think if its necessary turrets should hold buttons down.

That's certainly more consistent with the main game. Although personally I don't mind if map designers choose to "bend the rules" a little in this regard, if it results in a more interesting puzzle. You can always find out what pushes down a button by experimenting. (For example in Affinity, there are two buttons that only work with cubes.) Although it would be nice to provide some signage or other visual clue for things that are different from the main game.

BTW, I have another question about the map: How do the panels with indicator lights rotate to a different starting position every time a new game is started? Is there some way to place obects randomly in the game? And how does it know when two panels are lined up correctly?

Avatar
monkeyman
100 Posts
Posted Apr 12, 2009
Replied 1 hour later

http://www.youtube.com/watch?v=0xmQ0skkuQs
20 portals run ^

after i uploaded it i watched it and realised a few bits of the editing were pretty bad, but it will do...

Avatar
Aldéz
221 Posts
Posted Apr 13, 2009
Replied 13 hours later

reepblue wrote:
Turrets holding down buttons are in Portal, but only in Test Chamber 16 tho. . .

I think if its necessary turrets should hold buttons down.

Hmm, I don't mind if turrets can press down buttons, but it wouldn't be my first solution if play a new map. In Hub however, the buttons were not meant to be pressed down by the turrets.

HMW wrote:
BTW, I have another question about the map: How do the panels with indicator lights rotate to a different starting position every time a new game is started? Is there some way to place obects randomly in the game? And how does it know when two panels are lined up correctly?

The randomness: With the PickRandom input, I let a logic_case choose a panel to rotate. This is done four times.

The connected indicators: This took me many frustrating hours. If I just could have programmed it in C++ it would have taken minutes. Anyway... Each panel has a math_counter and a logic_relay. The math_counter knows in which direction the panel is facing. The logic_relay triggers the desired outputs when the indicators of its panel is connected.

Each time a level of panels is rotating, 1 is added to the counter of each panel on that level. The math_counters restart when the panels have rotated one revolution. When a math_counter reaches it's maximum value, its panel is facing forward. The OnHitMax ouput will then enable the logic_relay of the panel and disable all the other logic_relays on that level.

When a level of panels has finished rotating, a logic_relay will try to trigger all the logic_relays of the bottom level. Only the logic_relay enabled by its math_counter will take the input. The others are disabled and will ignore it.

The logic_relay activated on the bottom level will then try to activate the logic_relay of the panel(s) that can be connected on the second level. If the logic_relay on the second is enabled and can be connected, it will try to trigger the third level and so on. If it is disbled, the connection has failed and the indicator will remain blue.

Example: Panel 1A, 2A and 3C are the ones facing forward. A level of panels has just been rotated. A logic_relay will therefore try to trigger the logic_relays of panel 1A, 1B and 1C. The 1A math_counter has reached its maximum value and will therefore have enabled logic_relay 1A and disabled 1B and 1C. The logic_relay 1A will therefore take the input and turn the indicator orange, open the doors of the room on the second floor and so on. It will also try to trigger logic_relay 2A. Because 2A is facing forward, and is therefore enabled, it will accept the trigger input from 1A and do its stuff. 2A will then try to activate 3A, but 3A is disabled because 3C is the one facing forward. The chain of outputs has ended and the player needs to rotate the third level to continue up.

Hope that makes sense

monkeyman wrote:
http://www.youtube.com/watch?v=0xmQ0skkuQs
20 portals run ^

after i uploaded it i watched it and realised a few bits of the editing were pretty bad, but it will do...

Nice. I'll study it closer when I get time.

Avatar
HMW
806 Posts
Posted Apr 13, 2009
Replied 11 hours later
Very smart! Your set-up is very much like actual electrical connections are being made between the panels. I can imagine that it took a long time to come up with that idea.
Avatar
jrlauer
545 Posts
Posted Apr 14, 2009
Replied 1 day later

monkeyman wrote:
http://www.youtube.com/watch?v=0xmQ0skkuQs
20 portals run ^

after i uploaded it i watched it and realised a few bits of the editing were pretty bad, but it will do...

Impressive. I don't have the patience for pushing those damn boxes around. My first run through only took me 154 portals. I've managed to get it down to 48 though.

Avatar
monkeyman
100 Posts
Posted Apr 15, 2009
Replied 3 hours later
thanks!
getting one of the boxes to fall over the edge just enough so that it is vertical is quite irritating... i had to push really slowly and at and angle so it didnt just tumble all the way down the stairs...
Advertisement
Registered users don't see ads! Register now!
Avatar
hanging_rope
435 Posts
Posted Apr 17, 2009
Replied 1 day later
Before you get the portalgun, I accidently made the cube disapear