[WIP] DaMaGepy 01

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DaMaGepy
361 Posts
Posted Oct 29, 2007
I'm planning to make some pretty hard map, that not just based on portals and flings momentums etc. But I need to make a "learning" map before it to show some trick and logic in preparation. This map will be the training level. Will have 8 room with 12 "puzzle". Atm there are 4 puzzle ready, at 33% done I'll use it for the contest, then will continue making it.
Dont worry, the rest of the maps will not be this easy

More info, download and screenshots here:
http://heroes.hardwired.hu/-/portal/portmap.html

FIXED TEXTURE/SURFACE BUG

DaMaGepy 01:

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Mapster
396 Posts
Posted Oct 29, 2007
Replied 41 minutes later
I'll check this map out later on when i have the time.
Looks quite interesting i must say
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roger federer
75 Posts
Posted Oct 29, 2007
Replied 28 minutes later
pretty cool, i really like the part where you have to climb the wall for the portal gun i assume the part past the turrets is imcomplete. there are some real nice ideas from your site too. i was hoping someone would do some outdoors portal maps, and maps with more than one portal set (say 4-6 portals open at once), as i've heard people say it's possible.
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Grudge
307 Posts
Posted Oct 29, 2007
Replied 1 hour later
Looks awesome, i'm going to play it now. It looks like it deserves a review.
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Shmitz
167 Posts
Posted Oct 29, 2007
Replied 22 minutes later
Wait, you review WIPs? Why did I think it was just release maps?
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msleeper
4,095 Posts
Member
Posted Oct 29, 2007
Replied 2 minutes later
Pretty sure he means when it actually is released.
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DaMaGepy
361 Posts
Posted Oct 30, 2007
Replied 1 day later
The map in the current form is redy for cotest, ball, snetry + chemical room now completely works. Will only add some content after the last door (fadeout maybe)
After that, I'll just continue the map...

Update: will upload its contest version in 2 hour, will post here the new link...

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DaMaGepy
361 Posts
Posted Oct 31, 2007
Replied 22 hours later
Final version added... with cake!
http://heroes.hardwired.hu/-/por_damagepy_01.zip
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Artesia
238 Posts
Posted Oct 31, 2007
Replied 1 minutes later
not more cake

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roger federer
75 Posts
Posted Oct 31, 2007
Replied 45 minutes later
i'm getting texture errors:

Quote:
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall048a

this happens on some maps but not most. not sure if it's your problem or mine. also, i think maybe you have some areas at the end that should not be portalable but are.

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Guitar
19 Posts
Posted Oct 31, 2007
Replied 4 hours later
Haha. The ending is great! Finally something unexpected! 10/10
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DaMaGepy
361 Posts
Posted Nov 01, 2007
Replied 6 hours later
EH, had a bug with textures/surfaces, forgot to rename the txt that bspzip used to include files. Uploaded a fixed version!
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Player1
212 Posts
Posted Nov 01, 2007
Replied 9 hours later
I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.)

Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing...

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DaMaGepy
361 Posts
Posted Nov 01, 2007
Replied 13 minutes later

Player1 wrote:
I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.)

Please tell me where. I tought they all portable (but the noportal thing sometimes fucks things around and even if they not touching the white wall, their (aura) affects them For example at the end of the chemical room, the gray thing should be portable anywhere near the window but it only accepts portals in the center.

Player1 wrote:
Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing...

First I just wanted the game to fade out in 2 sec if the player starts to walk to the cake, but then made that HURT trigger to make sure none gets the cake or if crouch behind the table they still die. How could you kill the guards btw?
I should place 2-2 more sentry to the sides then
ah if you can portal on all wal and getting purple textures, download the zip again, had an error in the morning.

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Shmitz
167 Posts
Posted Nov 01, 2007
Replied 4 minutes later
I usually arrange my noportal volumes so that they're always 32 units away from any concrete surface. Since the game won't put a portal on anything less than 64 units wide, it's a "safe" margin that you won't be able to put a portal on.
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msleeper
4,095 Posts
Member
Posted Nov 01, 2007
Replied 3 minutes later
Make a new thread with [RELEASE] and the updated file (don't forget the download db!) and we'll move this to Releases. Link to the Downloads page, too.