New WIP beta-testing: Painted surfaces

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Shroudeye
23 Posts
Posted Jul 01, 2011
Hi all,

I'm working on a new level that will include at least one paint-puzzle.

I'd like to ask if there is a way to pre-paint a surface and use it? I'd like to align my bouncing surfaces when I'm still in the mass-building stage...

Checklist:
1-Map has "Paint on map": ON
2-VRAD: Basic, used 2 point lights
3-VVIS: Basic

I've applied the paintblobs/blob_surface_speed and paintblobs/blob_surface_bounce on the surfaces I'll use the paint, but it didn't worked.

Layout:
img

Any suggestions?
Thanks,
--Shroudeye

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DaMaGepy
361 Posts
Posted Jul 01, 2011
Replied 39 minutes later
Entity: paint_sphere :smile:
trigger it with a logic_auto, onmapspawn, Paint
you need to place lot of them (with the same name), but maybe 1 or 2 with a big radius, centered between them works too (and maybe some sphere with water delayed, to wash off unneeded gelz)
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Darkylight
81 Posts
Posted Jul 01, 2011
Replied 25 minutes later
this will help you :wink: post42026.html#p42026
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KenJeKenny!?
238 Posts
Posted Jul 01, 2011
Replied 44 minutes later
Just wanted to say that bouncing around like that would be awesome if you can get it working :biggrin:

can't wait to see it in working order!

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Shroudeye
23 Posts
Posted Jul 01, 2011
Replied 3 minutes later
Thank you guys! The paints are working properly now. The puzzle however, will need a little more tweaking.

I should've been a little more patient when searching, I guess... But for the bright side, this can count as my announcement for a new map!

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Vordwann
767 Posts
Posted Jul 01, 2011
Replied 4 hours later
Valve also often uses info_paint_sprayers on "silent"
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Hober
1,180 Posts
Posted Jul 02, 2011
Replied 7 hours later
Why pre-paint for the player? If at all possible, let them do the work.
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Shroudeye
23 Posts
Posted Jul 02, 2011
Replied 6 hours later

Hober wrote:
Why pre-paint for the player? If at all possible, let them do the work.

To playtest and tweak the puzzle first, before adding those expensive "blobs". In the end, it obviously will be the player's task :biggrin:

Speaking of playtesting, the stunt runs OK for now, so I'll start placing some "starter" puzzles around it.

Does anyone else used this element? If not, I'd like to call this maneuver the "Helix jump".

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Shroudeye
23 Posts
Posted Jul 02, 2011
Replied 10 hours later
Okay, Update on the current situation:

It looks like the maneuver can be doable, I've had some 2-3 "accidents" in something like 50 runs. Plus, I had to do something foolish (i.e. change my direction in the last time) to make it happen. So it is pretty much seems okay.

I'm thinking of some more puzzles, apparently it mostly will be paint redirections. The player will set up the system, and run it in the end.

As the theme, I'm considering the Old Aperture style-it will be my first attempt.

If you want, I can post the alpha-test map I've used, so you can try out the Helix jump?

I'll keep you updated.

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Kasc
77 Posts
Posted Jul 02, 2011
Replied 3 hours later
Up to you really, I tend to keep my projects under wraps, e.g. only one person from this community has seen what I'm working on atm.
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Shroudeye
23 Posts
Posted Jul 03, 2011
Replied 10 hours later
Okay, here is the final status of the test map I've been using to fine tune the helix jump:

img

I'll upload it at the WIP section for you to playtest it. This maneuver needs you to precisely align yourself, and might need some preparation.

Download Page:

quot;Helixquot; Wall Maneuver-Test Track

&&&

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Vordwann
767 Posts
Posted Jul 03, 2011
Replied 1 hour later
Looks really good! :biggrin: