[SP] Quantum Entanglement 1
???
So the partner cube moved by LMM passes through everything, and actually LEAVES BEHIND a collision box I can stumble into. Terrific. The partner cube activates no switches because while using LMM, the engine thinks that the cube has never moved. If I call the Disable method on the LMM entity, the cube teleports right back to its starting position. Pointless.
How is this entity at all useful?
I managed to get the partner cube moving with VSCRIPT, but the frame update is too slow, and the physics is jittery at best.
I'm running out of energy trying to solve these glitches...no map update tonight...
I had big success today, after reading another LMM thread regarding someone building a mirror map. If the LMM is active all the time, the cubes are always the same distance apart. I can put a trigger in the master cube's area to activate the partner cube's button.
I can also set up invisible phys walls filtered on the master cube, so that the cube can absolutely never leave it's ComfortZone. This means that explosions are no longer necessary at all, and I don't have to respawn the cubes.
The cubes also no longer pass through the floor, because the partner cube doesn't rotate down when you look at the floor. So many of my original problems have been eliminated. I just have to rebuild the 3rd room puzzle a bit, since the link between cubes will likely be permanent and that puzzle no longer works.
The linked cubes can also pass through a portal, retaining their XYZ offset, so my 2nd room puzzle still works, though I had to move some things around a bit.
Science!
With the cubes exploding so often I felt like I couldn't properly experiment to find out how they worked. I was observant enough to notice how the linked cube reacted when I simply turned in place, but I still got several explosions while trying not to turn.
Chambers 1 & 2 were easy to figure out. It was only odd physics that made me have to try them a couple of times to get them just right.
I look forward to your update using that new linking method.
UPDATED 7/24/2011
There is now a new build of this map. I took all of your advice and opinions into account when making modifications and improvements. Thanks to everyone who played the first release!
The physics/collisions issues from the previous version should now be resolved or eliminated. The Quantum Entanglement cubes are now linked in a much more stable, predictable way.
- cubes no longer explode, they simply refuse to leave their "ComfortZone."
- cube should no longer have strange physics/collisions
- rooms 2 and 3 have been rearranged a bit
- laser traps and grates added to prevent stuck players/cubes
- visual cues added to glass openings
- some visual adjustments to lighting
- some ambient music added
Please let me know what you think of this update.
Djinndrache wrote:
I'm playing custom maps and record my first time of playing them...
There is a BIG update to this map. The puzzle mechanic has been improved, and is much more stable to play.
Would you mind giving it another go?
I know this first map has no real "puzzles", but it helped me figure out how the mechanic should work, and get people's feedback. I will DEFINITELY be making more maps based on this, because people seem to really like the idea.
Now it's time for me to really think about how the QE Cubes can add unique twists to a puzzle.
ez4KnCfNOcg
(Link: http://www.youtube.com/watch?v=ez4KnCfNOcg)
The new Chamber_2 was the most interesting to me. I solved it very quickly, but then spent a minute looking at it to see just how my actions led to the cube getting to the button. I would not have guessed that portals would have that effect on the blue cube. Now that I understand it I think that alone has a lot of potential in more complex puzzles.
I'm not a mapper, but this type of puzzle you made is giving me some interesting ideas. I'm sure you have ideas already, but if you want some more send me a PM.
The new gameplay mechanic is now rock solid and feels perfectly natural, it shows you've taken in consideration all the feedback. I tried it just now, and it worked exactly as I had expected when I first fired it last month: no flaws or leaks whatsoever. Think big now! These things are worthy of some triple A campaign.
Thanks for trying it again, and for the kind words! I do have some big thinking to do. The QE cubes open up all sorts of possibilities for both single player and co-op, and I hope to build maps that really REQUIRE the entanglement behavior, instead of it being just a gimmick.
Time for more science! 
Note to self: back to top of p. 10 on 2/20/12.
I want to thank everyone on this site who helped me playtest this map.
I guess I need to finish QE map#2! 