[WIP] Post-Portal

Avatar
espen180
307 Posts
Posted Nov 16, 2007
Replied 3 days later
Beta 2 is coming along nicely, about 95%.

Things left to do:
-Add Areaportals
-Add Portal bumbers DONE
-Fix Voice overlapping
-Fix voice bug with room 2 escape route.

After this it has reached it's final stage.

Advertisement
Registered users don't see ads! Register now!
Avatar
youme
937 Posts
Posted Nov 16, 2007
Replied 14 minutes later
look forward to it
Avatar
Shmitz
167 Posts
Posted Nov 18, 2007
Replied 1 day later
If your intent is to make the floors non-portalable, you are going to change the texture to something other than concrete/concrete_modular_floor001a, right? Like maybe metal/metal_modular_floor001?

I had issues with the first puzzle's piston+wall, where the wall was so picky about accepting my portal, by the time I got one to stick it was retracting already.

Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.

Avatar
espen180
307 Posts
Posted Nov 18, 2007
Replied 37 minutes later
1) The floor is changed and is now unportable.

2) Yeah, the piston is a little dodgy. I might a way to make it immediately portable.

3) It will all be explained by Glados in the next finished version.

Avatar
Crooked Paul
226 Posts
Posted Nov 18, 2007
Replied 8 hours later

Shmitz wrote:
Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.

It always fizzles the box. But when "it seems like it's turned off," it doesn't cancel your portals.

Avatar
espen180
307 Posts
Posted Nov 23, 2007
Replied 4 days later
Crooked Paul, you are correct.

New update!
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[FIX]Room 2 Escape Route
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.

Getting ready for a new release now. The map is entering it's finished state. Just for shits and giggles, I will post a picture of my cluttered .vmt. Will post beta 2 shortly. It will include the GLaDOS voice clips made by Hamster Alliance. Let me give you a public salute, ol boy. Top notch voice clips indeed. It's funny, that even though map 1 is almost finished, I have only a vague picture in my head of the rest of the maps to follow. I do have the critical moments planned out though. I can't wait to release the finished "Post-Portal" and get started on my next, no longer secret, project.

Here's the .vmt picture I promised you. The 3d view shows level 1, the way it looks in the editor. The 2d views show the whole map. No drawn models in the 2d views, of course.

Click here of the in-hammer picture

Avatar
espen180
307 Posts
Posted Nov 23, 2007
Replied 1 hour later
Version 1.1 Beta, also called Beta 02 is now released.

Download Link

Please take the challenges and post your scores so I can adjust the values properly.

Keep in mind: In room 3, the portable surface on the ceiling is a little hard to spot, but it's there. Something funky happened to the .vmt, but I'm fixing it for the next release. I will also fix the axis problem with the small hatch in Room 2.

Changelog:

[CHANGE]Status strips are now overlays instead of func_illusionaries.
[CHANGE]Ugly blue field in Room 3 is now a particle field.
[ADD]GLaDOS voice files.
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[ADD]Room 2 Escape Route.
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.

Checklist for next release:
-Fix axis on Room 2 hatch.
-Make Room 3 "part 2" brighter.
-Fix sound bug at the start of the level.
-Fix challenge records not being recorded.

Avatar
Rivid31
152 Posts
Posted Nov 23, 2007
Replied 1 hour later
good fixes, the i think the ball catching puzzle area is just a little bit too dark over where the catcher is. Also, those triggers are all sorts of screwed up. In the solution I used, I had to put both portals on the left side to get the ball in the catcher... which triggered the escape hatch voice, which clashed with the voice that says you solved the puzzle... Also, when I actually DID get stuck (on purpose to check the escape hatch) the doors opened, but there was an invisible wall there so I couldn't walk through them, but I could shoot through them. This only happened when I got stuck on the left side. If I got stuck on the right side and the emancipation grid went down, the doors on the left side worked fine... and if you fire both portals into the room with the ball, while you are still in the room with the buttons it opens the escape hatch even though you aren't stuck. Also, its pretty easy to get stuck in the cameras in the room with the buttons... if you just walk into them, they look down and trap you there

I'll do the challenges in a minute and let you know how I do on them. I know you're aware those triggers are screwed up, I was just letting you know what I found was wrong in case you were unaware of any of them. Once that rooms fixed up, and the voice glitch at the beginning I'd say this will be complete.

Excellent work

Avatar
espen180
307 Posts
Posted Nov 23, 2007
Replied 4 minutes later
Yeah, I honestly have no idea how to clean up those triggers, but thanks for reporting it. You teched me some things i didn't know about my map.
Avatar
Lorithad
240 Posts
Posted Nov 23, 2007
Replied 10 minutes later
Just played the updated version. I had the exact same results as rivid. Though my ball catcher was bright enough to see. Still, I wouldn't complain if that area was a bit brighter.

I would suggest that when you're trapped in the ball catcher puzzle, it doesn't play the message as soon as you fire the second portal while standing in the room. Give it a few seconds of delay, so that we have a chance to complete the puzzle without the sound of failure chirping in.

If you can link the failure message to the sucsess message, so as soon as the ball hits the catcher, the failure message won't play, or stops playing if it's already started, that would be better.

Avatar
Rivid31
152 Posts
Posted Nov 23, 2007
Replied 10 minutes later
Portals: Whatever gold was... I forget, 12 I think?
Steps: Couldn't even do bronze (80)... usually I'm decent at steps
Time: 1:29, gold is 1:30
Avatar
espen180
307 Posts
Posted Nov 23, 2007
Replied 22 minutes later
Okay, so the steps are over-hard. I'll have to increase the numbers then. What was your record again?
Avatar
Rivid31
152 Posts
Posted Nov 23, 2007
Replied 7 minutes later
I solved it in 130 steps. I could probably knock ~10 off or so if I really tried. I'd suggest getting other peoples scores though

edit

Yup. I was right, did it again, 120 steps this time... still think I might be able to shave off a couple steps but I'm not going to bother.

Avatar
youme
937 Posts
Posted Nov 23, 2007
Replied 3 hours later
Three of the indicator dots in the first room are the rong colour (The three just above the mesh)

There is a voice overlap in the first few seconds (not sure if it is intentional but as you mentioned no voice overlap...)

There IS voice overlap. when I got into the second room on the final portal placement to direct the orb to the catcher the "your stuck" voice played, as it should then half a second later the orb hits the catcher and the "congrats" voice starts playing.

The ball catcher should be recessed into the wall by about 32-64 units (can't remember exactly how much) but you have it sticking out of the wall.

The lift from the second room clips through the sign on the wall.

You need aticking sound so you know how long the fizzler deactivates for.
You should also make the fizzler's deactivation more visually obvious, perhaps having two of the fizzler effects that both get turned on and off instead of just one.

The last puzzle is feindishly hard now, even for someone who had done the first version XD I like it.

You also have some lightmap discrepencies on the floor platforms that rise up to make steps (both of them) I suggest making them level with the floor when you compile the map rather than above it (move them down and change the 'spawn position' if they are raised in hammer) and reducing the lightmap scale on them to something like 32, this will just make any differences much less noticable.

Other than those Its great.

I don't even think I will attempt the challenges as I'm total crap at them.

Avatar
espen180
307 Posts
Posted Nov 24, 2007
Replied 7 hours later
I thought I fixed the voice overlap in the second room. Damnit!

Also, the voice overlap at the beginning, I don't understand it. I've tried everything to fix it, with no success.

I'm aware of the lift clipping. I'll see into it for the next release. Maybe move the sign?

Ticking sound is already planned for that button. Maybe you're right about the particle disappearance being too subtle. I'll see into it.

I just might lower those stairs. At least the ones in the small room, as they are the only ones who rest at floor level.

Also, I'm proud of my fiendishly hard puzzle.

Avatar
Lorithad
240 Posts
Posted Nov 24, 2007
Replied 18 minutes later
Well, if you can't fix the voice overlapping at the beginning...don't. Combine the sound files into one, and then space "two" apart from each other however you need to.

I'm assuming you want both to play at the start of the map, so this would be ideal.

Avatar
espen180
307 Posts
Posted Nov 24, 2007
Replied 8 hours later
On the contrary. I want the shortest sound to play when to finish room 1.
Avatar
Player1
212 Posts
Posted Nov 24, 2007
Replied 2 hours later
I tried out the revised version (beta 02? latest one linked here). Floor portability fix was good. But there's rampant voice overlapping which kinda ruins it at the moment. Geometry hasn't changed much (as far as I can tell, all my specific speed run paths were still viable at least).
Avatar
espen180
307 Posts
Posted Nov 24, 2007
Replied 34 minutes later
The puzzles are pretty much finished. All I'm doing on the map now is rug fixing and tweaking.
Advertisement
Registered users don't see ads! Register now!
Avatar
espen180
307 Posts
Posted Dec 02, 2007
Replied 7 days later
[FIX]Fixed a ton of leaks, mostly generated form Portal Edge Support.