[RELEASE] DaMaGepy 02
To make it clear, there are some note:
- Its still a training map, so dont expect hard "puzzles"
- The first map teachhed that balls can push objects, kill sentries
- This one do the portal in a small hole trick to increase the players perception, so will shoot into any hole they see 
- There is a hidden place (secret prison) that accessible the same way (from the top of the vertical room)
- Every puzzle has a reason. With some combination I want the player to become bored and less attentive, and with some puzzle I want to trick him (like the last one)
- The broken ballcatcher puzzle is optional, its only to meet the companion cube and unlock the secret boxspawner button. (You just need a portal and a box)
color=darkblue]- Overall I rate this map's difficulty as "average". If you want better (harder) puzzles, map #3 will be your friend
[/color]
Download:
http://heroes.hardwired.hu/-/por_damagepy_02.zip
Forum download:
http://forums.thinking.withportals.com/dload.php?action=file&file_id=119
More info and future updates (will post updates here):
http://heroes.hardwired.hu/-/portal/portmap.html
(The .vmf source also available here, for mapmakers!)
Whats new:
2007.12.03
- Fixed some missing texture

Please post opinions, feedbacks, bugs, possible exploits (shortcuts)
will post what i find :3
edit 1- as soon as i started to play i noticed the box spawner
but then as soon as i got close the map started to lag horribly? even when looking around o.o
||used the boxxes to climb the wall on the left side of the wall and got confused when i got to the top? what do u have to do up there... i just went back down and tried climbinging the other wall
edit 2-the next part was confusing i dont know if its just the wip but i couldnt find a way up D:||
In the mean time, I'ma test it out 
Lorithad wrote:
Upload it to the database so one of the mods will move it to the WIP forum.
You give us a 6 cubes to do with what we want at the start. Fine. Then you give us a cube tube, that drops two cubes at a time. Then make it so that when you destroy a cube, one is automaticly deposited. And you have no set limit to the number of cubes you can make.
I made something like 140 cubes before my FPS dropped below a level that I could stand.
I can see where you are going with it, wanting the player to build stuff with cubes, relive the good ol' days of sitting alone in your bedroom playing with legos. But it just really doesn't transfer well to portal.
Lorithad wrote:
playing with legos.
Burn and die! Its 'Lego' and thats it... No 's' ever. I'm sick and tired of people calling it legos. Even when you are talking about more than one brick its still just lego.
Its like sheep, anyone that says sheeps gets laughed at as a halfwit...Why is it that no one verbaly scolds those that say legos? Its just as bad, if not worse.
[/rant] (nothing personal)
youme wrote:
Burn and die! Its 'Lego' and thats it... No 's' ever. I'm sick and tired of people calling it legos. Even when you are talking about more than one brick its still just lego.
Its like sheep, anyone that says sheeps gets laughed at as a halfwit...Why is it that no one verbaly scolds those that say legos? Its just as bad, if not worse.[/rant] (nothing personal)
Quote:
Which is correct as the plural of LEGO: 'Lego' or 'Legos'? Neither, actually. The word 'LEGO', when used as a noun, should only refer to the company that makes the product. Otherwise 'LEGO' is supposed to be used as an adjective. Thus, when referring to the pieces, neither 'lego' nor 'legos' is correct... rather one should say: 'LEGO bricks' or 'LEGO pieces' or whatever (using LEGO as an adjective -- and one should really capitalize all of the letters, and put the little 'circle-R' symbol after it (?)). This is all a matter of protecting the trademark of 'LEGO' for the company (using it otherwise degenerates the strength of the trademark). This is not to say that I use the word correctly 100% of the time... but that's the answer to the question (it's always fun/painful to read the near-flame-wars that start at slashdot.org over this topic... **and generally, both sides are wrong). **
Source: http://www.ericharshbarger.org/lego/faq.html
Aditional information found her: http://www.faqs.org/faqs/LEGO-faq/
Since your brought it up 
youme wrote:
Burn and die! Its 'Lego' and thats it... No 's' ever. I'm sick and tired of people calling it legos. Even when you are talking about more than one brick its still just lego.
Its like sheep, anyone that says sheeps gets laughed at as a halfwit...Why is it that no one verbaly scolds those that say legos? Its just as bad, if not worse.[/rant] (nothing personal)
Really its Lego Bricks, the company prefers it that way, they never made the name Legos. They say Lego Bricks. Check this out:
"The word LEGO? is a brand name and is very special to all of us in the LEGO Group Companies. We would sincerely like your help in keeping it special. Please always refer to our bricks as 'LEGO Bricks or Toys' and not 'LEGOS.' By doing so, you will be helping to protect and preserve a brand of which we are very proud and that stands for quality the world over. Thank you! Susan Williams, Consumer Services."
http://en.wikipedia.org/wiki/Lego
Near the bottom of the page.
Also the map was good, but geez so many blocks set my vid cards on fire.
The next room ist done yet and the portalcleanser will be a door. Ignore the let part. Its just for to have fun spawning lot of cube and playing with them. You can try to climb to the green button on the right near the boxdropper (its a lift switch). First time I simply tried to build fully up to the hole using 50-60 cubes but then one cube started an endless motion lag at the bottom and the framerate dropped to 1-2 fps.
The boxdroper button will not be there in the official map, and dont look this map like a real puzzle. And also if 15-20 cube do too much lag (if they are on top of eachother) then I'll avoid using the build-your-stair concept. When I have at least one working room (or done with the next one) I'll upload it to the database.
Btw I also wanted to see if the box-placement thing works fine on others
machine or not (the first 6 I mean).
Comment/question for developers, mapmakers:
I had problem setting up the 6 box so if one of them removed by the cleanser, the dropper drops another. But also wanted the button to spawn one cube and to remake the dropped ones too. the dropper's template was named box. if I name the pre-placed boxes as box and do the spawn command, both the dropper and the placed cubes spawned one new one (cloned into the floor wall etc). When I named the 6 box as "boxes", then none of the events worked. I added an event to the cleanser when its remove a box or anything, also to the box (tried all, onbreak etc) and global ones, but no effect, they didnt triggered anything. Only if a box "box" was kiled that was spawned by the dropper. But I wanted the boxes to start on top of each other!
So I made a func_train with the spawner entity, it places the cubes then moves to its original position. If anyone have a better solution, let me know (6 premade box, one dropper, if any of the premade or dropped box is destroyed in the cleanser, it drops a new one)
ps: ye, I testing thing in preparation for my LEGO-room at map 4.
On second thought, let's not derail the thread, eh?
Quote:
I can see where you are going with it, wanting the player to build stuff with cubes, relive the good ol' days of sitting alone in your bedroom playing with legos. But it just really doesn't transfer well to portal.
It was made for request. The room's original design was good as a base to add this spawn-lot-box-and-build idea. The secret room was added for that too, will not be there when I continue making the DaMaGepy #2 (or at least not here).
But if so, then I'll nt post fun maps only maps that suit to the "portal" concept. So I should drop the outdoor thing too?? I want to make original maps with unique concept, not just another steril test room with some (maybe old) puzzle.
MrTwoVideoCards wrote:
Really its Lego Bricks, the company prefers it that way, they never made the name Legos. They say Lego Bricks. Check this out:
Trivia: The reasons for this are entirely commercial. If people call them "legos" enough, the word runs the risk of becoming a genericized trademark, at which point Lego will have lost a significant amount of leverage, since then anyone could call their interconnecting plastic bricks "legos" perfectly legally.
gepy wrote:
But if so, then I'll nt post fun maps only maps that suit to the "portal" concept. So I should drop the outdoor thing too?? I want to make original maps with unique concept, not just another steril test room with some (maybe old) puzzle.
I'm not suggesting you shouldn't post maps that aren't true to the portal game. However, something like making a staircase out of cubes, it just seems tedious. The key is to keep it interesting, while not being repetitive.
gepy wrote:
Comment/question for developers, mapmakers:
I had problem setting up the 6 box so if one of them removed by the cleanser, the dropper drops another. But also wanted the button to spawn one cube and to remake the dropped ones too. the dropper's template was named box. if I name the pre-placed boxes as box and do the spawn command, both the dropper and the placed cubes spawned one new one (cloned into the floor wall etc). When I named the 6 box as "boxes", then none of the events worked. I added an event to the cleanser when its remove a box or anything, also to the box (tried all, onbreak etc) and global ones, but no effect, they didnt triggered anything. Only if a box "box" was kiled that was spawned by the dropper. But I wanted the boxes to start on top of each other!So I made a func_train with the spawner entity, it places the cubes then moves to its original position. If anyone have a better solution, let me know (6 premade box, one dropper, if any of the premade or dropped box is destroyed in the cleanser, it drops a new one)
I'm also quite irritated by the respawning of all preplaced cubes, and the same problem ruins having multiple box-droppers, as they respawn in all the tubes when one is destroyed. The only solution I can think of is giving different names to different cubes, but that is really not very practical in regards of using filters and other things that requires a name of the cube
yikkayaya wrote:
but that is really not very practical in regards of using filters and other things that requires a name of the cube
call all your boxes box_n so thats 'box_1' 'box_2' 'box_3'...etc so you can respawn them individually and your filter is 'box_*' which will include anything that starts 'box_'
problem solved.
Box spawning is simple, you just have to 'Think with SDK' 
youme wrote:
call all your boxes box_n so thats 'box_1' 'box_2' 'box_3'...etc so you can respawn them individually and your filter is 'box_*' which will include anything that starts 'box_'problem solved.
Box spawning is simple, you just have to 'Think with SDK'
And what if there is multiple different boxes available? Then there will be many filters...unpractical...
yikkayaya wrote:
And what if there is multiple different boxes available? Then there will be many filters...unpractical...
There will be only one filter, which filters 'box_*'
- is a wildcard, and will accept anything that has box_ as the first 4 characters of the name, followed by any sequence of characters after.
Setting a filter to filter name box_* will accept (or reject... however you have it set up) anything with the following names
box_
box_1
box_14
box_twp
box_slkdfjsdkljfklsd
you get the idea.