[SP] Soundlogic's New Testing Elements demo

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Soundlogic
169 Posts
Posted Dec 24, 2011
This is a demo for a set of maps I am working on with the new testing elements I am building. It contains a variety of new testing elements, at a higher density than would be used in normal levels. The puzzle isn't that hard, but comments on the new testing elements would be greatly appreciated. The level contains two hidden sections with a total of three easter eggs.
Thank you,
Sound Logic

Credit to: Omnicoder for teaching me how to make everything work and debugging
Credit to: Skotty for making me new models

File Name: soundlogic new testing elements demo V1.0.7z
File Size: 4.06 MiB

Click here to download Soundlogic's New Testing Elements demo

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quatrus
1,047 Posts
Posted Dec 24, 2011
Replied 8 hours later
I guess I saw the new testing elements - charged cube, bomb dropper (not new?), holo cube?
Not sure this should be in the released section, maybe in the other or WIP? Unless I missed something else?
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Soundlogic
169 Posts
Posted Dec 24, 2011
Replied 1 hour later
Battery cube, holocube, catapult cube, and static cube are the new testing elements. This is a full level however, so I think it would seem that this is the right section. Did you not complete it or something?
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Djinndrache
1,442 Posts
Posted Dec 25, 2011
Replied 1 hour later
I wouldn't call this map design perfect or anything, but the map is funny and I think it's worth a play. It was funny to figure out how the new test elements work. And infact I like it, I wanna see more!

AVphgJJQBMA
(Link: http://www.youtube.com/watch?v=AVphgJJQBMA)

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eladiozro
45 Posts
Posted Dec 25, 2011
Replied 1 hour later
I like pretty much your new elements, hope it would be that easy to import them to hammer...
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Soundlogic
169 Posts
Posted Dec 25, 2011
Replied 6 hours later
I am planning to release them eventually, but not quite yet. When I do they should be pretty easy to import though.
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Szieve
158 Posts
Posted Dec 25, 2011
Replied 3 hours later
Fan-Friggin-Tastic!!!!!
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RogerL
490 Posts
Posted Dec 28, 2011
Replied 3 days later
The catapult cube has some interesting properties:
** Video Deleted **
Might be useful for speedrunning, or it might just be a game stopper.

The only problem I found with the new elements was that the holocube would sometimes reappear in a different location from where it was left when it ran out of juice.

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BlumCoLe
211 Posts
Posted Dec 28, 2011
Replied 2 hours later
Hey dude,

I love Portal and want to collect some gameplays (first blind run), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.

Here are yours!

gameplay
If you like it or it helps: THUMBS UP
0Dh-H-qIPIk

Awesome elements!

  • jump cube ...when it's gone, it's gone! Only chance to continue is to restart the map

THX for mapping...

Keep it up!

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Rotab
20 Posts
Posted Dec 28, 2011
Replied 1 hour later
In the second chamber, you'll get stuck if you get the bouncy-cube up on the high ledge.
And in one of the secret chambers the turrets didn't fall when I pressed the button that's supposed to push them over
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Soundlogic
169 Posts
Posted Dec 28, 2011
Replied 3 hours later
@RogerL The catapult cube isn't supposed to do that, and I will try to fix it
@RogerL If you could tell me where the holocube despawned and respawned that would help me isolate the problem
@BlumCoLe Thank you for the video, and I will add a cube dropper for the cube.
@Rotab The crusher doesn't actually reach the turrets, they are knocked over by flying panels. The panels fly rather randomly, so the turrets aren't always hit. If you feel I should make them always be knocked over, I can cheat and make that happen
Also, cubemaps don't seem to work on my system, so if someone can figure out what is up, I will gladly fix that. The thread on that topic is here
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RogerL
490 Posts
Posted Dec 29, 2011
Replied 14 hours later

Soundlogic wrote:
@RogerL If you could tell me where the holocube despawned and respawned that would help me isolate the problem

It only happened occasionally and it was not always repeatable when it did. It may have something to do with there being a wall between the holocube and its "mother".

Here is some video of what I mean:
** Video Deleted **

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bryan_reed
5 Posts
Posted Dec 29, 2011
Replied 1 hour later

http://screensnapr.com/e/ODoidD.png

Tried installing twice. I just installed Weighted Wonderland as well; could that be conflicting?

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Soundlogic
169 Posts
Posted Dec 30, 2011
Replied 1 day later
@Bryan_reed Did you copy the models?
@RogerL as the one who coded it I can assure you that the location of the holo-emitter has nothing to do with it. It might have something to do with the cube being rotated though.
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RogerL
490 Posts
Posted Jan 03, 2012
Replied 3 days later

Soundlogic wrote:
It might have something to do with the cube being rotated though.

Nope, as you can see in my video, I didn't rotate the cube at all. Just picked it up, moved it to the button, and dropped it.

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cerrita
26 Posts
Posted Jan 04, 2012
Replied 4 hours later

RogerL wrote:
Soundlogic wrote:

@RogerL If you could tell me where the holocube despawned and respawned that would help me isolate the problem

It only happened occasionally and it was not always repeatable when it did. It may have something to do with there being a wall between the holocube and its "mother".

Here is some video of what I mean:
http://www.youtube.com/watch?v=DF5mEE7-brA

It happened to me periodically, and only when I left it on the button. I would leave it right on the button, and it would reappear later just off to the side. My guess is that when it reappears, it's somehow trying to spawn in the same space as the button, and since it can't it's getting kicked aside instead. Like something inside a portal being kicked back when one of the portals is moved.

The biggest trouble I had was with the hover cubes. Cubes can't be placed completely on the ground while being held, and while as low as they would go, it was very difficult to jump on it. Like it was just at Chell's height range. Could they be programs to drop down just a tad when locked? It would make it a lot easier to get on the first one to start climbing. Not getting a replacement cube when I accidenially fizzled or lost one forced me to restart a couple times. When the faith plate cube is lost in that hole it's gone for good.

Despite that, a very enjoyable play. Lots of new, intersesting ideas, and fairly easy to figure out what each is supposed to do.

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Soundlogic
169 Posts
Posted Jan 05, 2012
Replied 1 day later
@cerrita: I think you are right about the bug with the holocube. If anyone has any more information about how the env_entity_spawner decides where to place its spawn, that would be very helpful
@cerrita: What do you mean lost in the hole? How exactly did you lose it?
I think I have a working fix for the flying catapult cube, by which I mean I cannot replicate the bug. Not that I could replicate it reliably before hand...
@cerrita: I will try to work on a fix for the static cube placement. Which cubes did you fizzle and not get replaced? Was it just the catapult cube, because I am adding a dropper for that
Thank you,
Sound Logic
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RogerL
490 Posts
Posted Jan 05, 2012
Replied 10 hours later
If you drop a bomb onto the catapult side of the catapult cube, it doesn't explode on the cube, but on whatever it hits after that. That could make for some interesting gameplay.

If you get the static cube into a tilted position, it doesn't always auto-rotate to level and then gets locked in that position when you let go. This can make it difficult to stay on top of the cube when you jump onto it.

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cerrita
26 Posts
Posted Jan 05, 2012
Replied 9 hours later

Soundlogic wrote:
@cerrita: What do you mean lost in the hole? How exactly did you lose it?

The podium that raises up for the faith plate cube. I left it on the podium when it lowered, and it caught on the opening and fell further down below when it rose again.

Quote:
@cerrita: I will try to work on a fix for the static cube placement. Which cubes did you fizzle and not get replaced? Was it just the catapult cube, because I am adding a dropper for that.

I used the regular cube on the button by the light bridge, and I realized I left it there too long when the emancipation grid turned on. So I fizzled it, expecting a new one, but it didn't happen.

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Soundlogic
169 Posts
Posted Jan 06, 2012
Replied 14 hours later
@RogerL: The throwing of bombs should happen since I am reusing the code from the actual faith plates, and those can toss bombs.
@RogerL: I am working on a fix for the static cube placement bugs
@cerrita: I have added a catapult cube dropper, which will be uploaded as soon as I have fixed a few more bugs
@cerrita: How did you manage to get up to the bomb control room without putting the regular cube in the self sealing room
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