[RELEASE] DaMaGepy 02

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DaMaGepy
361 Posts
Posted Nov 27, 2007
Replied 14 hours later
the problem was, that even if I name a box as box, it doesnt make an event when its removed by the cleanser, and the dropper only checks if the template is available or not. Needs more spawner at the same spot for each boxname? (for autospawn)

Anyway, for those whodidnt liked the idea of spawning lot of box and cant have fun with them (I can, tried to make a pyramid , here is the non-fun version of the rooms:
http://heroes.hardwired.hu/-/portal/por_damagepy_02.zip

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Lorithad
240 Posts
Posted Nov 27, 2007
Replied 17 minutes later
Personally, I find the un-fun version much more enjoyable. And the part of the map that shows pieces of indicator strips propped against the wall gives me an idea.

Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.

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DaMaGepy
361 Posts
Posted Nov 28, 2007
Replied 8 hours later
there will be a room in level 4 where u can pick a strip up and place it. must find 3 pieces on tha map to repair the final puzzle (like picking up a valve/cogwheel in hl2). But in this room since I had problems filtering the boxes and the ball I didnt wanted to do that, and since the difficulty is scaling with my maps, I didnt wanted to add it to map 2 yet.

Map1: easy
map2: average
map3: above average
map4: hard
map5: I put all ideas that I wrote down and I hink they are "impossible".
Or well, if the player know the tricks from the previous maps (balls can push objects, boxes can be picked up and moved even iff they are on the other side of a grate, strip building thing, portal in a portal (will be weird, with prtaldetector and triggers), portals on movable surfaces (usually its not possible, tricky) they will be just "almost impossible". A huge level where everything is a puzzle, so for exampe must redirect a ball, open a portal, run I minute through the level to place the other end of a portal where not expected.

Thats why I dont want to hear that the first map is too easy, and map2 is too obvious too, first part of map2 is still a newbie "training", but there wil be 2-3 optional harder puzzle (like this broken indicator one) where they are not needed for progress, but if the player solves them, they will get a reward
This broken puzzle works, but not made the event yet. The comp cube will be in the observation room (visible) in room2, and with this broken puzzle - even if it not work - the cumputer appreciates your effort and allows you to meet a visitor: the comp cube that u left behind in map1. You broke his hart, when he observed you playind with other low-level storage cubes in that room, but still wants to see you again. A secret door will be opened in the room near the button (revealing a very small room), the cube will fall down for 10 sec (you can grab it through the grate but cant get it) then another hole opens on the floor and he falls down away. Even if the player still holding it to not fall down, the secret door will close and the cube will be released.
Optional puzzles will be companion cube or companion toilet related. I think I solved the toilet problem (the model has no bottom so its ugly when carried) so it will be introduced in later maps.

Ah, and there is a hidden bean conserve in every level, if the player plays through all 5 level and testroy these trashes (using cleansers) will get a reward at the end. However I did not checked the triggers/entities how can I transfer variables (a counter) through the levels yet. But its possible. You found the first bean on level 1 didnt you? and on the fun level its in the secret room (not included in normal level2 yet, will be elsewhere).

ps: I made the "broken" puzzle a bit harder. Same tactic, but ts not that easy to position the cube.

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Rivid31
152 Posts
Posted Nov 28, 2007
Replied 10 hours later

Lorithad wrote:
Personally, I find the un-fun version much more enjoyable. And the part of the map that shows pieces of indicator strips propped against the wall gives me an idea.

Make the indicator strips phycis objects that you can pick up, and somehow align along pre-determined paths, so you can pick and choose where the energy goes, and which door it activates.
I have no idea if it can be done, but it would be pretty interesting.

I'm not entirely sure, as I haven't even bothered to try this, even though it sounds pretty awesome, but I'm pretty sure you can't do it... you'd need a model to do it. unless there is some way to make prop_physics_override apply to brushes instead of models...

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DaMaGepy
361 Posts
Posted Nov 28, 2007
Replied 16 minutes later
in the bsp I included a textured and a non-illuminated version. That way I just make a block, convert to physic, name it and thats all. Pickable, and if I place a trigger near the spt on the floor where I want it to be placed, it can trigger it (by name) and places it there in the right way (a premade model appears and the object is dstroyed, so the player cant pick it again). Maybe I place a second optional puzzle like this in map 2.

Now I working on the things that happen after the player activates the ballcatcher (I hope its pretty obvious what to do, the technique was even in an official maps)

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DaMaGepy
361 Posts
Posted Dec 01, 2007
Replied 3 days later
Just posted the new developer version of the map.
I decided that I'll quickly create map2 and map3 so testers can test it. I can do it in one day with minimal design, only the puzzles. No fancy light, no cubemaps, no decorations, hints, texturealigning etc. Just the ugly raw puzzles. I can spend 4-5x more time on cosmetic later, if there are no bugs or known exploits.
Because of there is no decoration, the solution of the puzzles (later) is more obvious that its intended, will be more confsing later with the extra (sometimes distracting) map elements, so only download it if you want to help in playtesting and dont want to spoil the final result!

http://heroes.hardwired.hu/-/por_damagepy_02.zip
Whats new:
- Companion cube scene added (optional broken puzzle)
- New vertical room
- New fling room

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DaMaGepy
361 Posts
Posted Dec 03, 2007
Replied 1 day later
  • Changed the look of the vertical room
  • new secret place
  • finished the fling room
  • fixed some bug
  • autosave spots and cameras added
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Lorithad
240 Posts
Posted Dec 03, 2007
Replied 3 hours later
I had some purple/black checkerboards where I can only imagine arrows were supposed to be near the begining.

I find it a litle strange that you called the map "tricky portals" inside though. None of the challenges were really all that difficult. Some were just easy.

I still don't know if that ball catcher even needs to be done, as you don't appear to need it for anything. And even if you did, the only way you could solve it, would be to fling yourself up into it's path, while holding a weighted storage cube, and hope you deflect it correctly.

The area that you're supposed to shoot portals through the grates to eventually end up where you were, it seemed very repetetive, and lacked challenge.

And that last fling, it seemed pretty good, but again, I thought it was a little simple.

And for whatever reason, in the final room, the end wall is portalable, but is made of metal. I'm not sure why that is. Maybe i'm missing something.

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DaMaGepy
361 Posts
Posted Dec 03, 2007
Replied 2 hours later
About the broken puzzle, its damn easy:
use the method that u learned from the CC level: use the cube to redirect the ball. Make a portal on the right of the spot where the ball hits the wall, grab a cube, and hold it through the portal facing about 45 degree right. If you turn too much the cube "jumps" closer to you, so dont do that (but I think even like that, the ball can hit the cube).
Found the hidden room?
if the player accidentally places another portal in the room, he can be trapped there... forever But its a prison anyway

The map name will be "portals in the hole", the tricky name just temporary.
And Ye, the things in the vertical room are the same, its only just to gain height and make the player to "develop" its perception for white spots. Will be needed later in this level (actually I added the puzzle at the end where the player need it). And yes, its still a "training" map.
At the end, it looks like another fling room, but its not realy doable. Lick the right wal and u see the white floor at the other end. Its a distraction room

For pro players I think map 3 will be the favorite map
There is only one last puzzle on this level, then I start the cool map 3!

btw without good perception, u cant find the secret place or solve the very last "puzzle".

ps: missing textures are added. Check the map again, I dont know where is the portable metal texture.

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Jaso
24 Posts
Posted Dec 03, 2007
Replied 1 hour later
I like the map so far, I played it again and again.

I noticed I could place portals behind the broken parts of the energyline, which looks weird.

After enabling the secret cube-spawning button the button to open the door near the end of the level stopped working. That was quite frustrating the first time I got there.

And while I didn't find the secret room so far, i found a way to save the companioncube I spawned around 15 boxes and built a tower that I could climb to get back to map 1. There I replaced the companioncube on the button with a regular cube and placed the CC between the door and the fizzler. Then I jumped down to load map 2, climbed back up and took the CC through the fizzler

gepy wrote:
At the end, it looks like another fling room, but its not realy doable. Lick the right wal and u see the white floor at the other end. Its a distraction room

I managed to fling myself through that room, by placing one portal on the angled platform, the other on the wall above it. Then while falling out of the upper portal I replaced it next to . With both portals on the platform I fell in one, came out of the other and reached the other side of the pit. Never say something is impossible

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DaMaGepy
361 Posts
Posted Dec 04, 2007
Replied 10 hours later

Jaso wrote:
I noticed I could place portals behind the broken parts of the energyline, which looks weird.

Those indicators are even portable in the official maps.

Jaso wrote:
After enabling the secret cube-spawning button the button to open the door near the end of the level stopped working. That was quite frustrating the first time I got there.

Will check it, I copied that button, maybe forgot to modify all property

Jaso wrote:
And while I didn't find the secret room so far, i found a way to save the companioncube

Then I'll fix the start of the level, to look like the previous map's end, with a closed door and a portalcleanser. But I never tought about that, thx for mentioning.

Jaso wrote:
I managed to fling myself through that room, by placing one portal on the angled platform, the other on the wall above it. Then while falling out of the upper portal I replaced it next to . With both portals on the platform I fell in one, came out of the other and reached the other side of the pit. Never say something is impossible

I'll try it, and I will extend the room. Or maybe will leave like this, but this map supposed to have only average puzzles, with no midair portals. Even the previous fling room is designed for easy portaling, the player can just step out from the portal, have time aiming to the opposite (starting) side of the room, then after placing the portal, he automatically falls down to the right spot where the second portal should be placed while falling. Thats why I moved this one to his level. Map4 will have places where the player must place 4-5 portal in the air, that will be a fast clicking fast aiming map.

Anyway, since ppl must playtest it for bugs, here is the secret room with the bean
At the top of the vertical room when you fling to the other side, you must stop flying not to fall down to the holeon the other side. Then walk back to the vertical room, look right, there is a small misplaced metal cube a bit lower than the grate. The trick is that if the player places a second portal in the room, then never can get out, and will be inprisoned. MAybe I will add another cell to the side with a portalable wall. At this point, the player should get used portaling through small holes, so if he tries to move to that next cell, then its the end. Hes tricked, trapped, and must start over, haha. When the player moves to the second cell, a message will be shown, that you are tricked and will stay here forever!
I hope there is no way out.

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Jaso
24 Posts
Posted Dec 04, 2007
Replied 4 hours later

gepy wrote:
Those indicators are even portable in the official maps.

But in the official maps they never leave the wall, or with a portal behind them, float in midair.

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deathremains
36 Posts
Posted Dec 04, 2007
Replied 1 hour later
i really liked the 2nd part of room 2 or start of room 3... dunno how that started >.> it looks really good =D it took me about 5 minutes of studying and saying how the.... then i finally realized the cut outs in the wall and then from there just went with it =D i LOVED the last part for some reason really smart idea... its not always as it seems! also behind the portal launcher on the 2nd part of room 2 u can portal behind it
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deathremains
36 Posts
Posted Dec 04, 2007
Replied 2 hours later
i broke a button... and killed myself using it somehow so i recorded how to >.>
http://www.mediafire.com/?cn01izwndmg lol
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DaMaGepy
361 Posts
Posted Dec 04, 2007
Replied 3 hours later

deathremains wrote:
also behind the portal launcher on the 2nd part of room 2 u can portal behind it

Where?
I fixed some stuff, check if its still there and if yes, then tell me exactly where.
Now this map is FINAL, also uploaded its .vmf source!

Starting to make map 3 (no more training, just maybe the first room), difficulty: HARD

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DaMaGepy
361 Posts
Posted Dec 09, 2007
Replied 5 days later
btw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?
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xitooner
132 Posts
Posted Dec 09, 2007
Replied 30 minutes later

gepy wrote:
btw any comment on the .vmf source? I dont know if I should continue uploading that as well or not really needed?

Not needed, IMO. Its just as easy to VMEX it myself.

What it boils down to; those who want it know how to get it from the BSP (or will ask how on the forums). For the others. . . its just something they dont know what to do with.

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VolumetricSteve
16 Posts
Posted Dec 10, 2007
Replied 22 hours later
<_< arbitrary controversies aside....

I loved this map...except the part at the end where it couldn't load the 3rd section...did you just not build it yet or is there actually something wrong?

Anyway, I liked the little cube ladder thing you had going there, It's something I've never had to do before except to a very minimal extent. This was still a little fresh for me. I noticed a trend where you seem to like to make "puzzles" that only involve looking around for a short while only to find that if you were another two inches to the left, you'd be able to line up a shot that'd circumvent any actual puzzle solving, which I guess is...in itself a puzzle...I really liked the feeling of "oh..what the HELL does he want me to do here?" I got in the room with the little holes you had to shoot through....there's something very naturally intimidating about a straight vertical room with no portable surfaces...heh...Most of all, I'd have to say that your grip on lighting and visual effects is top notch, the whole thing was beautiful...which is weird to think because this, as most portal levels, recycle the same 4 textures over and over again, but holy crap..you made it look good.....gave the surfaces some depth, dressed up light sources, and got the room ambient lighting to look more warm and less....vertexy.

Neat level. At the very least, your mapping skills pass unquestioned.

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DaMaGepy
361 Posts
Posted Dec 10, 2007
Replied 1 hour later

xitooner wrote:
Not needed, IMO. Its just as easy to VMEX it myself.

True
It only ontains the extra visgroup informations. But vmf mean I allow others to use elements or to modify...

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DaMaGepy
361 Posts
Posted Dec 10, 2007
Replied 12 minutes later
VolumetricStev:
Thx. I just wanted to make some unusual, not yet another portal-like (official map-looking) level. Also introduced an optional harder puzzle in the beginning (the companion cube one that also reveals the boxdropper button) that I will use later in map 3.
And yes, no map 3 yet, after I finished my exams I'll start making it, for the more skilled players (harder puzles) and they will really struggle on some optional puzzle that will be damn hard. Got too many compliment that this first 2 map was too easy even if they are just training levels.

And will also make more secret place. In addition when all 5 map complete, I'll make another optional thing: if the player successfully destroyed all bean conserve that can be found in every map (only map1 and map2 atm) then will get an alternate ending or will unlock a secret puzzle.

Btw I hope all knows how to solve the broken puzzle. Check the official Companion cube map, same idea here, you just need to make a portal near the spot where the ball bounces, pick a cube, walk halfway out from the portal and turn a bit right, so the ball will bounce from the cube to the catcher. Its a medium difficulty puzzle, that a training as well, for map4. Ye, I know you hate these easy trainings, but trust me: without knowing the things I used in the first 2 map, you cant solve map 3,4.

Btw map3 will loook more like the official maps, mre steril. Will only use much detail when I want to confuse the player.