Portal 4 Life [RELEASE]

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Astro
77 Posts
Posted Nov 28, 2007
Replied 22 minutes later
i had sound glitches and quit half way through the map

your breaking the portal laws by not teaching the player at all and throwing in a hodpodge of things that really just was not that enjoyable for me

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wbush121
1 Posts
Posted Nov 29, 2007
Replied 8 hours later
just finished playing your map. quite difficult at times, but i loved how you incorporated hl2 into it. very nice job, can't wait to see more like this.
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Pheliks
7 Posts
Posted Nov 29, 2007
Replied 9 hours later
Two new bugs found :
- The code button works with other codes too, as 2843, or 3842...
- In the room where you have to break the wood boards, there's a tiny space to shoot a portal outside near the tunnel entrance.
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Madman
25 Posts
Posted Nov 29, 2007
Replied 51 minutes later

Ryanocerous wrote:

In the first room, the first thing I noticed was the shadow of the chess board through the table. Not a big deal though.

Thx, removed

Quote:
Next thing I noticed is by shooting an orange portal on the floor below the hole in the ceiling, and the blue portal on the ceiling, by falling through orange and shooting blue on the floor as I fall, I can get out of the room. I didn't explore too much outside, but I noticed I can skip around outside the level with portals.

Thx, removed

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In the second room, I noticed only a few of the surfaces on the ceiling that appear portalable actually allow me to shoot portals onto them. Not sure if this was intended or not.

Yes, intended

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In the third room, I noticed there is an invisible collision glitch in the corner by the door to room 2 when the door is closed, making you just barely able to squeeze between it and the wall covering the code.
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Thx, will be removed.

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Also in the third room, by shooting a blue portal behind the wall covering up the code, orange on the outside of it, walking through the portal far enough and shooting blue behind the wall in another spot, it bumps me outside the map.

Thanks, removed.

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Also in the third room, by standing on top of the statue/bust and attempting to shoot through the gap above the door, the portal projectiles get frozen in mid air at certain angles.

They act like that sometimes in different places, i dunno why. The gap removed

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One time when I got to the fourth room, the one with the chair covering the vent/grating, there was no light in the room.

Didn't you noclip around before that?

Pheliks wrote:

But I found other bugs or/and glitches :
- In the first room, if you put a tank on the button, it will open the door. But, if, after, you stand on the button while the tank is still on, and get off, the door will close.

Thx, will be removed

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In the third room (just after the code room, when you have to portal behind the couch), there's a little space where you can portal under the map...

thx, will be removed
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As someone said before, I had trouble to enter the code (texture setting at medium)... I kept doing 2863, had trouble to see the 4, had to put my texture level on high... (I was stupid on that part ^^). But making that more obvious won't be fun anymore, I think.

Most ppl stuck at that moment, so a fair hint will be added.
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In the four-cube room, sometimes I had trouble to make the button on the wall to work after putting the four cubes on the Overweighted buttons...

Will be removed. Also this place is quite glitchy, as you are not supposed to open the door with all 4 cubes, but only two. I reworked it a bit so in v1.1 it'll work better, but still i can't overcome glitching(which is always in favor of the player)

Pheliks wrote:

Two new bugs found :
- The code button works with other codes too, as 2843, or 3842...

So you discovered it Actually that'd be quite hard to change, i can't figure out the way how to yet.

Pheliks wrote:

In the room where you have to break the wood boards, there's a tiny space to shoot a portal outside near the tunnel entrance.

Tried to prevent this, but seems like missed a bit. Will be removed.
Anyway, after breaking a couple of layers, you canjust place a portal

UPD: Grab version 1.1 for testing. Feedback appreciated

dload.php?action=file&file_id=116

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Lorithad
240 Posts
Posted Nov 29, 2007
Replied 1 hour later
Well, your map now appears to have the AI disabled bug when you load a save. All soldiers will just stand there.
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Madman
25 Posts
Posted Nov 29, 2007
Replied 9 minutes later

Lorithad wrote:
Well, your map now appears to have the AI disabled bug when you load a save. All soldiers will just stand there.


Any help on why it happens and how to solve this?
I only know "AI_disabled 0" command, but that's not a way out...

UPD: Nothing like that happens to me, neither on auto- nor on quicksaves...

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Duffers
474 Posts
Posted Nov 29, 2007
Replied 54 minutes later
Your avatar is physically impossible.
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Madman
25 Posts
Posted Nov 29, 2007
Replied 13 minutes later

Duffedwaffe wrote:
Your avatar is physically impossible.

Why? I think in a narrow passage...

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Lorithad
240 Posts
Posted Nov 29, 2007
Replied 13 minutes later
It has nothing to do with the narrow passage. It's the fact that you've got two asses, two sets of knees visible.
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Madman
25 Posts
Posted Nov 29, 2007
Replied 1 minutes later
It can be drawn better, but physical possibility remains, i suppose...
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Pheliks
7 Posts
Posted Nov 29, 2007
Replied 30 minutes later
I just finished the new release... I've a comment to make (and a bug to report) :
- I think the code, now too obvious, isn't interesting anymore as the player does not have to think...
- In the third room (where you have to put a portal behind the couch), there's a little bug with the chest : it went into the floor 5 seconds after I came into the room.
- And (it's probably me) I think there's still a bug in the four-cube room.

PS : And if you want your avatar to be physically possible, just put the portals closer.

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Madman
25 Posts
Posted Nov 29, 2007
Replied 14 minutes later

Pheliks wrote:
I just finished the new release... I've a comment to make (and a bug to report) :
- I think the code, now too obvious, isn't interesting anymore as the player does not have to think...

I agree here But ppl playing at lowres just can't associate codepad with the code)
But i think i'll remove the info that it's 4-digit.

Quote:
- In the third room (where you have to put a portal behind the couch), there's a little bug with the chest : it went into the floor 5 seconds after I came into the room.

More info please. What do you mean went into the floor?

Quote:
- And (it's probably me) I think there's still a bug in the four-cube room.

There are so many bugs there, which do you mean?
Thanks a lot for responding.

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Pheliks
7 Posts
Posted Nov 29, 2007
Replied 40 minutes later
Concerning the chest going into the floor, I'll try to describe it with my poor English...
I noticed, when I entered the room, that the chest was shaking... I tried to put a portal below it, but it did not work. 2 or 3 seconds later, the chest just came into the floor, and all I could see was the top of it that rises above the floor.
And for the four-cube room, is there two specific buttons or just any two buttons ? Because the wall interruptor had trouble to work...

PS : And yeah, people at low res can't see the codepad... but making that too obvious kills the enigma...

PSS : Just an idea for a next map : using portals to snipe hl? npcs that are hidden, or just some puzzle using snipe and portals.

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Madman
25 Posts
Posted Nov 30, 2007
Replied 9 hours later
Thank you, i'll think about that. Also, didn't you experience AI_disabled problem?

As for the buttons, there are 2 SPECIFIC buttons(the back one, and the one closest to the door, but sometimes the door opens with these buttons + some more)) Dunno why, logically it shouldn't happen.
And what happens with you there?

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Pheliks
7 Posts
Posted Nov 30, 2007
Replied 10 hours later
I don't remember of any AI_disabled problem.
And for the four-cube room... I did manage to activate the wall button, by putting cubes on the other two buttons (the left and the right if you're facing the door). Isn't it strange ? ^^
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Madman
25 Posts
Posted Nov 30, 2007
Replied 1 hour later
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I reworked the logics in 4-cube room(now 5-cube room, so that ppl wouldn't think that they really need all the cubes and try to activate buttons in a specific order), making it 10 times more complicated. Took me the whole freaking day. so in the next ver. it should work neatly).
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MrTwoVideoCards
584 Posts
Posted Nov 30, 2007
Replied 7 hours later
Yeah this map was eh, sorry.
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Madman
25 Posts
Posted Dec 03, 2007
Replied 2 days later
V. 1.2 finished (hope it's thefinal one)

dload.php?action=filefile_id=116

-4(now 5)Cube room works as intended
-ammo now spawns
-minor design changes

&&