[SP] sp_fr_penrose _01 + 02

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RogerL
490 Posts
Posted Feb 18, 2012
Replied 2 hours later

FourthReaper wrote:
Really? It's green, I was hoping that would be enough... I kinda' worked hard on that texture to make it very different from the fizzlers. But alas, that was in vain.

Anyone else have any issues with the design of the field?

I don't think it was in vain. It just takes some getting used to, like having only one portal color available. I personally wouldn't change it. Let the player figure it out -- that's part of the puzzle. Its not like it becomes frustrating -- at least it wasn't for me.

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Lpfreaky90
2,842 Posts
Posted Feb 18, 2012
Replied 22 minutes later
one thing that you should take in account with the green texture is that you use a yellowish light in your map and people know that yellow light + blue light = green light. So that might add to confusion.

I WOULDN'T go for red, since read is associated with danger (tbh I actually have a red fizzler texture for a combined fizzler-laser field )

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FourthReaper
356 Posts
Posted Feb 18, 2012
Replied 51 minutes later

RogerL wrote:
It just takes some getting used to, like having only one portal color available. I personally wouldn't change it.

lpfreaky90 wrote:
I WOULDN'T go for red, since read is associated with danger

Green it is then! Thanks.

Also, I'm currently working on a completely new elevator design, so I wouldn't edit it now anyway.

EDIT: Yay! Over 200 downloads from friday night to sunday morning! 11 votes, feedback is going fast. What on earth is going on?

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KennKong
942 Posts
Posted Feb 18, 2012
Replied 1 hour later
I don't think your name is going to stick with anyone but you, but considering that you've tweaked the world portals to behave differently, I guess you're entitled to give them your own name. 5/5, even though it's only a demo.

While you're tweaking world portals, how about some suggestions for other field property combinations: - yellow - player passes, portals aren't cleansed, can't shoot portals through them, props are destroyed- purple - player can't pass, props can, portals can't- orange - player can't pass, props can't, portals can- polka dots - everything passes, except Djinndrache (he never goes the way anyone else does anyway!)

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FourthReaper
356 Posts
Posted Feb 19, 2012
Replied 6 hours later

KennKong wrote:
While you're tweaking world portals, how about some suggestions for other field property combinations:

Keep going, I'm listening...

KennKong wrote:
- yellow - player passes, portals aren't cleansed, can't shoot portals through them, props are destroyed

'kay, that's easy to pull out of my hat. I could make that for ya, if you so desire.

KennKong wrote:
- purple - player can't pass, props can, portals can't

Easy peasy, just need to use a playerclip in conjunction with the field...

KennKong wrote:
- orange - player can't pass, props can't, portals can

Seems like the coolest idea here, though quite frankly I don't know how to let a trigger_portal_cleanser let portals past it. There's no flag for it...

KennKong wrote:
- polka dots - everything passes, except Djinndrache (he never goes the way anyone else does anyway!)

Game on.

But yeah, I particularly like the force field idea, just don't know how to set that up...
Do you by any chance want me to create these for you? Wouldn't be too hard, except I can't do polka dots. Ik know, everyone should do polka dots, I just can't.

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Lpfreaky90
2,842 Posts
Posted Feb 19, 2012
Replied 21 minutes later
for the orange thing just use a non-solid func_brush a player_clip/trigger_hurt, func_clip_vphysics/trigger_multiple

for the trigger_multiple you could set the flag to physics objects and have
ontrigger, !activator, dissolve, that gives a fizzler idea

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protoborg
288 Posts
Posted Feb 19, 2012
Replied 2 hours later
I would love to have these instances for my map which is going to take place inside the Borealis. The blue prints for the Borealis clearly show that there are emancipation fields. I figured that they may also have been experimenting with variations of the emancipation field technology. Your altered fields seems like the perfect thing for my map.

If you would be willing to make those instances, I would be honored to put you in the credits of my map.

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FourthReaper
356 Posts
Posted Feb 19, 2012
Replied 11 minutes later

lpfreaky90 wrote:
for the orange thing just use a non-solid func_brush a player_clip/trigger_hurt, func_clip_vphysics/trigger_multiple

for the trigger_multiple you could set the flag to physics objects and have
ontrigger, !activator, dissolve, that gives a fizzler idea

I see what you mean, though I don't think a func_brush can correctly animate the texture like a fizzler can. Or can it

protoborg wrote:
I would love to have these instances for my map which is going to take place inside the Borealis.

If you would be willing to make those instances, I would be honored to put you in the credits of my map.

Sure, I'll make 'em for you. Any specifics (not too complex) you want for them? For instance, use a modern fizzler or (like I used) an underground one? Also, what colors do you want, and how vivid?

I can't make them for you right away, (right now I'm once again supposed to be learning for school) but I'll see what I can do sometime soon. In the meantime, just use fizzlers with some other texture...

PS: These textures aren't really instances. I'll make you the textures, but I'm not gonna' set everything up. If you don't know how, ask around. Above some things were mentioned, too!

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Lpfreaky90
2,842 Posts
Posted Feb 19, 2012
Replied 16 minutes later

FourthReaper wrote:
I see what you mean, though I don't think a func_brush can correctly animate the texture like a fizzler can. Or can it

I think it can, it's in the vmt file, and the same vmt file is used for the brush
A trigger_portal_cleanser is nothing more then a scripted trigger, which saves a hell of a lot time.
I know that a laser thingy does animate on a func_brush so I think you should be fine with this. I haven tried it and I actually don't have time to test it, but it shouldn't be much work to test it
Just create the func_brush, give it nodraw and give the orange-fizzler-texture to the sides, and see if it works

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FourthReaper
356 Posts
Posted Feb 19, 2012
Replied 25 minutes later

lpfreaky90 wrote:
test it

I will, when I get back on Hammer. (still buisy )

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quatrus
1,047 Posts
Posted Feb 19, 2012
Replied 2 hours later
Nice puzzle element. I hope that unlike so many other clever puzzle elements, these get used in a larger puzzle map or mod....Thanks for creating.
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protoborg
288 Posts
Posted Feb 19, 2012
Replied 14 minutes later

FourthReaper wrote:
Sure, I'll make 'em for you. Any specifics (not too complex) you want for them? For instance, use a modern fizzler or (like I used) an underground one? Also, what colors do you want, and how vivid?

I was thinking the Borealis would have several labs where they were experimenting with fizzler technology and that was one reason for the portal accident. Ya know, they had some sort of portal/fizzler cross explosion. So the idea is that part of the map would utilize each fizzler to determine the puzzle behind it.

FourthReaper wrote:
I can't make them for you right away, (right now I'm once again supposed to be learning for school) but I'll see what I can do sometime soon. In the meantime, just use fizzlers with some other texture...

I think I can manage that.

FourthReaper wrote:
PS: These textures aren't really instances. I'll make you the textures, but I'm not gonna' set everything up. If you don't know how, ask around. Above some things were mentioned, too!

I DO know how to set them up. I figure if you make the instances, other people could include these altered "fizzlers" in their maps. Share "the love," as it were.

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FourthReaper
356 Posts
Posted Feb 19, 2012
Replied 44 minutes later

quatrus wrote:
I hope that unlike so many other clever puzzle elements, these get used in a larger puzzle map or mod....

Oh, they will. Muhahaha!

protoborg wrote:
I was thinking the Borealis would have several labs where they were experimenting with fizzler technology and that was one reason for the portal accident. Ya know, they had some sort of portal/fizzler cross explosion. So the idea is that part of the map would utilize each fizzler to determine the puzzle behind it.

Not sure if you answered the question? You want me to make the ones KennKong mentioned?

protoborg wrote:
I figure if you make the instances, other people could include these altered "fizzlers" in their maps. Share "the love," as it were.

I'm experimenting with different fizzlers right now. The orange one is starting to look pretty good, but to make it function as a through-portalable forcefield, that's tricky... Working on it

EDIT: I just realized half this thread isn't about the map but about the textures...

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silic
93 Posts
Posted Feb 19, 2012
Replied 10 minutes later
Enjoyed it, however the 2nd map was a touch glitchy with the world portals mixed with funnels...

managed to have around 4 funnels on the map at once, funny.. but ended with my graphics card having a hissy fit at me.....

Good concept, tempted to use these techniques for my own maps, but i honestly (with some of the glitches) don't think i could..

Overall, i liked it. plus, i am tempted to do what you have done (which is custom fizzler texture).

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soad667
86 Posts
Posted Feb 19, 2012
Replied 5 minutes later
Awesome. You have another vote for creating more challenging maps based on this. I agree with silic, world portals and funnels bring strange results, but as long as it's scientifically acceptable that funnels can't pass through these "fizzlers", i only had to get used to it.
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FourthReaper
356 Posts
Posted Feb 19, 2012
Replied 1 minute later

silic wrote:
Enjoyed it, however the 2nd map was a touch glitchy with the world portals mixed with funnels...

Yeah, world portals tend to do that...

silic wrote:
managed to have around 4 funnels on the map at once, funny.. but ended with my graphics card having a hissy fit at me.....

Sorry 'bout that...

silic wrote:
I am tempted to do what you have done (which is custom fizzler texture).

It's really fun to mess with fizzler textures to see what you can do. Recommend it

soad667 wrote:
You have another vote for creating more challenging maps based on this.

Duely noted.

soad667 wrote:
I agree with silic, world portals and funnels bring strange results, but as long as it's scientifically acceptable that funnels can't pass through these Surface Division Fields >, i only had to get used to it.

Cool. It's way worse with lasers, though, those things bug like hell. I hacked my way into making this all seem as least hacked into as possible...

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soad667
86 Posts
Posted Feb 19, 2012
Replied 1 minutes later
Replace "fizzlers" with Surface Division Fields, my bad.
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Thepast42
9 Posts
Posted Feb 19, 2012
Replied 4 hours later
Excellent job! These maps blew my mind! I found myself being disappointed at how short these maps were.

There was one part, however, when I was trying to put a cube through one of those green fizzler teleporter things. When I did, I'm pretty sure the cube fell out of the map, because I couldn't find it afterwards.

Other than that, great work!

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protoborg
288 Posts
Posted Feb 20, 2012
Replied 16 hours later

FourthReaper wrote:
Not sure if you answered the question? You want me to make the ones KennKong mentioned?

Exactly what I was thinking.

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FourthReaper
356 Posts
Posted Feb 20, 2012
Replied 1 minute later
@ Thepast42: Thanks!
And yeah, once again world portals are to blame... Damn things just don't want to function.

@ protoborg: Cool, I'm currently working on those anyway. But as I mentioned above I can't really get it so you can shoot through a fizzler...