[SP] sp_fr_penrose _01 + 02

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DaMaGepy
361 Posts
Posted Feb 20, 2012
Replied 2 hours later
Nice map. I only got stuck for 1 min, when I had to jump up to see which room is visible thru the big hole, but as soon I recognized it, everything went smooth. 5/5, I hope you continue
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FourthReaper
356 Posts
Posted Feb 20, 2012
Replied 37 minutes later
@ DamaGepy: Thanks!

EDIT:
@ protoborg / KennKong / anyone who cares:
This is what I've got so far, regarding the custom field textures. Click the thumbnails for the fully sized screenshot. Hope people like it!

From top left to bottom right (reading order):
- Normal Fizzler- Prop only Fizzler (new!)- Underground Fizzler- Surface Division Field (mine! - nah, I kid, you can have!)- Player Forcefield (new!)- Forcefield - portal shootable (new! / my personal favorite)
Some more pictures:

So, any thoughts? What could I add or change?

Also, any ideas on how to make that orange one actually shootable?

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josepezdj
2,386 Posts
Posted Feb 21, 2012
Replied 21 hours later
WOW dude, those fizzlers textures are awesome.

My favourite colours and drawing in the texture are the "Prop only Fizzler", the "Underground Fizzler" and the "Forcefield". Really good!

Keep on that good job!

Can't wait to see them all in action into more new maps by you!

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FourthReaper
356 Posts
Posted Feb 21, 2012
Replied 2 hours later

josepezdj wrote:
WOW dude, those fizzlers textures are awesome.

My favourite colours and drawing in the texture are the "Prop only Fizzler", the "Underground Fizzler" and the "Forcefield". Really good!

Thanks! Though quite frankly I didn't create the Underground Fizzler, that's portal default...

josepezdj wrote:
Can't wait to see them all in action into more new maps by you!

Glad to hear it! I'm making these on request so you'll probably see them around elsewhere, but yeah, I'm probably gonna' use them at some point, too. Though currently I'm working with Surface Division Fields...

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KennKong
942 Posts
Posted Feb 21, 2012
Replied 1 hour later
My suggestions were quite tongue-in-cheek, but see what happens when you give a bright person a challenge?
Unfortunately, I haven't committed myself to mapmaking, yet, so I don't actually have a use for these neat variations. I'm bookmarking this thread, though, and I will be coming back to it, someday.
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protoborg
288 Posts
Posted Feb 21, 2012
Replied 15 minutes later

FourthReaper wrote:
Also, any ideas on how to make that orange one actually shootable?

Use a playerclip to make it so the player can't get through but you can still fire the portal.

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FourthReaper
356 Posts
Posted Feb 21, 2012
Replied 1 minute later

KennKong wrote:
Unfortunately, I haven't committed myself to mapmaking, yet, so I don't actually have a use for these neat variations. I'm bookmarking this thread, though, and I will be coming back to it, someday.

Heh, no worries. I like making these. I asked around and found out how to make the orange force field (I call it a "Force Deflection Field" though that's really just a quick fix when I find something better. Suggestions, anyone? ) work properly.

I'll upload the textures soon, probably with instances, though I won't be able to go online for a couple days. From that point on, everyone's free to use these textures, including, but not limited to, you.

After that it's off to my new elevator design, version 1.1 for these 2 maps and then I really should get back on the actual puzzles for sp fr penrose 03!

protoborg wrote:
Use a playerclip to make it so the player can't get through but you can still fire the portal.

Nah, that didn't quite work, but I found a way already. I'll upload the textures in a couple days.

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NeoDinian
22 Posts
Posted Feb 21, 2012
Replied 6 hours later

Quote:
Just try and get stuck! (I've also added an emergency hatch for when you get stuck in a room, so take that!)

Challenge accepted, and STUCK.

Last room in map 1. I went into the room and set up a portal, went back to cube, removed cube from button, went back to last room through portal and made both portals in that room... No way back, no cube, can't keep exit door open to leave.

Not proud of it, but I did it.

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Bokkie
21 Posts
Posted Feb 23, 2012
Replied 1 day later
Verrrrrrrrrrrrrrry cool idea.

Can't wait for the third part to be finished !

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FourthReaper
356 Posts
Posted Feb 24, 2012
Replied 21 hours later

NeoDinian wrote:
Challenge accepted, and STUCK.

Last room in map 1. I went into the room and set up a portal, went back to cube, removed cube from button, went back to last room through portal and made both portals in that room... No way back, no cube, can't keep exit door open to leave.

Not proud of it, but I did it.

Well, you should be proud of yourself. Not only did you break the chamber, you broke my heart...

Bokkie wrote:
Verrrrrrrrrrrrrrry cool idea.

Can't wait for the third part to be finished !

Just got back from visiting the European Parliament on a school trip, so I'll start working on it ASAP.

EDIT:
To anyone who followed all of this, I just released the custom fizzler textures I was working on. I hope you'll enjoy them. Anyone can use them, just don't forget to credit. Also, read the readme. It's pretty Important.

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adzicents
26 Posts
Posted Feb 26, 2012
Replied 1 day later
BThGuMhg1f4

I really like this concept, the idea of being able to turn on and off areas is really cool!

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FourthReaper
356 Posts
Posted Feb 26, 2012
Replied 1 hour later
@ adzidents: Nice speedrun, excellent work.
And of course thanks for the feedback!
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spongylover123
944 Posts
Posted Feb 26, 2012
Replied 10 hours later
dR0h-4WLF9c
My blind playthrough, I got bored and filmed, it. I kinda cheated in the first map.
Door frames looked bad, and the elevator floor should be a different material.
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FourthReaper
356 Posts
Posted Feb 27, 2012
Replied 9 hours later

spongylover123 wrote:
I kinda cheated in the first map.

Yeah, about that... I think that test was particularly easy, how is THAT the first solution you think of?

spongylover123 wrote:
Door frames looked bad, and the elevator floor should be a different material.

Door frames? As in the normal doors? I have been working on a few lately though I don't see what's wrong... Also, the elevators are going to be completely remade in V1.1 (well underway), though again I don't see what's wrong.

PS: What's wrong with your computer? Your portalgun fired paintballs and you had significant lag...

Quite unique solving but thanks for the vid anyway.

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spongylover123
944 Posts
Posted Feb 27, 2012
Replied 13 hours later

FourthReaper wrote:

PS: What's wrong with your computer? Your portalgun fired paintballs and you had significant lag...

Quite unique solving but thanks for the vid anyway.

1) Those were warps, like the ones from portal. It kinda colours them due to coop mode.
The lag seemed to occur when I enable sixense.
I also forgot to mention that you should also add portal bumpers near glass frames.

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FourthReaper
356 Posts
Posted Feb 28, 2012
Replied 10 hours later

spongylover123 wrote:
I also forgot to mention that you should also add portal bumpers near glass frames.

That's the thing that's bugging me: I did. On everything, basically. And noportal_volumes. I don't get why it failed, I'll look into it...

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protoborg
288 Posts
Posted Feb 28, 2012
Replied 13 hours later
This map just inspired the method for accessing the areas of the lab I'm adding to my Borealis maps. You might remember that I am adding an area of the Borealis where the other color fields you made were created and researched. Well I now a way of relating these labs to each other. They will be accessible via green fields much as the areas of this map were.
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FourthReaper
356 Posts
Posted Mar 01, 2012
Replied 1 day later

protoborg wrote:
This map just inspired the method for accessing the areas of the lab I'm adding to my Borealis maps. You might remember that I am adding an area of the Borealis where the other color fields you made were created and researched. Well I now a way of relating these labs to each other. They will be accessible via green fields much as the areas of this map were.

Cool! I hope you'll be able to implement them well so it all seems to fit nicely.

Be cautious, though, if you use too many world portals in a map it can cause serious lag and issues. Also, if you use it to pass to other chambers, it can work great. Though if you use it in a test chamber it can once again, cause issues, for instance with lasers.

PS: Yeah, I remember your idea. Best of luck mate!

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protoborg
288 Posts
Posted Mar 04, 2012
Replied 2 days later

FourthReaper wrote:
Cool! I hope you'll be able to implement them well so it all seems to fit nicely.

Be cautious, though, if you use too many world portals in a map it can cause serious lag and issues. Also, if you use it to pass to other chambers, it can work great. Though if you use it in a test chamber it can once again, cause issues, for instance with lasers.

PS: Yeah, I remember your idea. Best of luck mate!

There is going to be four world portal links, thus eight world portals in total. Three of those links will will be passing lasers through them. It should prove interesting to see if this scheme works. If not, I may need to rethink the overall puzzle a bit. I'm also hoping the map does not get too big to be run on someone's computer. Of course, considering how big some of the retail levels were, I really don't have much to worry about...other than entity counts.

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FourthReaper
356 Posts
Posted Mar 04, 2012
Replied 1 hour later

protoborg wrote:
There is going to be four world portal links, thus eight world portals in total. Three of those links will will be passing lasers through them.

Verging on the edge of world portal links there, but it might just work.
Also, I've tested some more with lasers and funnels and found they work great if you create a clip right behind the world portal, enabling it together with the portal. Otherwise you get "ghost" funnels and lasers...

As a matter of fact, I used this to fix something in sp fr penrose 02, as V1.1 is nearing its completion.