[SP] Robot Extraction
Shakky wrote:
@HaggisThere might be much a much better way to do that but I would just add a func_brush covered with invisible texture to block that and just have the floor button trigger a kill or disable command to it when it breaks the wall.
Thanks Shakky, i thought i might have to make a brush then trigger a kill, just making sure.
Aww shit, yeah... what shakky said.. i wrote this out and forgot to post it earlier
Quote:
Hey Haggis, glad you enjoyed it - rather than got frustrated or whatever
To block that move you could just use a func_brush set to do not render, or even just place an invisible fizzler (trigger texture) and remove them when the wall comes down. You could also time the tiles to die afterwards btw, 'cause you can lean the survivors against walls and climb on them and stuff too >.<
Ooh, while I remember! In the 3rd room (with red gel dropper), the giant fizzler doesnt have physics objects flags and you can funnel the cube through it without fizzling. My bad, should have mentioned that earlier :S
Haggis wrote:
RogerL wrote:For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?
Where the speed gel tube is, there is a portable surface there, you can just see it if you crouch down
I can't believe I missed that; I thought for sure I had tried that and failed. I should have been more thorough before posting. Sorry about that.
Pt1:
ZuVfFO9B4xg
Pt2:
u3W-vNMk1zY
You managed to block most of the unintended stuff I had but there are still a lot left. Some of your fixes introduced new problems.
Part 1's only problems are in the way the platforms are routed. As seen in the video, there is time to go press the button while the platforms are going down and by just slightly touching the button with the cube rather than placing it there the platforms will get stuck which skips the last 2 parts of the puzzle.
For part 2 your fixes didn't really work for most part. The changes in the first room caused more problems rather than eliminating them (see the video). Changes in the other rooms blocked some stuff but most still works fine.
Don't get discouraged. Both of the maps are great and most people will solve them using the intended solutions. I just personally like searching for alternatives. If you still feel like fixing these I will be eager to take another crack at these.
Toodles!
Shakky wrote:
Don't get discouraged. Both of the maps are great and most people will solve them using the intended solutions. I just personally like searching for alternatives. If you still feel like fixing these I will be eager to take another crack at these.Toodles!
No way am i discouraged Shakky, i am loving this
. Part 1 is easy to fix, just need to put a trigger in the funnel to deactivate the platforms. Part 2 i am delighted with. When you entered the room with the speed gel, everything you did from then on was the intended solution. Got a few ideas on room 1 and room 2 for Part 2, stay tuned, and thanks again for the video
.
RogerL wrote:
I ran into a couple of small problems: the textures you used for the grating was a white sheet of light on my system, the same for the tube rails; I verified cache and stuff, but it never went away. The flip panel that holds the cube against the ceiling button popped the cube out, but remained closed, so I had to reload a save from earlier.
The problems with the textures, thats strange, if you watch the video by Shakky, he does not have those problems. The panel flipping the box away, lol, when testing that part of the map many many times, it happened to me once, i did have a fix for that in the first version but took it aaway for this version, will put the fix back in for next update. Thanks for playing, glad you liked this version better.
Thanks for creating and diligence in optimizing....
quatrus wrote:
Outstanding map Haggis, part II is also excellent (except that I got white panels in a couple places instead of grid over portal surface - no problem though they worked fine).
Thanks for creating and diligence in optimizing....
Thanks Quatras, really appreciate your comments. RogerL picked up on the same problem with the grates, but as I wrote on his post I don't understand what's happening there, as the video that Shakky took of the map, the grates are fine.
Haggis wrote:
I also used that grate texture in room 2, where the cage with the prop button is, to switch on the repelling field and the repelling field plate, really strange.
Yeah, that was all white for me as well. Also, the rails that the tube uses to move out over the button in room one of Part II.
Pt1:
h4HjNLwj59M
Pt2:
EcmKxEGapBs
Some of the moves in the second one are getting a bit ridicilous.
. All improvements are listed on first page.
