[SP] Asbestos is harmless!
Basically it's the result of me trying to get to know the Hammer editor with as many facettes as possible.
Why the name? "Asbestos is harmless!" is the marketing slogan for the Aperture Science Excursion Funnels, which this map uses in various ways.
General gameplay (Let's say 2 1/2 chambers, while learning wtf Hammer Editor is about in general) was done pretty fast.
After that, I fooled around from time to time, resulting in scripted "little stories" that I think make the map come alive.
And in explosions, because those make everything better.
Ver1.1 Changes
- Adjusted the positions of the cube buttons in room one
- Added Indicator lights for the excursion funnels in room one
- Made the grid in the sphere room more transparent for better visibility
- Learned wtf a func_detail in the editor is and put that knowledge to use excessively (performance improved)
- Added a few minor graphical details
- Fixed visual glitches caused by my previously flawed usage of area portals
Ver1.2 Changes
- Hopefully fixed some physics/script-related problems some people experienced
- Fixed a brush that blocked players when it wasn't supposed to
- Fixed a brush that didn't block stuff when it was supposed to (x_X)
- Players with sv_cheats turned on now also die when they're supposed to
- Even more func_detail goodness
Ver1.3 Changes
The Map is 25MB smaller now. Guys, if you use a new engine, don't be like me and learn how to optimize your levels first.
Ver1.4 Changes
- Improved the behavior of some clipping brushes
- Improved the looks of the pillars at the last test
- Improved visibility of the fizzlers in the sphere room
- Minor optical details added
- Minor optimization
Ver1.5 Changes
- Minor texture and lighting improvements
- Updated the lightbridge in the first room to behave more intuitively
- Workshop compatibility
I think you should use func_detail more often. Some visleafs look really ugly.
Not devoid of issues: the invisible wall covering the topmost cube certainly serves the puzzle, but one might wonder what it is that stops him from getting the thing himself; at the remotely controlled ball puzzle, the net is so thick you can barely spot the fizzlers beneath. How about higher funnels and a slightly more transparent net? Outer vistas are just middle ground (these being the best yet) and I think you'd be able to make far better cube-catcher pillars.
I didn't stumble over the func_detail stuff in my tutorial odysseys, and having practically no clue how "good" visleafs are supposed to look like: I suppose it would be useful to turn the entire part on the outside, including the platform carrying the player itself, into func_detail? Does that work with the brushes that get turned into physics objects later?
Metafrank wrote:
Thanks for the positive feedback so far.I didn't stumble over the func_detail stuff in my tutorial odysseys, and having practically no clue how "good" visleafs are supposed to look like: I suppose it would be useful to turn the entire part on the outside, including the platform carrying the player itself, into func_detail? Does that work with the brushes that get turned into physics objects later?
Brush entities don't affect visleaves. So that means that only world brushes need to be func_detail. But remember one thing: you need world brushes to seal the map.
I'm not sure if I did the last chamber right because it felt like I had to rush to get both cubes into their places. In the end I made the redirection cube fall into its crib thing quickly went back and stood on the button to get the other cube. Then put the redirection cube onto the funnel button and threw the other cube into the funnel so I could put it onto the button which lowers the panel.
Video (dont watch if you wanna play it)
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chickenmobile wrote:
I'm not sure if I did the last chamber right because it felt like I had to rush to get both cubes into their places
What I did is:
1) Pushed the button, first lasercube fell down but the companion I caught through a portal;
2) Placed the companion on the button, funnel brought the lasercube on its pedestal (white floor);
3) Quickly reopened the portals as in 1) to get the respawned companion again.
Then calmly portaled the lasercube to me.
Anyway, I figured the filesize of my map is very large compared to other ones. Is it because people only render in LDR or only in HDR or something?
when the button break the door, and you have to kill turrets, i don't like the part when you need to shot blindly at a wall just to see there is a portalable area behind that. Maybe add a hole?
When the button doesnt open the door, it should blow a hole in the wall, didn't it do that for you? if not, could you replay that part and tell me if it still doesnt work?
Also, thanks for the tip with the func_detail - being a noob and all, I didn't have a single one of those in my map. Adding them cut down compiling time from ~50 mins to ~4 mins 
Regarding the solution for the last chamber, i did it this way:
Once you have the 2 cubes with you, you place one on the button to activate the funnel. I then placed a portal on the right high panel, and another on the bullseye panel. I took the second cube and inserted it half-way through the portal so it was leaning to fall through it. Then i turned around and faced the panel that the excursion funnel reaches. I tipped the cube through the portal with my but (walk backwards) so i could quicly place the portal so the funnel will catch the falling cube and then i safely dropped it down on the button.
I hope this was the intendted solution because it's nifty.
I did the last chamber this way:
Portal 1 into where the excursion funnel goes, Portal 2 on the cube dropper panel that leads to the button. Pick a cube and place it below the funnel coming from the direction of the button. Stand on the cube and jump into that funnel. Pick the cube up and "hand it over" to the upper funnel, practically placing it backwards against the funnel's direction.
If I try to use the top cube to activate the last button:
1) I find that the only way I can get to the top cube to remove it is by deactivating the 2nd blue tunnel.
2) after I have the top cube, it is useless because since I have deactivated the 2nd blue tunnel. I also have no way of getting into the other chamber where I can recomplete the ball maze and activate the third blue tunnel and then activate the light bridge
If I try to use the 2nd cube to activate the last button:
1) then there's no way to hold the cube onto the last button
I have no idea how anyone else could have progressed past this point. If it were only possible to access the top cube WITHOUT deactivating the 2nd tunnel (believe me, I have tried dozens of times at this point), I feel I could solve it easily. Or else, if there were a third cube, that would be wonderful.
This version will also fix issues stated by xdiesp, enhance performance (though that may only be for the compiling process, I don't know), add some minor details for the looks and fix some visual glitches. Stay tuned.
I used the normal cube for the top funnel and the robotic one in the middle funnel.. After getting access to and completing maze room, I removed the robotic one from the middle funnel and placed it on the floor with my back to the lowest funnel. Dropping the cube on its feet made it walk towards the button and activate the lightbridge. It's a matter of timing the jump into the pit and fling yourself up over the lightbridge before the robot activates the bridge. Took a couple of tries, but I felt like a champ when it did work... 
UPDATED!
Ver1.1 Changes
- Adjusted the positions of the cube buttons in room one (Thanks xdiesp)
- Added Indicator lights for the excursion funnels in room one (Thanks 3Fatboy3 and ormolu)
- Made the grid in the sphere room more transparent for better visibility (Thanks xdiesp)
- Learned wtf a func_detail in the editor is and put that knowledge to use excessively (performance improved, thanks 2CAE7256)
- Added a few minor graphical details
- Fixed visual glitches caused by my previously flawed usage of area portals
I found these errors:
You are blocked by an invisible wall in place the of hard light bridge (which is not active) if you don't ever press the third button and just jump into the pit.
http://cloud.steampowered.com/ugc/59469 ... F8244805D/
You don't die if you fall down in the last room.
http://cloud.steampowered.com/ugc/59469 ... C92B1BC67/
Saturn wrote:
Well, there's a sort of way to get that top most cube.
There is also a tricky nondestructive way to get that cube.
Still, I'll change that since I don't know how many people play with sv_cheats 1 all the time - that invisible wall problem, I'll fix though - thanks for the input
EDIT: Alright, fixed - the blocker is now hooked to the light bridge button, and even cheaters die.
I'll upload the fixed version tomorrow, it's getting late here.
Also, would you mind telling how you get that cube in a non-destructive way?