[SP] Mho' Power

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wrathofmobius
216 Posts
Posted Aug 23, 2012
Replied 7 hours later
Thank you very very much for the detailed feedback HMW. I'm glad to see that other people are having problems with missing textures, not just me
I'm glad to know you liked the concept, and I couldn't agree more on the bland lighting and the sloppy bts area.
People are having problems with the cube dropper in the third room and I can't reproduce the problem. Can you tell me how you did the last puzzle?

Thanks again HMW!

Edit: bad news, it seems that I'll have to just shut off the hard light bridge at the end instead of allowing you to save yourself because vrad's back to crashing and it appears to be a size issue. Sorry :/

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HMW
806 Posts
Posted Aug 24, 2012
Replied 17 hours later
Here's how I did the last puzzle:
- Press button; let orange funnel pull the cube in.
- Place the cube under the ceiling panel; let the funnel carry it upward.
- As soon as the fizzler turns off, walk to the other side.
- When the other cube is dropped, move the funnel to catch it. (The first cube falls, so it does not keep spamming the trigger.)
- Use second box to activate the bridge; proceed as usual.

I think that the problem with the dropper is, that if it gets another "drop" input at a certain point during its activation cycle, its entity logic gets in an unusable state. (All relays disabled, for example.)
Perhaps you can insert an additional relay, that prevents re-triggering the dropper too quickly?
(Use one output to trigger the dropper, and another bogus one (e.g. self -> enable) with a time delay that prevents it from retriggering too soon.)

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wrathofmobius
216 Posts
Posted Aug 24, 2012
Replied 6 hours later
That is the intended solution HMW. I'll try adding in a delay before reset on the trigger and see if that fixes it. Thanks!
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HMW
806 Posts
Posted Aug 26, 2012
Replied 1 day later
Oh yeah, that's even simpler than an extra relay. What was I thinking...
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wrathofmobius
216 Posts
Posted Sep 02, 2012
Replied 7 days later
v2 is out! Here's the changelog:
Split map into two parts
Added new conductive plate texture by Vordwann
Improved lighting
Added alternate path to the cube room in the first BTS area
Improved broken glass
Fixed (sort of) the grate
Changed Wheatley dialogue
Added "reward" for reaching the exit
*Fixed box dropper disabling

I have also released Part 3 and added it to the collection. Enjoy!

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quatrus
1,047 Posts
Posted Oct 02, 2012
Replied 30 days later
Nice map set and interesting new power use for cube. Only issue was in the last chamber (3) the ball in the back room only fell once or it fizzled and never respawned...? Had to start over. thanks for creating this set.