[WIP] Glass Prison

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msleeper
4,095 Posts
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Posted Oct 17, 2007
Replied 3 minutes later
Fucking epic, can't wait for release.
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Mapster
396 Posts
Posted Oct 17, 2007
Replied 11 minutes later
That looks blimmen awesome
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Matt
12 Posts
Posted Oct 18, 2007
Replied 1 hour later
Epic, indeed.
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Gumby22don
6 Posts
Posted Oct 18, 2007
Replied 2 hours later
Yeah - have to say: that utube vid is awesome, and i can't wait to test out my reflexes on your map. I love that you've set lighting and effect throughout the map as you build it - seems so much more pro, and i love the orange lit back room in the video. Also, I'm rambling...

In terms of stuff dissapearing when its activated - might be a link has lost its valid connection (might have happened accidentally when you func_detail'd a bunch of stuff) - i'd say set up the activation link again, before re-making the objects.

Don
have a great day

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msleeper
4,095 Posts
Member
Posted Oct 18, 2007
Replied 14 minutes later
Yes, always double- and triple-check your I/O and naming/parenting before rebuilding something from the ground up.
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Artesia
238 Posts
Posted Oct 18, 2007
Replied 33 minutes later
odd thing is it only seems to disappear on full compiles... so Ill probably tackle it later as im working on the next stage of the obstacle course
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Artesia
238 Posts
Posted Oct 18, 2007
Replied 3 hours later
when using the texture

effects/combineshield/comshieldwall2

it is only visible when close enough to the brush's origin

does anyone know how to make it visible from any distance? I want it self illuminated and visible from a distance.

thanks for all your help guys =P

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Mapster
396 Posts
Posted Oct 18, 2007
Replied 10 minutes later
No i think it was like that in the missions so i highly dought it.
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msleeper
4,095 Posts
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Posted Oct 18, 2007
Replied 8 hours later
Pretty sure there is another version of the texture that is visible from all distances.
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The Scientist
7 Posts
Posted Oct 18, 2007
Replied 41 minutes later
Looks really cool. I can't wait to try it and actually have a challenging puzzle, since the actual game was quite easy.
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Artesia
238 Posts
Posted Oct 22, 2007
Replied 3 days later
new pics!

the blue lights are currently at 15, think I'll turn em down to 5 or 10



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msleeper
4,095 Posts
Member
Posted Oct 22, 2007
Replied 56 minutes later
I can't wait. Is this your map for the contest?
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Artesia
238 Posts
Posted Oct 22, 2007
Replied 38 minutes later
Id like to submit it for the contest if its ready to be released by then...

hopefully the sdk comes out by then, I don't plan on making no_portal_volumes everywhere as a workaround, its messy

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Artesia
238 Posts
Posted Oct 24, 2007
Replied 2 days later
the work in progress forum is only for those to have released a beta of their map correct? I have yet to release my map to anyone other than close friends
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msleeper
4,095 Posts
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Posted Oct 24, 2007
Replied 10 minutes later
Yeah, the WIP forum is only for stuff with a playable version.
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Artesia
238 Posts
Posted Oct 24, 2007
Replied 6 minutes later
I'm hesitant to release an unfinished map
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Crooked Paul
226 Posts
Posted Oct 24, 2007
Replied 2 minutes later
Looks bitchin', man.

The screenshots remind me of that movie Cube. Anybody see that? It's like 5 strangers wake up in this big metal four-dimensional Rubik's cube and try to find their way outside through the traps and spacetime twists.

Anyway, really good lookin' map. Can't wait to play it.

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msleeper
4,095 Posts
Member
Posted Oct 24, 2007
Replied 1 minute later
The space/time bullshit is only in Cube 2, which sucked by the way. The first one was great.
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Yekyaa
59 Posts
Posted Oct 25, 2007
Replied 6 hours later
[offtopic]> msleeper wrote:

The space/time bullshit is only in Cube 2, which sucked by the way. The first one was great.

Aka HyperCube, never seen it, original Cube was good though.
The ending was appropriate but anti-climactic.[/offtopic]

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Artesia
238 Posts
Posted Oct 27, 2007
Replied 2 days later
I'm kinda losing steam working on this project, too much editing not enough playing I think.

So I've decided to release a beta!

Note that it is NOT possible to finish the map, you cannot get to the storage cube, thus you cannot exit the exit door!

To complete this beta, simply Push the button! Sounds simple enough
I have completed it, it is possible.

Things to note:
-on 3 of the 4 planned stages of the map are completed, the forth isn't even started yet
-The ceiling of the entrance hallway has been removed to make it possible to push the button without the 4th stage of the map.
-The button is linked to the exit door, and the Orb catcher is connected to the button shield auxiliary power input, which, when powered, will overload the shield generator.
EDIT- combine shields allow you to shoot through them, but you cannot pass through them, they're the opposite of a fizzle field in that manner.

Things left to do: (in no particular order)
-Complete the 4th puzzle
-Complete the exit hallway (after the exit door)
-Additional/tweaked lighting
-Additional Texture Variation
-Cubemaps
-Voice
-Texture Toggle strips from button to door, and from Orb catcher to the button shield auxiliary power input

To install, simply extract to your portal directory, and the map should appear under bonus maps!

Download:

dload.php?action=filefile_id=58
Mirror:

http://www.box.net/shared/p9kfjpb2dn

&&