[WIP & Testing] Test 20

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Irish Taxi Driver
23 Posts
Posted Oct 18, 2007

We're entering release candidate zone, please fasten your seatbelts.

http://filebeam.com/6ff440293474409387b21aa659194b26
password: chief2

Things I know:
- Droppers clip- You can portal on the back of the angle wall- No sound when the angle wall moves
Things I'm thinking about doing:

Things I'm attempting to figure out:
- How info_overlay_accessory works, if anyone has any insight, please say something.- Only enabling (and leaving on) the checkmarks when a box is in the dropper. I've got a trigger_multiple over the droppers attached to a logic_relay, which then attaches to the respective texturetoggle. I'm just not sure how its all supposed to tie together.
Also, if anyones got any suggestions, I'll be happy to hear them.

EDIT: Oh, I forgot, the level is over when you find the cake. I might continue going, I'm not sure.

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sKILLzkILLZ
19 Posts
Posted Oct 18, 2007
Replied 13 minutes later
Looks nice..Can't wait to try it out!!!
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sKILLzkILLZ
19 Posts
Posted Oct 18, 2007
Replied 19 minutes later
This is how all custom maps should be!!
Everything is well- made except the glass-roof, which is very hard to see, its almost invisible!
But hey! Keep on the good work!!
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Irish Taxi Driver
23 Posts
Posted Oct 18, 2007
Replied 5 minutes later

sKILLzkILLZ wrote:
This is how all custom maps should be!!
Everything is well- made except the glass-roof, which is very hard to see, its almost invisible!
But hey! Keep on the good work!!

I'm not sure why the glass is like that. I can clearly tell where it is on my computer, but on others its nearly invisible. I'll have to find some way to tint it.

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Ralph
59 Posts
Posted Oct 18, 2007
Replied 10 minutes later
Great puzzle - Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.

I also had problems seeing exactly which walls/floors were glass at times.

The piston will fix itself with a cubemap, see my topic on those for info. If its not already make the frosted glass a func_brush, that cleared up a similar effect for me.

info_overlay_accessor: I also tried to get these working with no luck, may need the updated compile tools.

As for the tick/cross signs, make the sign a func_brush, target it with a env texturetoggle, then fire the incrementTextureIndex input on the env_texturetoggle to toggle between the textures. Fire this with a trigger once in the hopper thats set to only go off on physics objects (the box).

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Irish Taxi Driver
23 Posts
Posted Oct 18, 2007
Replied 1 minutes later
New Version, updating the post, removing the fixed items.

Ralph wrote:
Great puzzle - Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.

I'm intending for the player to walk into the room, and the turret to spot them and start firing, and get their attention. They then see the button, and continue on.

Ralph wrote:
I also had problems seeing exactly which walls/floors were glass at times.

The piston will fix itself with a cubemap, see my topic on those for info. If its not already make the frosted glass a func_brush, that cleared up a similar effect for me.

Yeah, I know about the piston, thats why its listed under no cubemaps. The glass is not a func_brush, but I'll try it and see what happens.

Ralph wrote:
info_overlay_accessor: I also tried to get these working with no luck, may need the updated compile tools.

They're PARTIALLY working in this version. I'm not sure how they're targeting the overlays yet.

Ralph wrote:
As for the tick/cross signs, make the sign a func_brush, target it with a env texturetoggle, then fire the incrementTextureIndex input on the env_texturetoggle to toggle between the textures. Fire this with a trigger once in the hopper thats set to only go off on physics objects (the box).

Yeah, thats how they work with the buttons, except the texturetoggle is tied to a func_door.

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Coywolf
5 Posts
Posted Oct 18, 2007
Replied 1 minutes later
Really great job. I had to stop and think for a bit on this one. I enjoyed how some parts weren't immediately clear, like it was throughout the single player. Keep it up!
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sKILLzkILLZ
19 Posts
Posted Oct 18, 2007
Replied 1 minutes later

Ralph wrote:
Great puzzle - Took a while to figure out how it worked. Might be better if the player could see the box from the start, so they have something to aim for.

Lol how did u get the box? I cant figure it out.. I can see its in one of the rooms at the wall, but how do i get there..Im getting headache

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Spacemonkey
34 Posts
Posted Oct 18, 2007
Replied 1 hour later
Nice level, well designed. However I don't like the part where you have to jump into the room with the sentry gun, took me like 20 tries to get in their. Maybe you could make the opening a bit larger to be more forgiving. I found it quite frustrating.

Game Visuals: 5
Nice lighting

Puzzle Difficulty: 3
Even though I knew I had to get into the sentry room, it took me so many tries I found it quite annoying.
Getting the box down the tube was fun though.

General Gameplay Feel: 5

Also, the door to the box opens on touch (but the lift still doesn't go down, so still need to press the button)

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DiddyKong42
192 Posts
Posted Oct 18, 2007
Replied 41 minutes later
Space monkey, Maps are not suppose to be easy...

If he would make it larger then people would complain about it being so big and easy to get into.

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espen180
307 Posts
Posted Oct 18, 2007
Replied 31 minutes later
Graphics are awesome, but it's got that eerie maze-like feel to it. I like test chambers to be simple, but yet challenging.
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Spacemonkey
34 Posts
Posted Oct 18, 2007
Replied 1 minute later

DiddyKong42 wrote:
Space monkey, Maps are not suppose to be easy...

If he would make it larger then people would complain about it being so big and easy to get into.

Portal is meant to be a thinking game, not a lucky I fell into this tiny hole game.

Most of this map does require a lot of thinking, which I like. But after figuring out that I had to get into that room, it took me 20 goes to get into the room. I already knew how I had to get in there, so I had figured out the thinking part of the puzzle. The only thing left was the physical aspect of getting in, which in the end resulted in luck getting me into that room. Maps shouldn't rely on luck.

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Mapster
396 Posts
Posted Oct 18, 2007
Replied 8 minutes later
I'll give this a try in an hour or so.
Gotta get my maths done
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msleeper
4,095 Posts
Admin
Posted Oct 18, 2007
Replied 1 minutes later
PORTALS ARE MADE USING MATHS.

PORTAL > MATH

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Mapster
396 Posts
Posted Oct 18, 2007
Replied 9 minutes later
Anyone know what this means?

-456 -8764 64 0 90 0

I'll give you a cookie if you tell me

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msleeper
4,095 Posts
Admin
Posted Oct 18, 2007
Replied 13 minutes later
Looks like a vector to me.
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Shmitz
167 Posts
Posted Oct 18, 2007
Replied 51 minutes later
While I was able to get info_overlay_accessor to show up as an overlay in Hammer, when I compiled nothing showed up in-game. Simply changing it to info_overlay compiled correctly, but obviously wouldn't toggle. My bet is that we just need to wait for the updated tools (which is why my own map will be staying WIP until then).
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Ralph
59 Posts
Posted Oct 18, 2007
Replied 19 minutes later

Shmitz wrote:
While I was able to get info_overlay_accessor to show up as an overlay in Hammer, when I compiled nothing showed up in-game. Simply changing it to info_overlay compiled correctly, but obviously wouldn't toggle. My bet is that we just need to wait for the updated tools (which is why my own map will be staying WIP until then).

If only this were the case, but if you take a valve map, decompile then recompile the overlays work correctly. I even went through the map files side by side in notepad but counldn't figure out what was different.

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Irish Taxi Driver
23 Posts
Posted Oct 18, 2007
Replied 38 minutes later

Spacemonkey wrote:
Nice level, well designed. However I don't like the part where you have to jump into the room with the sentry gun, took me like 20 tries to get in their. Maybe you could make the opening a bit larger to be more forgiving. I found it quite frustrating.

Game Visuals: 5
Nice lighting

Puzzle Difficulty: 3
Even though I knew I had to get into the sentry room, it took me so many tries I found it quite annoying.
Getting the box down the tube was fun though.

General Gameplay Feel: 5

Also, the door to the box opens on touch (but the lift still doesn't go down, so still need to press the button)

I've already had to widen the hole a few times because testers couldn't get it, I'm gonna leave it alone. I disagree with you on the luck thing. I can get it nearly every time now.

espen180 wrote:
Graphics are awesome, but it's got that eerie maze-like feel to it. I like test chambers to be simple, but yet challenging.

Is that positive or negative? I can't tell.

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msleeper
4,095 Posts
Admin
Posted Oct 18, 2007
Replied 15 minutes later

Ralph wrote:
If only this were the case, but if you take a valve map, decompile then recompile the overlays work correctly. I even went through the map files side by side in notepad but counldn't figure out what was different.

I am pretty sure the env_texturetoggle entity is the key here, not the info_overlay_accessor.