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I noticed you say in your description, to use F6 a lot.
don't forget, in this mod, their are autosaves at your disposal.
carefull placement is required.
so that they help & are not counter productive.
each autosave only works once.
due to our conversation on glitches, I thought you might be interested in a discusion,
I had with 1 of TWTM's developers:
http://gtm.steamproxy.vip/app/286080/discussions/2/617320168162015377/?tscn=1416940373
although it does not sound hopefull.
they know about it. & their are a few developers.
so maybe between them, they can fix some of the problems.
maybe the glitches are due to TWTM.
but maybe it is really due to the BEE MOD ?
I don't know which ?
maybe a bit of both ?
on 1 of my maps I connected 2 buttons to a sphere dropper.
but either button activated it.
so I removed the connections. then connected both buttons to an AND gate.
then connected the AND gate to the dropper & placed the AND gate onto the dropper.
removing sinage from the dropper.
the player then sees the antlines or signage, seeming to go from the buttons, to the dropper.
because the AND gate is on the dropper.
this worked & both buttons were needed to activate the dropper.
http://youtu.be/fS5Ub869lxY
or
https://www.youtube.com/watch?v=fS5Ub869lxY&feature=youtu.be
for this map, I would consider making the wieghted button a cube button.
for your intended solution.
the glitches were many on portal 2 & a lot has been fixed.
some not, like portal bumping.
I presume a lot will be fixed, with TWTM.
so live in hope.
don't know if it will work, but you could try disconnecting the exit buttons from the door. then connecting both exit tbuttons to a AND gate.
then connect the AND gate to the door. move the location of the AND gate onto the door.
& make the door signage none.
hope this helps ?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=346339607
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=346339536
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=346339178
through a wall ?
that is a new one, on me.
through a fizzler.
that has been brought to the attention of one of the developers.
escape route great.
extra cube I presume is at the end, instead of our friend, guarding the exit.
I will test it again tomorrow.
as it's getting late now
it's a shame about the bugs.
as I really like the concept.
& only the occasional map in the workshop, so far.
is any good.
some have no time machine & some no puzzle either.
it is hard to believe most of them have even used portal 2's workshop.
thier are exeptions, most being more of an into demo.
but if they sort the bugs out quickly.
the good mappers will come.
your already here :)
very clever solution.
I suggest changing the wieghted buttons, for cube buttons, to stop my exploits.
never used 1st 2 funels.
only did intended, from cube on cube button (not weighted) .
trapping at exit problem:
I suggest route from exit area, to other side of large laser fields,
with permanantly activated fizzler in.
or you could just put an autosave, by the button, that activates the exit flip panel.
but if the player does not realise that it's there.
they may not walk through the activated laser field, to get back ?
I will re-test, when updated.
I only put the cube on the last 2 buttons. 1 in exit area & the 1 just before.
the recording did the others.
did not use small laser field, as when playback stood on buttons,
I portaled with the cube &
I carried the cube through the panels.
you can trap your self in the exit area, if your recording moves the cube off the button.
& it does not go into the funel.
your description, rang in my ears, as I & my 1 cube stood by the 2 cube buttons.
your description, was essential.
although it is an inventive solution, which I like :)
I think it will at some point, be stopped, in a future update.
point of interest:
a map I am working on, does not work.
because you can activate a cube button, with a sphere.
I about to watch you walkthrough.