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I should really finnish the Portal 2 map I am currently working on, trobble is time & motovation. Takes a lot of work to build one of these levels. Even a small one.
My best sugetion to getting the core to animate is to decomplie VALV's maps & reverce engineer how they did it.
In conclusion I thank you all for the feed back as it is really good for indicating in the areas I still need to improve so keep it comeing, also don't be afraid to post negative feedback.
The ending is a hint to something |I would like to see more in games where the player does not always end up as the victor to the story. While games have played with player death at the end. I do not know of any that have led to the player being defeted at the end of the game if done right it could be a really good story element. You could even make it that the player makes the situation unitentaly worse simular to Spec Ops The Line, still need to play that one.
Porting the custom skins over was not easy. Still I give most of the kudose to the developers of Tag.
> Move the portalgun so that either the player starts with it or it can be picked up once the player reaches the office area. As it is now, the player can get trapped.
> Like in Aperture Tag (speaking of which, nice core skin import :), the player faces the unfortunate fate of dying in the end, but unfortunately, this can be bypassed by simply stepping off of the lift and the player gets stranded instead .
GLaDOS being GLaDOS, she still killed me...
The textures are not mine, the custom stuff was imported with pakrat. The lines were unused GLaDOS lines, in the game files. The core was custom. My voice.
I saw the vent that is broken, but this isnt HL2 so you cant break them, tried, even trew objects, no way in.