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It's been awhile since I played this one and I'm not sure what the intended solution is anymore. I'd have to play it play.
1) Portal has the turret sign you're looking for in its game files. You'll need a tool such as GCFScape to extract it for use though since the files are packed into the game's VPKs.
2) As for the "misaligned" textures, they really weren't that bad, though the edges of some walls and floors did seem to have an improper edge. Not to worry though, as Valve was often as bad with this sort of thing, especially in the coop maps :P
One small exploit (maybe): I was able to grab the companion cube without the use of propulsion gel.
In short: not your best work. Don't worry, I still have faith in you as a test chamber designer though.
(and yes, I realize this is a somewhat late comment; I was on hiatus for a while :P)
@wildgoosespeeder I'm not sure why the cube would be destroyed in the case either. It’s never done that before. Chock it up to a error in programming I guess. I know there are always exploits in any map and when you add conversion gel the chance of a exploit quadruples but I had the idea for this chamber so I said to myself, “Why not?”
You don’t have to be sorry that you didn’t like this chamber, I want to thank you for testing and for leaving feedback.
@GBMusicMaster and |\_/() You two stop your fighting or I’ll send you to bed without dinner. ;)
1. I didn’t want the ceiling (and part of the floor) to hold paint because it allows for several shortcuts, so I did this on purpose. I agree that the vertex texture doesn’t look as nice but what can I do to make it look better?
2. Which textures are misaligned? Also, the “turrets shooting” sign is a custom, but it looks fine on my end. It looks like all of the others. I’m thinking that your machine and my machine render the texture differently. I’m not a programmer, but that my guess. The water is pit to make it more challenging. I didn’t think this chamber was that cramped. I’ve been flamed to making chambers to big (too much waking).
You may not have read the next part of that same Wikipedia entry: "In an online forum lacking face-to-face contact, constructive criticism is rare. People...write without consideration for how their opinion will be received, which is not consistent with the idea of constructive criticism. Effective interpersonal communication skills can be helpful to assess the recipient's frame of mind."
"Constructive criticism is the process of offering valid and well-reasoned opinions about the work of others, usually involving both positive and negative comments, in a friendly manner rather than an oppositional one. The purpose of constructive criticism is to improve the outcome."
- friendly manner - I didn't want to sound offensive for a single moment, I'm sorry if I did - check.
- positive and negative comments - my comment was getting a bit long so I focused on the negatives but I did say what I said about the music. - check.
- purpose - to improve the outcome - YES! If I didn't want my comment to make an effect on andy's future maps I wouldn't have bothered writing it so long. So I really hope that he'll mind at least 1/3 of my notes next time. - check.
- valid and well-reasoned opinions - opinions are reletive but I wrote 4 lines of text about why I think the chamber is cramped. I think they're well-reasoned enough. - check.
I should think the reason for unpaintable surfaces would be obvious, since conversion gel is involved. I disagree that this map is cramped. The main room is VERY open, and as the player solves pieces of the puzzle, more is revealed. Maybe that's not to your liking, but it's not a flaw in the map. And "so many puzzle elements"? I count six total elements that the player manipulates-- speed gel, faith plate, funnel, companion cube, laser, conversion gel. Six doesn't strike me as so many, especially when they are used independently for the most part.
I appreciate the comment about the music, but your definition of "constructive criticism" could use some review.
Oh, and I don't know if you've noticed, but orange and white gel work only in large quantities and increased splatting properties. There's nothing like this here. Moving orange gel in front of the turrets isn't that fun because you have to do it several times. Not. Fun. At all.
The logic of this puzzle is everywhere. There are so many puzzle elements that you don't know what thing to use where.
I like the music - only the music I think.
I think that's enough constructive criticism for one map.
Short version: I don't like the map - visuals, puzzle, layout - nothing. So sorry.
Also, some textures aren't aligned at all. They just stick out in the middle of a big wall.
Are the [turrets shooting] signs custom? Because that shows. In a bad way.
The water pit, it seems, has no purpose (in front of the exit) except for visual style but unlike your previous maps that doesn't work here because there are jumps, flings and so many other ways to fall in it which gets pretty annoying.
What's more, everything is so cramped! There's no room to stop and think about the puzzle for a minute (99% of all good maps have that open space). This also leads to the player being able to get to places by just jumping, e.g. over the companion cube room and in it, or just using a short fling to get to the button that opens the door (by landing on the edge of that platform).
I have so many things against this map.
First off, why are there areas where I can't put paint? I mean, I get the crossed gel signs
(which I just don't think are enough to make these unpaintable surfaces make sense) but -
why is the ceiling unpaintable? Why here ?! And why are the stairs in the screenshot black? There are also some many surfaces which tend to flash and manipulate light so that they're bright one second and dark the next. It looks awful on low video settings. All of this is total randomness!
I would have actually used the reverse funnel button to make the speed gel part much quicker. Never even noticed it until I watched my video back. lol. I'm usually much more observant.
Great job!
Blind run: https://youtu.be/Ufuh5jTp6RM
@ KAKTUS ‡SvK‡ You were struggling? Did you solve it?
@ TreasureGhost Thanks for the tips, they worked great. :)
Huge thumbs up and favorite! AND NOW IT'S DONE, ANDI!!!
I too did not use the reverse funnel. Definitely lovely map though I made a real mess. Thanks
Try to not forget that one, I noticed the goo is not capable of reflecting models, to fix it, you'll have to set every prop_dynamic/static/physics etc. near the goo to Render In Fast Reflections to 'yes', after this you will have a fancy goo capable of reflecting models, else there will be ugly white squares or it won't reflect entirely.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=553836175
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=553836029
Other than that, solid splendid map.
Thumbs up!
white gel, I did use all of the puzzle elements except I never reversed the funnel. I had a
lot of fun with this one, thanks and thumbs up!