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might be my settings, but I found it dark.
(mainly in upper area)
I did not notice the cracks you mentioned, but never fell into the goo :)
I missed the upper opening the 1st 2 visits (I must look up more)
good to hear Glodos again.
good visualy.
but I am not paying for a new button / lightbridge.
Glados can whistle for the money.
can she whistle ?
well looks like she's out of luck then :)
Bit annoying falling through the ceiling though.
Puzzlle was moderate, dropped my cube several times, to my frustration...grrr
• Narrative;
• Use of extra-PeTI assets;
Cons:
• Reused GLaDOS lines;
• Spontaneous drops from ceiling;
The portable surface was a bit hard to spot though, the yellow'ish light on it didn't make it appear portable, maybe a cooler light would work better.
GLaDOS use worked perfect here
Btw, was this chamber made with source sdk or hammereditor or something? Considering the surfaces, environment style and such used, pretty impressive
What I did to create this was build the basic structure and logic of the puzzle in PeTI the way it supposedly worked before being "destroyed", export it, and then spent hours modifying it in Hammer to change the solution so that the player is "improvising" in a broken test chamber. Building the BTS areas and all of the "destroyed" decor was a lot of work, but I'm very happy with the result--even if this was more technical practice than a serious puzzle.
When I got to the next area, I did not find the hole above the office. Instead I saw a portalable area outside the window that was in the next area almost directly above the second faithplate. (Don't know if my description makes any sense or not, hey! I don't know if I was supposed to be able to do that.)
Re portal surfaces: look up when you're in the office. There aren't supposed to be any in the main chamber. (Well, there were originally, but you can see what's left of them lying on the ground...)
Cyfz: definitely a bug--it shouldn't be possible to get close enough to grab it after pressing the button; I put the stairs there to slow the player down. How did you do it?
As for the loose ceiling tiles , you'll find that if you go slowly they actually make the sound and fall before you're actually standing on them--the trigger area is wider than the tile. And you can either hug the right side where all the lights are and there's no loose tiles (that's why I lit that area), or just portal to the lit concrete wall on the other side. I tried to think of a way to call out the loose ones but couldn't make anything work.
Thanks for the feedback. Probably not much I can do about the runover of GLaDOS' lines but I'll see what I can do. Maybe move the cube dropper button.
The Ratman drawings are overlays; in the texture browser filter for "ratman". Then use the overlay tool to plop them on any brush large enough.
Drop the cube first and you'll be fine. There's really no way to offer a ride back from there to a player who does that without making the "upstairs" area entirely optional, because if they can get back from the window sill they can just jump out of the window later.
I might see about adding a "debris" platform that lets you do that but sinks or otherwise becomes unusable once the window is broken.