For all Portal 2 mappers out there - when your ideas are bad
48 replies, posted
[QUOTE=macdoo999;30116046][release][b]Frankenturret Redirection[/b]
Using a combination of portals and light bridges, help a frankenturret get through a short maze.
Contributed by: macdoo999
[/release][/QUOTE]
Something like this with an element of danger would be awesome.
Perhaps if there were turrets that shot at the cube and if it took a certain amount of damage, it blew up, killing the player.
I honestly didn't expect this! I expected something like: Ok good idea, let's just use the existing mapping thread!
Good to see more puzzle ideas!
[release][B]Gravity triggers[/B]
There's several gravity triggers on walls, floors and ceilings around the map, when you or some other object hits one of them the gravity changes direction so it's perpendicular to the surface the trigger is on.[/release]
You know, like the ones in Prey.
[release]
[b] CTF competetive mode [/b]
Atlas and P-Body play a game of CTF, except that there's obstacles instead of guns and weighted storage cubes instead of flags.
[/release]
Edit of the final battle except you get to fly around in space. Would be a great test of mapping skillz
When's he gonna update the OP with the new ideas? It'd be easier for mappers to find them that way.
[QUOTE=CakeMaster7;30117927]When's the he gonna update the OP with the new ideas? It'd be easier for mappers to find them that way.[/QUOTE]I'll get on it right now!
A button attached to the ceiling and a cube dropper, use a light bridge after activating the cube dropper to "lift" the cube up to the button
[QUOTE=macdoo999;30116046][release][b]Frankenturret Redirection[/b]
Using a combination of portals and light bridges, help a frankenturret get through a short maze.
Contributed by: macdoo999
[/release][/QUOTE]
Frankenturrets always scared the fuck out of me. When I first saw them in the Portal 2 campaign I always kept my eye on those fuckers, almost as if I was expecting them to start crawling on my back.
[editline]29th May 2011[/editline]
[QUOTE=geogzm;30118869]A button attached to the ceiling and a cube dropper, use a light bridge after activating the cube dropper to "lift" the cube up to the button[/QUOTE]
Use the grav-beam instead.
[QUOTE=dije;30095256]Contributed by: geogzm
[release]
[B]Anti Gravity Room[/B]
Anti Gravity field that makes everything glide up to the ceiling[/release][/QUOTE]
was already working on this
[media]http://www.youtube.com/watch?v=sOz7iarHYTk[/media]
[URL="http://youtube.com/watch?v=sOz7iarHYTk"][/URL]
[QUOTE=Diealready;30129092]was already working on this
[media]http://www.youtube.com/watch?v=sOz7iarHYTk[/media]
[URL="http://youtube.com/watch?v=sOz7iarHYTk"][/URL][/QUOTE]
How'd you do that? I see particles coming off the floor. Does it effect the player too?
[QUOTE=ForgottenKane;30129972]How'd you do that? I see particles coming off the floor. Does it effect the player too?[/QUOTE]
Custom particle system. I used a trigger_push directed upwards with a power of 800 (I think).
It does not affect the player, if I ever continued work on the map-pack I would use faith plates or funnels for player propulsion.
[QUOTE=dije;30095256]
[release]
[b]Anti Gravity Room[/b]
Anti Gravity field that makes everything glide up to the ceiling
Contributed by: geogzm
[/release]
[/QUOTE]
I made a Portal 1 map using this once. Didn't make it that fancy though, so it was just a trigger_push.
I'll post a link soon.
The inside of a test chamber is multiple hollowed out cubes. There are four doors, one on each wall, and hatches on the floor and ceiling of each room. There is a button in each room. Every time the player presses the button, the outputs of the doors are changed through the magic of world portals. The player has to get the right combination of buttons to find the exit.
[QUOTE=Ardosos;30150518]The inside of a test chamber is multiple hollowed out cubes. There are four doors, one on each wall, and hatches on the floor and ceiling of each room. There is a button in each room. Every time the player presses the button, the outputs of the doors are changed through the magic of world portals. The player has to get the right combination of buttons to find the exit.[/QUOTE]
You would need to make those rooms complex as fuck, for you do not want more than one pair of worldportals on at once.
[QUOTE=ForgottenKane;30152369]You would need to make those rooms complex as fuck, for you do not want more than one pair of worldportals on at once.[/QUOTE]
Use prop_linked_portal_door. That way you only have one world portal open at a time if the door shuts behind you or only have one door open at once.
In the OP, Cube Launching has "Contributed by by CakeMaster"