[QUOTE=ultradude25;32777204]What happens if you drop the button in the water?[/QUOTE]
glados smashes you with a panel.
[QUOTE=ultradude25;32777204]What happens if you drop the button in the water?[/QUOTE]
"You fail, and the test will be terminated."
[QUOTE=DohEntertainmen;32778135]"You fail, and the test will be terminated."[/QUOTE]
That is one possibility.
I have two ideas in mind:
1) Autosaves after you complete each station. If the button falls, you die.
2) No autosaves, the button respawns at the start, and the player has to do the entire chamber again.
[QUOTE=Mr. Agree;32774958]So let me guess, you put one hole into the ground, one in the wall and keep building momentum, then one on the tilted surface to propel yourself. Unless, this is a co-op map?[/QUOTE]
It's singleplayer. Also I just realized I noclipped past a trigger to take that screenie, there's a orange auto portal in that little frame on the ground that didn't show up in the screenshot. and no portable surface directly above it, so you need to be a tad craftier then that.
[QUOTE=ultradude25;32777204]What happens if you drop the button in the water?[/QUOTE]
You say hello to this: (wip) Crusher-mounted turrets.
[IMG]http://yourimg.in/m/7y0fidu.jpg[/IMG]
EDIT:
Complete with ominous orange glow.
Hey, I have been working on a small, basic puzzle. One problem is when a laser hits a panel it goes right through it. Any help?
What entity are you using for the panel and is the material you've chosen transparent? You set the panel to be solid right?
[QUOTE=Rand0mNumber;32817036]What entity are you using for the panel and is the material you've chosen transparent? You set the panel to be solid right?[/QUOTE]
I'm using a func_brush for the panel. The material is translucent and the panel is set to be solid.
You could add a brush with nodraw material as it blocks the laser.
[QUOTE=nuke4fix;32819948]You could add a brush with nodraw material as it blocks the laser.[/QUOTE]
Thanks, mate, works fine.
I'm trying to compile a test map, and it keeps saying "Load portals: couldn't read sp_timed_light.prt."
Any help would be appreciated.
[QUOTE=Butthurter;32882394]valve really should hire you[/QUOTE]
That would be awesome. I'm job hunting right now, well, more like job lounging. Submit application, get no response, make Portal 2 map. At least I'm building a level design portfolio.
Side note:
The lack of skybox reflection in Portal 2 bugs me. White sky, black reflection.
EDIT:
[QUOTE=DohEntertainmen;32890609]I'm trying to compile a test map, and it keeps saying "Load portals: couldn't read sp_timed_light.prt."
Any help would be appreciated.[/QUOTE]
Check for leaks. Map -> Load Pointfile. If an entity that is in the map area is leaking, check its origin.
This should be useful: [url]http://developer.valvesoftware.com/wiki/Leak[/url]
Just a general question, can anyone get the skeleton/defective turrets to load into hammer? I always get some error about the models not being cached.
A mappack my friend Abeguy2 made.
[url]http://www.mediafire.com/?f3px7a6pomiji1k[/url]
Updated my map with a bunch of fixes:
[quote]Update v10:
- Tweaked chamber 4 puzzle
- New BTS section in chamber 3.
- Redone visuals in chamber 3
- Minor changes to chamber 2 puzzle (slightly harder)
- Improved c1 -> c2 and c3 -> c4 transitions
- Tweaked lighting and texturing in chamber 1
- Added elevator videos and chamber signs
- Added more load points
- Optimised performance
- Tweaked fog
- Many minor fixes & added details[/quote]
Download [URL="http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=395"]HERE[/URL]
[IMG]http://dl.dropbox.com/u/2073058/c3screen2_1000.jpg[/IMG]
[IMG]http://dl.dropbox.com/u/2073058/c3screen4_1000.jpg[/IMG]
I'm not sure you can call this a puzzle:
[media]http://www.youtube.com/watch?v=nQhkqVTS8o0[/media]
[QUOTE=Rand0mNumber;33005875]I'm not sure you can call this a puzzle:
[media]http://www.youtube.com/watch?v=nQhkqVTS8o0[/media][/QUOTE]
Oh wow.
[QUOTE=Rand0mNumber;33005875]I'm not sure you can call this a puzzle:
[media]http://www.youtube.com/watch?v=nQhkqVTS8o0[/media][/QUOTE]
You win.
[QUOTE=DatHarry;33020997]You win.[/QUOTE]
He didn't make it, he found it on Reddit. :v:
[QUOTE=Smashman;33026544]He didn't make it, he found it on Reddit. :v:[/QUOTE]
So that's why it has 1000 views already.
It looks like people want more models instead of brushwork in it. That portal in the middle needs to be more prominent as well.
This hurts you:
[media]http://www.youtube.com/watch?v=ubzkre8P6EE[/media]
EDIT:
If you want to give the last 7 maps a shot:
[url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1376[/url]
Anyone know the model name from the Wheatley shields ? I can't find it.
[QUOTE=ColossalSoft;33453480]video[/QUOTE]
Let me add to that, Colossal.
[url]http://reepblue.blogspot.com/2011/11/blue-portals-2-canceled.html[/url]
[media]http://www.youtube.com/watch?v=cd6PJ0pRnCs[/media]
images: (I have not been here in a while, so when I tried the media tags, it did not work. Plus I did not want to stretch out the site.)
[url]http://www.zilefile.com/files/17128_bcykb/sp_a69_fling-intro0005.jpg[/url]
[url]http://www.zilefile.com/files/17129_b1tti/sp_a69_general-intro0000.jpg[/url]
[url]http://www.zilefile.com/files/17130_ngbc8/sp_a69_general-intro0002.jpg[/url]
[url]http://www.zilefile.com/files/17131_ma6m6/sp_a69_vent-intro0007.jpg[/url]
[url]http://www.zilefile.com/files/17132_onhxs/sp_a69_turret-intro0009.jpg[/url]
[QUOTE=Jetamo;33459651]Press [not assigned] to one-to-one?[/QUOTE]
It's because I have a Sixense and was screwing with the controls.
Man, what a waste!!!
Blue Portals 2 would have been so AWESOME.
But I fully understand why it was cancelled.
Now my question is, if the .vpk system is so annoying to work with, how the HELL does Valve said that CS:GO will have the same modding capabilities as CS:S?
That's just nonsense
Unless they really make new tools or something to work better on that system, I don't see how thats true.
But being optimistic, if they really make that happen, I would love to see that implemented in PORTAL 2 tools.
Just experimenting. Audio is out of sync due to editing, rendering, re-rendering, and having to change the frame rate several times. Virtualdub was probably not the best choice for doing this. That, or I need more involved experience with it.
[media]http://www.youtube.com/watch?v=lSI0XPOg4Yg[/media]
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