LeSwordfish_portalbuttons

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
This is the first few, undetailed, unoptimised chambers, of a portal 2 map. Theres a new gameplay element, and really this is just a proof-of-concept. More details, images, etc, will all be up when i wake up properly, for now this thread is just for the hell of it.

0D7C821B1732B91280C0CD5943F2C09CBBC0087B


WIP stuff:
Lights
Indicators
details
pretty much everything


DOWNLOAD HERE

To play, extract the .bsp to your steamapps/common/portal 2/portal 2/maps folder,
load the game, and type "Map leswordfish_portalbuttons_v1" in the console.

Any Demo's of this would be extremely welcome. To record a demo, type "Demo <demoname>" in the console.
This records from that moment until you next die.
To get the demo to me, contact me at http://steamcommunity.com/profiles/76561198010698558

Dogbread model by Alex "Rexy" Kreeger. Final room by valve.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
Last edited:

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Indicator lights not lighting up is due to info_overlay_accessor not being in the fgd, so i'm skipping that for now. Ironically, that was one place the AS editor worked far far better.

Wasted, i reckon that picture is due to the way the trigger to detect portals is set up. I'll tweak it.

I could write the second puzzle into the third, or more likely into a further, larger one, but i dont know. The idea of it was to clarify to players that triggers would wipe out their work. If i add a subsequent Hard-Light puzzle it'll be in there.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
Indicator lights not lighting up is due to info_overlay_accessor not being in the fgd, so i'm skipping that for now. Ironically, that was one place the AS editor worked far far better.

Oh, just add it, then. I've done it already.

Code:
@PointClass base(info_overlay) = info_overlay_accessor : "Portal 2 hint overlays."
[
	uv0(vector):"UV 0":"-8 -8 0" 
	uv1(vector):"UV 1":"8 -8 0" 
	uv2(vector):"UV 2":"8 8 0" 
	uv3(vector):"UV 3":"8 -8 0" 
]
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
It was fun, but the portal-triggers seemed really fiddly,

I'm not entirely sure what you mean by fiddly- you need to be accurate? you need to be too quick? As far as i can tell issues in the third chamber were due to miscommunication and the paint being too fiddly. As for the second room, you're the only person ever to have done that... Needs fixing though. I'll look into it.

I don't know if I really liked that mechanic.

Fraid that'll be a problem, the only ideas i have are for it.
http://forums.tf2maps.net/images/smilies/TF2 Smillies v1.0/001_unsure.gif Is there any other specific reason?

I will be limiting the number of fiddly puzzles later on, particularly because I don't like reaction-time stuff either.

Please dont take this as discounting your opinions, trust that i am working on this.