Speed gel is fun!

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
here's my chamber, record a demo when you play it!

it involves speed gel and a small section with a laser, so that means it is neat

http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=667

sp_speedgelisfun_010000.jpg


sp_speedgelisfun_010001.jpg


known issues that i gotta fix tomorrow:

no autosaves how did i forget these
dumb collisions on lights
some other thing i forgot
some arrows?
 
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Icarus

aa
Sep 10, 2008
2,245
1,210
You were away and I don't know if you got my messages on steam

Icarus: super
Icarus: I think I broke it
Icarus: http://cloud.steampowered.com/ugc/578924792212205855/5924461F9C33975DB458028FC96FAEB7CF054B6B/
Icarus: it slides off everytime now
[After reloading]
Icarus: ok I [finished the chamber]
Icarus: but it felt kind of contrived, like I didnt do it the way it was meant to
Icarus: I'll record a demo so you can see how I did it
Icarus: another few things to note
Icarus: the little ramp before the portal you have to take multiple times makes it so that when you exit, you fall backwards a bit
Icarus: I fell into the water a couple of times because of that
Icarus: the light fixtures near the end of the map were solid, too
Icarus: I ran my head into them a couple times beofre
Icarus: http://dl.dropbox.com/u/831776/superchamber.dem
Icarus: those are the issues, but I found the chamber had a nice balance between challenging and easy
Icarus: your chamber has a focus on actual puzzle making
Icarus: instead of spot-the-portal-surface, or a test of reflexes
Icarus: it was fun, creative, and all around a positive experience
Icarus: and the detailing was pretty good, too
Icarus: definitely felt like the CJ levels in the game
Icarus: 5/5 (just fix those problems damnit)
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
http://dl.dropbox.com/u/13673854/Portal2/Demos/demoforsuper.zip

Was pretty cool. the fling i spent most of the time doing- the one back into the previous room- was a bit fiddly, though once i figured it out it was clear enough. EDIT: Oh, this was a ninja solution? Leave it in Plz.

Also, the portalable surface in the first room that the paint falls onto looks odd because thanks to the engine, no paint spatters off the side of it. Maybe a few paint_spheres around the edges would get a better effect.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
Yeah, my box droppers broke too.

I recorded a demo for only half of it. It might not be that useful. My main complaint was the cube kept coming out wrong in the first room, making it near impossible to do the puzzle how I saw.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Thanks for playing guys. Which box dropper @ aly and yyler?

I don't know what determines the cube to come out wrong in the first room, when I tested it ingame myself it was mostly consistent :(

@icarus I know which one you mean, I have no clue why some people fall backwards as it is even angled a bit so you fly towards the button/cube. I'll put some of those entities that control the path of the players after they jump
 
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tyler

aa
Sep 11, 2013
5,102
4,621
The one in the first room. I got past that, and then I got back into the first room via the fling (after like 20 minutes because it is not obvious), and then I died and had to start over and couldn't be bothered when the box dropped started not working.
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I think it should be clarified the two rooms are linked. It feels very much like two seperate chambers until you twig. Maybe this could be acheived by forcing/enticing the layer to look at the window between them, or by having the player go directly from one to the other rather than being on the catwalks. The longer and more complex the players route is, the less spatial awareness they keep.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Woops, my arrows were in a visgroup that was turned off. Going to start compiling now

http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=667

-added autosaves
-fixed boxes getting stucked
-fixed icarus's picture with the speed gel making the map impossible
-added the arrows
-fixed players flying backwards to their deaths near the end
-disabled collions of the lights
-made the lasers nonlethal
-fixed the first door not closing when the button was unpressed
 
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