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Author Topic: Portal Mapping  (Read 6534 times)

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PanzerOx

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Re: Portal Mapping
« Reply #15 on: October 18, 2007, 06:59:49 PM »

     

    http://filebeam.com/20982c98542c0876fe84b284e8daba9f
    password: spaniard

    Things I know:

    • No cubemaps
    • Piston is black
    • Observation room glass flickers
    • Droppers clip
    • The angle wall button is temporary, its there to make sure thats working properly.
    • Button 3 is in its testing location.
    • You can portal on the back of the angle wall
    • No sound when the angle wall moves


    Things I'm thinking about doing:

    • Moving the third button when its puzzle gets put in.
    « Last Edit: October 18, 2007, 08:08:31 PM by PanzerOx »
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    Editor321

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    Re: Portal Mapping
    « Reply #16 on: October 19, 2007, 06:42:21 PM »

    Portal needs more "every-day" maps, such as a hospital or whatever, for extreme awesomeness. =D

    How about a series of maps where you rob a bank or building? You would have to break in and then get out when the security kicks in.  ;D
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    KylerAdams

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    Re: Portal Mapping
    « Reply #17 on: October 20, 2007, 03:01:18 AM »

    How about a series of maps where you rob a bank or building? You would have to break in and then get out when the security kicks in.  ;D

    And find it empty, due to the Combine... draining funds.

    ...

    Or something. ;D
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    PanzerOx

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    Re: Portal Mapping
    « Reply #18 on: October 22, 2007, 12:16:32 AM »

    We're entering release candidate zone, please fasten your seatbelts.

     

    http://filebeam.com/6ff440293474409387b21aa659194b26
    password: chief2

    Things I know:
    • Droppers clip
    • You can portal on the back of the angle wall
    • No sound when the angle wall moves
    Things I'm attempting to figure out:
    • How info_overlay_accessory works, if anyone has any insight, please say something.
    • Only enabling (and leaving on) the checkmarks when a box is in the dropper. I've got a trigger_multiple over the droppers attached to a logic_relay, which then attaches to the respective texturetoggle. I'm just not sure how its all supposed to tie together.
    Please post every bug and error, unless it has been posted before!
    « Last Edit: October 22, 2007, 01:42:14 AM by PanzerOx »
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    Cpl. Slider101

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    Re: Portal Mapping
    « Reply #19 on: November 08, 2007, 02:09:07 PM »

    Awesome map! New source SDK released, now your maps are gonna be even better  :D
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