Commented 13 years ago2011-09-01 20:06:39 UTC
in journal: #7378Comment #48162
Nitrogen would have caused the same gasping reaction, because gasping is a reaction to hypoxia. Carbon dioxide can cause tachypnea, in fact, because it causes transient respiratory acidosis.
Commented 13 years ago2011-08-10 15:10:50 UTC
in vault item: InterceptionComment #19409
Are you that tight on disk space?
Even though most maps can only be played once, there are countless number of custom maps being made for it. Some of them are perhaps even better than the official maps made by Valve.
Commented 13 years ago2011-07-17 17:55:44 UTC
in journal: #7324Comment #55446
I suspect it's the memory. Run Memtest as a start.
I had a similar problem before with a computer I build myself. After months of troubleshooting (I thought it was the graphics card), it turned out to be a bad memory module.
If it's not the memory modules, it could be the PSU.
Since you have spare parts from your old PC, swap out parts one by one to see which one is the culprit.
Commented 13 years ago2011-07-11 02:34:43 UTC
in vault item: sp_vengeanceComment #19341
Do you know that it's impossible to have two reflective cube dispensers within the same map (BSP)? I had one, but the output kept interfering with each other until I found out about this limitation.
I modified the fizzler so the cube does not get fizzled when it goes through the grid.
Commented 13 years ago2011-07-10 16:08:10 UTC
in vault item: sp_vengeanceComment #19333
How did you jump over to the other side without the portalable wall?
I cannot do it unless I use the portalable wall to shoot a light bridge to stand on. Without it, I find it impossible to simply jump to the other side.
Commented 13 years ago2011-07-10 11:58:36 UTC
in vault item: sp_vengeanceComment #19329
Thanks for the feedback.
I did not put signs in the beginning because there really isn't any other way to go except to get to the other side of the light bridge. Anyways, the maze-like puzzle may not be the most suitable theme for Portal 2. I was just being creative and experimenting with non-traditional themes for the maps.
Commented 13 years ago2011-06-27 23:08:09 UTC
in vault item: sp_suspensionComment #19303
I have an idea for the laser field. In order for the player to see that the tiles behind it are actually portable, I will reduce the density of the lasers (having about ten lasers going across rather than 30).
As for the overzealous turret destruction, I am planning to leave it as is. I inserted an autosave point in the map just prior to capturing the last turret. This way, the player could always load the last autosave and get back to the point before all the turrets are burned up.
Archie actually felt bad about incinerating the turret by accident. I am hoping other players are merciful too.
Commented 13 years ago2011-06-27 17:40:50 UTC
in vault item: sp_suspensionComment #19301
No, I am afraid that the only way to get to the reflecto cube is using the deactivated turret. I know they burn up when you laser them, that's why I provided four of them. I guess my tip is not to be vengeful with them earlier in the game.
I still don't want to have a cube lying around in the room, because that destroys part of the creativity of the level design. The point is to have the player figure out a brand new way of interacting with the turrets.
I tried putting a light on the ceiling next to the laser discouragement field, but Hammer gave me an error for having too many light sources on the brush surfaces. I have not encountered any other player who had difficulty realizing those are portable surfaces behind the laser field.
Commented 13 years ago2011-06-24 01:18:40 UTC
in vault item: sp_suspensionComment #7048
Thanks to the various playtesters (including Archie), I was able to perfect sp_suspended and combine it with sp_gravity to make one level that contains most of the new Portal 2 devices. Many changes were made based on Archie's playtest video alone.
I modified some areas of the map, so it looks and plays better.
Igniting my mapping fever is a good thing for the gaming community, but not good for my personal well-being. I got up at 2 am and mapped until 5 am two days ago, which meant I was tired all day at work.
I am hoping this mapping streak would end soon, so I won't kill myself from skipping meals, bathroom breaks, and sleep.
Commented 13 years ago2011-06-15 16:07:38 UTC
in vault item: sp_suspendedComment #19268
Thanks! That video was great.
[EDIT]: When I watched your video, I realize that you may be playing an earlier version of the map. You got back up to the upper level to get rid of the last turret by jumping through a portal. It wasn't what I intended. If you want to try the latest version, that should be impossible (at least for me when I playtested it).
Commented 13 years ago2011-06-12 18:30:14 UTC
in vault item: sp_suspendedComment #19252
Dimbark played an earlier version of this map. Download the play the updated version. In the new version, it's impossible to solve the puzzle without using the deactivated turrets.
I added a block to hinder the players who attempt to "run and shoot" through the fizzler (emancipation grid). Did you play a version without a big block? The latest version of the map should make that virtually impossible, unless you have super-human reflexes.
You know you're playing the latest version if the map contains indicator lights. Earlier versions of the map did not have the indicator lights.
Commented 13 years ago2011-06-12 15:57:59 UTC
in vault item: sp_suspendedComment #19250
I think a lot of players do not think that using the turret to block the laser was all that straightforward. In fact, many told me that they never thought of doing that.
Did you have to reverse the funnel? That was part of the puzzle. I know you can do it without standing on the button to reverse it, but you have to risk burning the turret prematurely.
I think using a cube to block the laser would be too obvious. Using the turret is a brand new way of solving a problem. You first deactivate the turrets, and just when you thought you're done with them, you actually get to carry out revenge by burning them and actually using them to help you obtain the cube.
Commented 13 years ago2011-06-11 05:52:48 UTC
in vault item: sp_suspendedComment #19246
Updated version done and uploaded.
Feel free to play it again, it should provide more of a challenge.
[EDIT]: According to feedback from other playtesters, the updated version seems to be extremely difficult. It certainly is possible to solve, but you must be a genius if you can solve the puzzle without cheating.
Commented 13 years ago2011-06-09 18:15:12 UTC
in vault item: sp_suspendedComment #19240
I guess I ran out of creative ideas. It's pretty hard to come up with innovative puzzles.
The "nodraw" texture was intentional. I know it looks strange, but it draws the player's attention to the button that might be missed. The theme of the map is sort of Dali-like, so I figure a see-through cube wouldn't be out of place.
This comment was made on an article that has been deleted.
I am not counting on this book to make me a lot of money. I'll have to keep my day job as a doctor.
Anyone can publish in minutes. Publishing and selling your books was never this easy.
I didn't see any actors above the bridge, but I saw fake snow blowing around.
This was the set:
Winning is not everything. Having fun is the whole point of playing, isn't it?
Apathy is the worst state of being.
I chose carbon dioxide because it's recommended by experts.
I've seen children die many times because I am a pediatrician. Seeing death is inevitable, since I worked in the hospital for the past 12 years.
Enjoy your 20's. Before you know it, you'll be in your 30's.
Perhaps that's how he killed Voldemort.
But I always make a manual backup copy of the VMF every single time I have a successful compile.
Even though most maps can only be played once, there are countless number of custom maps being made for it. Some of them are perhaps even better than the official maps made by Valve.
Direct link to a compressed file breaks the link for some reason.
That's why I use an indirect link to a HTML file for the download.
I've fixed it now. Please try again.
The link does not work if I put it directly to TWHL.
Has anyone actually tried the map?
It's proof that I am raising a hardcore nerd.
I had a similar problem before with a computer I build myself. After months of troubleshooting (I thought it was the graphics card), it turned out to be a bad memory module.
If it's not the memory modules, it could be the PSU.
Since you have spare parts from your old PC, swap out parts one by one to see which one is the culprit.
Are you going to do any experiment involving a gravity gun or hazard suit?
I introduced him to Hammer, and taught him the four views in Hammer. He learned how to select a brush and move it around in the world.
He's got to be one of the youngest mappers in the world. He turned four this week.
I modified the fizzler so the cube does not get fizzled when it goes through the grid.
I cannot do it unless I use the portalable wall to shoot a light bridge to stand on. Without it, I find it impossible to simply jump to the other side.
I did not put signs in the beginning because there really isn't any other way to go except to get to the other side of the light bridge. Anyways, the maze-like puzzle may not be the most suitable theme for Portal 2. I was just being creative and experimenting with non-traditional themes for the maps.
As for the overzealous turret destruction, I am planning to leave it as is. I inserted an autosave point in the map just prior to capturing the last turret. This way, the player could always load the last autosave and get back to the point before all the turrets are burned up.
Archie actually felt bad about incinerating the turret by accident. I am hoping other players are merciful too.
I still don't want to have a cube lying around in the room, because that destroys part of the creativity of the level design. The point is to have the player figure out a brand new way of interacting with the turrets.
I tried putting a light on the ceiling next to the laser discouragement field, but Hammer gave me an error for having too many light sources on the brush surfaces. I have not encountered any other player who had difficulty realizing those are portable surfaces behind the laser field.
I appreciate the feedback.
I modified some areas of the map, so it looks and plays better.
Igniting my mapping fever is a good thing for the gaming community, but not good for my personal well-being. I got up at 2 am and mapped until 5 am two days ago, which meant I was tired all day at work.
I am hoping this mapping streak would end soon, so I won't kill myself from skipping meals, bathroom breaks, and sleep.
You just managed to figure out how to evade that turret by standing on the other turret platform and jumping off.
If you just jumped out of the portal without standing on the platform, you would have been killed.
Smart move!
[EDIT]: Based on what Archie found, I've modified the map a bit to fix that "glitch".
[EDIT]: When I watched your video, I realize that you may be playing an earlier version of the map. You got back up to the upper level to get rid of the last turret by jumping through a portal. It wasn't what I intended. If you want to try the latest version, that should be impossible (at least for me when I playtested it).
I added indicator lights to the emancipation fizzler because early playtesters did not figure out that the laser powered the fizzler.
I'll make getting rid of the turrets more fun and less annoying.
I'll brighten the map so it's not dark and gloomy.
I'll add an "s" to congratulation so it's not bugging any grammar police.
. . . as soon as I get home from the emergency room. I'm working tonight.
I added a block to hinder the players who attempt to "run and shoot" through the fizzler (emancipation grid). Did you play a version without a big block? The latest version of the map should make that virtually impossible, unless you have super-human reflexes.
You know you're playing the latest version if the map contains indicator lights. Earlier versions of the map did not have the indicator lights.
Did you have to reverse the funnel? That was part of the puzzle. I know you can do it without standing on the button to reverse it, but you have to risk burning the turret prematurely.
I think using a cube to block the laser would be too obvious. Using the turret is a brand new way of solving a problem. You first deactivate the turrets, and just when you thought you're done with them, you actually get to carry out revenge by burning them and actually using them to help you obtain the cube.
Feel free to play it again, it should provide more of a challenge.
[EDIT]: According to feedback from other playtesters, the updated version seems to be extremely difficult. It certainly is possible to solve, but you must be a genius if you can solve the puzzle without cheating.
It took me days to come up with this puzzle.
I'll try to work on it tonight. I've worked hard all day seeing patients.
I'll implemented it this weekend. I have to work all day today.
The "nodraw" texture was intentional. I know it looks strange, but it draws the player's attention to the button that might be missed. The theme of the map is sort of Dali-like, so I figure a see-through cube wouldn't be out of place.