I've started working on an adventure set in the Aperture Science labs, -so far I have a couple of battles orchestrated, some working portals, and some working laser turrets.
I'm uploading it here because I plan on adding a bunch more levels, with increasing complexity and difficulty (the current levels are fairly straightforward). I want people to start playing it now and offer constructive criticism & feedback. I'm also afraid that someone will put out a portal-themed map that is far better than what I have before I finish it... So please play and comment!
Added several new rooms today (which include lasers travelling through portals and extending bridges :o :o :o). I think this means 1.1?
edit: Complete, with GLaDOS confrontation, Chell character skin, and two alternate endings!
P#2971 2011-11-05 05:56
Very nice! It would be awesome if doors could be linked in both directions so you could build "real" portals in one room :D
I will do this for the final release, it would just involve adding some new rooms which I couldn't be bothered doing for v1.0 (the portals actually work by transporting the character to a different, but identical room, with an altered spawn location). The only problem with this method is that you can't travel through teleporters (say, from one side of the room to the other) in the middle of a battle, as all the enemies would disappear/respawn. If anyone can think of a way around this, let me know.
P#3160 2011-11-05 22:49
You could set the teleporters to nomon and also have a timer?
P#3184 2011-11-06 01:58
Well that's way it is now. What I'm saying is whenever you travel through a 'portal' all the monsters will disappear, so currently the shoot-em-up parts and the bits with lasers/portals need to be separated.
P#3185 2011-11-06 01:19
Here is a proof of concept of a two way portal that doesn't require a room change.
"Pickup" of a teleporter triggers a new spawn location.
The only problem is once you've "picked up" the teleporter, it's gone. I don't know a way of automatically resetting/respawining items, so if you used this you'd need to put in a sufficient number of new teleporters/spawn points triggered consecutively to make the portals reusable.
P#3204 2011-11-06 04:39
Wow thanks so much, I never would have thought of that!
BRB brainstorming interesting ways to make use of this mechanic.
edit: Couldn't get it to work, not sure what I'm doing wrong. I grouped the pink diamond trigger thing to the new robo actor, and set the mode of the actor to pickup?
P#3206 2011-11-06 04:57
- Door Mode = on
- Room Destination = same as this room
(These two options "break" the room teleport function and cause it to behave simply as an invisible pickup item.)
* Place "robot" Spawn at Portal_B.
- Group = same as teleporter above.
- Trigger = pickup
Try this out. It should be a once-off, one-way teleporter.
If it's working, then duplicate the setup (Teleporter at Portal_B, Spawn at Portal_A, grouped separately to the previous set).
Note though you'll need to separate the Spawn and the Teleporters by about 8-10 voxels, otherwise you'll spawn straight onto the next Teleporter and teleport back again... I put the Teleporters 2 voxels behind the walls and you could still trigger them. (Space-drag in the editor to pan and see them)
I haven't tried getting the Teleporter pickup to spawn a new Teleporter/Spawn combination to create a multi-use portal, but it might work... You'd need to cascade a few sets for as many times you need to use the portal, then perhaps get the last one to trigger a wall to appear over the portal to close it off nicely.
Edit: Actually the re-use thing is hurting my brain - I think you might have problems since the new objects would have to be in a created in a separate group... More thought needed I think.
Something for you to try anyway. Good luck! :)
P#3218 2011-11-06 06:59
As it is, the model for the portals is not hollow, it has a dark blue centre part, so I can place it on walls etc. Problem is, when I put telepickups inside the model tiny chunks of it break away when you play the level. I guess I'll just get working on incorporating hollow portals into level walls!
P#3229 2011-11-06 08:01
P#3622 2011-11-08 08:21
P#4047 2011-11-11 23:40
I'll be uploading a finished (for now) version to the BBS within the next few hours
That's awesome, thanks so much! Although, I had envisioned Chell as the PC, and some stuff GLaDOS says implies this. Would I be able to use it as an NPC (when those are eventually introduced)?
P#4072 2011-11-12 02:28
So anyway yeah, it's on the BBS now, I hope you all have as much fun playing it as I did making it.
P#4115 2011-11-12 14:31
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