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Hello ! Well, if by ghost mode you mean noclip there is no way to do that. The metal blocks are difficult to handle because they are to small, and the portalgun is not designed for this.
Thank you for your feedback :)
But I know it must have taken a lot of effort to make the God mode work, so I really appreciate it anyway. Thank you!
Jesus I forgot about the gel dropper lmao I had to go through a lot between giant and small mode to get that part right. But even on the intended solution I see it's frustating to get some parts right.
But hey!!! You rotated the objects on your playthrough, how did you exactly do that? I just dropped the things on the ledges and picked them up again lol.
I get your mindset. If that's what you do... but I still think simple fixes or quality of life changes that don't take much effort to update should be done. No need to fix unintended solution but people that might play your map would certainly enjoy those.
Also, do you want ideas? I've just added you on steam! We can maybe talk about some.
Sorry for you about the fact that you didn't like the last part. The sections are meant to be different, but keep the puzzle perspective, even if it's not "portal puzzle only"
Note that i let players some kind of liberty in my maps (= your 2 screenshots), because that's what i appreciate in a game, i hate "one way only, follow the defined path"
Also, i'm honoured that you think i'm a game dev, but i'm not lol
Keep in mind that i'm just a guy that love mapping if you give me the tools for, but i don't have the knowledges to make all myself. Feel free to suggest ideas of concepts if you want !
Cheers
- Bug#1 & #2 I'm aware of those, i won't correct those (or in a looong time) because it's time consuming and i prefer to go forward in my concept maps
- Bug#3 Blame source engine, there is an error in the measurement because for example, if the block moves 1.53869 units, the engine retains 1.5, and that's a problem with the distance increasing between the 2 worlds.
- The 2 screenshots: yes intended, my "official way" was to use only the "paint block" horizontally but your solution is ok
-Dem file: oof you did it the very hard way ! I can understand it was painful to do if you did all the things like that haha. You should look at my solution in the walkthrough, and see that there is a solution a lot easier
I think what you tried doing here was a puzzle more about the mechanic itself without having any relation to portal. Well here's an idea: what if you made a whole game out of this? I think this concept for a puzzle game could be very well done, it doesn't even need portal mechanics. Of course, Source engine being the mess that it is I would suggest using Unity or Unreal instead. Won't verbally judge you if you end up using Source engine but think about it long term.
If you do decide to make it a game, hit me up! I can playtest it for ya. Best wishes!
Unintended(?) #1:
https://drive.google.com/file/d/13nc-V2xoC5JgJkf-o4TJvhsPe1CgBZOM/view?usp=sharing
Unintended(?) #2
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1801366792
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1801366742
I can use the thing to block one turret view, move a bit, then go back to big mode and put it onto the next turret
Now for some feedback:
BUG #1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1801366685
You can drop the first cube onto this part since the green field somehow lets me drop a cube there and thus get stuck
BUG #2
If you respawn the first cube while the player is in "2" he also gets stuck
BUG #3
The game tells me that "there's a object outside the map" whenever it touches a wall. This becomes frustating especially when I'm trying to get the cubes on the buttons