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I hope also you find some interresting maps in my workshop!
I didn't understand what your problem was in this map. Could you try to explain it again?
Certain glitches are now classic, some one was unknown of me, and I thought I had (re)discovered some others recently!
I do not understand what the cube on the track platform over goo, in a box, is showing.
In the end I used an exploit I throw the cube to the open exit door to destroy it .
I have put a link to your map in the section Curiosities and glitches of my PeTI plus guide .
I will try your other standard maps (they seem interesting because not "completely black" like most of the workshop ; o).
Read the description and try it!
I still don't exit the last room.
@Sheridan.Vespo: Maybe #6 is a bit of a glitch. As I see it from a Hammer viewpoint, you would need a special brush that blocks excursion funnels and nothing else. The other option would be to set up a special trigger that counts the number of cubes inside of it so the right thing can be done.
Anyway, all that's left to do is to send the list of the 12 Puzzlemaker bugs to Valve and hope they can update the Hammer instances at some point :P
Glitch #8 is an entity/npc error, as previously mentioned. I recommend an escape route to the next room for if the glitch fails.
Glitch #9: just another VPhysics glitch.
Glitch #10 is also not a glitch. Lasers intentionally don't burn you in mid-air (being inside an excursion funnel counts as being in mid-air), as this makes maneuvers such as flinging easier to perform without (for example) getting burned, stopping, and falling into a deadly pit.
Glitch #11: described it already...
Glitch #12: again, it's most likely the glitchiness of nodraw :P
Glitch #13 happens because of thin portalable surfaces on the panels.
Glitches #1 and #4 are due to how glass and grating are made: a func_brush to give the appearance, and a player_clip plus a nodraw (func_clip_vphysics) for the functionality. It would just be simpler if Valve made the instance with a single piece of glass/grating, stretched out accordingly! The footstep sounds (foley) are also incorrect as well because of this. In glitch #7, this demonstrates how visibility is affected by using the nodraw texture (as opposed to the trigger texture): yuck!
Glitches #2 and #3 are due to the lack of a portal bumper around the edges.
Glitch #5 is a VPhysics glitch. I've seen regular cubes sit alone on top of portals as well (not sure how it happened though).
Glitch #6 is still not a glitch; it can't really (or readily) be fixed. It's just poor map design/play if anyone decides to do it.
"- Place 2 laser emitters crossed with a laser relay at the center of the cross. Link one of the laser emitters to the laser relay. Link a 3sec button to the other laser emitter. Press the button : Get infinite laser ;)"
This is a rather cool feature of the game, not a glitch.
"- Blue Franken Cubes will not bounce."
Nor will orange ones slide like ice cubes. Other entities can pointlessly be painted orange and blue as well (e.g. doors).
"- Last but not least : Place a laser emitter in front of a laser reciever in "down" position on the square they are on. Link the laser reciever to the exit door. Place a gel dispenser on top of the laser at 2 squares high and set it always activated in "bomb" mode : the bomb should fall on the laser. Try to exit :p"
That's because paint bombs are basically entites like cubes. I was surprised when I found out I could launch some off of a faith plate!
I'm afraid I don't play maps by request anymore until the person asking plays some of mine.
Well this is the last place I expected this discussion to come up. Here's a simple answer relative to this map; the only thing cheaper than using a bug/exploit to solve a test is when it's mandatory. The one exception being maps like this since they're more of a tutorial. So to answer your question, not that.
Could you tell me please, how to do the last bug without the infinte loop?
Which 2 bugs were the ones you didn't know?
?
At this moment I cannot add many more glitches unless I take some out, because I barely stayed under the item limit.
- Place 2 laser emitters crossed with a laser relay at the center of the cross. Link one of the laser emitters to the laser relay. Link a 3sec button to the other laser emitter. Press the button : Get infinite laser ;)
- Blue Franken Cubes will not bounce.
- An awesome glitch I found randomly : Place 2 white inclinated pannels on a wall so that they are facing each other when deployedat 90°. Place a cube on the lower pannel. Make the cube infinite fall between the panels. Enjoy! ^^
- Last but not least : Place a laser emitter in front of a laser reciever in "down" position on the square they are on. Link the laser reciever to the exit door. Place a gel dispenser on top of the laser at 2 squares high and set it always activated in "bomb" mode : the bomb should fall on the laser. Try to exit :p
- Room 3 : That was tricky X) Took me a moment to be in the correct position :p
- Room.5 : I heard about this one but never tried it ^^
- Room 6 : Didn't thought about it, but that's just the consequence of the funnel physics ;)
- Room 7 : Not sure about this one... Was it for "turrets can't see through portals"?
- Room 8 : I suppose this is for the weird lighting of the room ^^
- Room 9 : "Dead turret not burning" will sometimes fail, and I got stuck because all my turrets burnt -_-"
- Room 12 : This one was just awesome O_o Took me a moment to reproduce it correctly anyway X)
- Room 14 : Nice one ^^ is it working with any type of inclinated pannel?
- Room 15 : I knew about placing gel through glasses, but not that you can portal them after :p
Anyway my most popular map was a bit unexpected and I'm still not sure why it is this map X)
I just added another bug I found, though. Give it a go!
the only bog i knew before were the 4th, 6th and 10th.
the 7th is very very bad... in portal 1 it didn't happen...
I updated this map to include another bug I found and some I hadn't in there before.
Is this an intended bug?