Portal 2

Portal 2

PUNT Tutorial: Time and Place
41 Comments
_galaxy 10 Jul, 2019 @ 12:30pm 
reading the comment section, where you actually planning to use these on Bee Mod?
Felix Griffin  [author] 27 Oct, 2013 @ 2:35pm 
I just sent the revised package to Ben, so it should be in the next BEE2 release. I'm not actually sure how that works, but somehow it will be distributed.
Felix Griffin  [author] 26 Oct, 2013 @ 2:49pm 
Sorry, I've submitted my old FGEMOD items to it, but I'm not one of the developers for the BEEMOD.
Piedpipr314 26 Oct, 2013 @ 9:06am 
Do you want my help alpha testing BEEMOD or no?
Felix Griffin  [author] 26 Oct, 2013 @ 8:54am 
That's good, it means the only thing missing is the model. I'll post a revised download this evening.
Piedpipr314 26 Oct, 2013 @ 8:54am 
Oh, and by the way, I looked in the developer console, no change.
Piedpipr314 26 Oct, 2013 @ 8:51am 
Okay, I tried placing all three, did a impulse 200 to ditch the portalgun. I actually thought maybe my portals wouldn't work, but they did. Anyway, I fired at all three, and I get this effect.
http://postimg.org/image/s76ke6vch/
Felix Griffin  [author] 26 Oct, 2013 @ 6:24am 
Were there any errors when you played the map?
Felix Griffin  [author] 26 Oct, 2013 @ 6:24am 
It's correct, I never made a 3DS file for those ones. But that doesn't really matter (it helps you select the item in the editor if multiple items share a voxel).
Piedpipr314 25 Oct, 2013 @ 8:46pm 
It seems as though many .3ds files are missing from the .exe installer. May I suggest a zip or rar archive?
Piedpipr314 25 Oct, 2013 @ 7:28pm 
http://postimg.org/image/xa8duw24j/
Says 3ds file isn't there.
I looked in the folder that it is supposed to be, and it in fact isn't.
Felix Griffin  [author] 25 Oct, 2013 @ 5:27am 
Okay, so it's a missing model, but it still compiles? Would you mind opening the console and looking for any errors there?
Piedpipr314 24 Oct, 2013 @ 9:11pm 
As a side note, I volunteered to Alpha/Beta test BEEMOD 2, and got no takers. I can get you guys a plethora of things that don't yet work, or work well.
Piedpipr314 24 Oct, 2013 @ 9:07pm 
They show up as ERROR for me. I tried all three of them in one chamber.
http://postimg.org/image/n72txtrlz/
Felix Griffin  [author] 24 Oct, 2013 @ 2:07pm 
Okay. If you can tell me which one I can troubleshoot better, but some files are definitely missing.
Unowninator 23 Oct, 2013 @ 9:15pm 
They either showed up as ERROR, or wouldn't let me build the puzzle until I removed them. I forgot which, though.
Felix Griffin  [author] 23 Oct, 2013 @ 6:52pm 
Okay. Do they appear with the proper designs on the sides?
Unowninator 23 Oct, 2013 @ 4:24pm 
They don't work for me either. I've tried all of them.
Felix Griffin  [author] 23 Oct, 2013 @ 2:10pm 
Which ones did you test?
Piedpipr314 23 Oct, 2013 @ 8:22am 
The cubes don't yet work in BEEMOD2, I tried them.
Felix Griffin  [author] 6 Sep, 2013 @ 3:35pm 
Thanks! I decided that when it was too frustrating to even test the puzzle I needed to add checkpoints there.
Unowninator 6 Sep, 2013 @ 12:02pm 
I like how when you fall in the goo, it takes you back to the safe platform (now I wish all levels did this), though I wish there was a checkpoint in the 3rd room. Otherwise good job.
Felix Griffin  [author] 25 Jun, 2013 @ 10:56am 
Thanks! I'm glad you liked it, the FGEMOD2 and BEEMOD2 will both include these new cubes so you can make your own levels with them.
DrFauli 21 Jun, 2013 @ 3:54pm 
wow, that was totally awesome man! Really nice map and new ideas. =)
Good job Felix, I am gonna play it again now. ^^
Slordar 4 Jun, 2013 @ 9:01pm 
awesome
Felix Griffin  [author] 4 Jun, 2013 @ 8:02pm 
Yes I did. The FGEMOD was written in C++, I'd recommend the book "C++: How to Program" for beginners. If you want to make a mod for the PTI, as in a new item, you can make it as an instance in Hammer, then modify an editoritems block from one of the FGEMOD .TEST files.
Slordar 3 Jun, 2013 @ 5:07pm 
I so I would like to create a mod if you know how
Slordar 3 Jun, 2013 @ 5:07pm 
Did you create the FGEMOD
Wolf bytes 8 Mar, 2013 @ 3:01pm 
Cool. And nicley done.
z o o p 19 Jan, 2013 @ 1:29pm 
this map+music= :D
Sunroses 18 Jan, 2013 @ 7:21pm 
No problem, dude. It's a great idea, I'd hate it if it was ruined by a few minor bugs. ;)
Felix Griffin  [author] 18 Jan, 2013 @ 6:27pm 
Thanks! And the pause-cubes are definitely the glitchiest. I think they move too fast when they're falling to be activated by the script, that's why I added the lightbridge and button.
Sunroses 17 Jan, 2013 @ 5:50pm 
Third and final comment: I love the music on the last level!
Sunroses 17 Jan, 2013 @ 5:47pm 
oh yeah, also autosaves needed
Sunroses 17 Jan, 2013 @ 5:36pm 
Amazing idea, but the cubes that pause in midair only sometimes work when you click them.
CDR F. Cadigan 17 Jan, 2013 @ 3:28pm 
amzen get all of thes
protoborg 15 Jan, 2013 @ 9:34pm 
That is actually a very good way to get past that area. I never thought of it.
Felix Griffin  [author] 15 Jan, 2013 @ 8:17pm 
Oh, wow. I can't believe I didn't think of that.
Reswobigiul 15 Jan, 2013 @ 6:19pm 
The freezing cube part has a bug were you can just put a cube on the button and the bridge stays on.
Felix Griffin  [author] 15 Jan, 2013 @ 2:35pm 
Oh, that chamber. It took longer than all the others together. Due to the weird way I coded the pause cubes they can't hit faith plates, and you can't click them in midair consistently. I'm still trying to find a better way to make that part work.

Thanks for playing my map! :)
protoborg 15 Jan, 2013 @ 10:09am 
The "pause" cube chamber could have been done a little better. For one thing, the cubes had a tendency to land at odd angles which made getting to them damn near impossible. Also, since they are meant to "freeze" in midair, you might want to change the texture on the side to be the parallel lines of the pause symbol. Otherwise very good map. I love the slow cubes. Although, again the texture is not exactly clear on what they do.