Portal 2

Portal 2

PUNT Tutorial: Time and Place
41 Kommentare
_galaxy 10. Juli 2019 um 12:30 
reading the comment section, where you actually planning to use these on Bee Mod?
Felix Griffin  [Autor] 27. Okt. 2013 um 14:35 
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  [Autor] 26. Okt. 2013 um 14:49 
Sorry, I've submitted my old FGEMOD items to it, but I'm not one of the developers for the BEEMOD.
Piedpipr314 26. Okt. 2013 um 9:06 
Do you want my help alpha testing BEEMOD or no?
Felix Griffin  [Autor] 26. Okt. 2013 um 8:54 
That's good, it means the only thing missing is the model. I'll post a revised download this evening.
Piedpipr314 26. Okt. 2013 um 8:54 
Oh, and by the way, I looked in the developer console, no change.
Piedpipr314 26. Okt. 2013 um 8:51 
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  [Autor] 26. Okt. 2013 um 6:24 
Were there any errors when you played the map?
Felix Griffin  [Autor] 26. Okt. 2013 um 6:24 
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. Okt. 2013 um 20:46 
It seems as though many .3ds files are missing from the .exe installer. May I suggest a zip or rar archive?
Piedpipr314 25. Okt. 2013 um 19:28 
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  [Autor] 25. Okt. 2013 um 5:27 
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. Okt. 2013 um 21:11 
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. Okt. 2013 um 21:07 
They show up as ERROR for me. I tried all three of them in one chamber.
http://postimg.org/image/n72txtrlz/
Felix Griffin  [Autor] 24. Okt. 2013 um 14:07 
Okay. If you can tell me which one I can troubleshoot better, but some files are definitely missing.
Unowninator 23. Okt. 2013 um 21:15 
They either showed up as ERROR, or wouldn't let me build the puzzle until I removed them. I forgot which, though.
Felix Griffin  [Autor] 23. Okt. 2013 um 18:52 
Okay. Do they appear with the proper designs on the sides?
Unowninator 23. Okt. 2013 um 16:24 
They don't work for me either. I've tried all of them.
Felix Griffin  [Autor] 23. Okt. 2013 um 14:10 
Which ones did you test?
Piedpipr314 23. Okt. 2013 um 8:22 
The cubes don't yet work in BEEMOD2, I tried them.
Felix Griffin  [Autor] 6. Sep. 2013 um 15:35 
Thanks! I decided that when it was too frustrating to even test the puzzle I needed to add checkpoints there.
Unowninator 6. Sep. 2013 um 12:02 
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  [Autor] 25. Juni 2013 um 10:56 
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. Juni 2013 um 15:54 
wow, that was totally awesome man! Really nice map and new ideas. =)
Good job Felix, I am gonna play it again now. ^^
Slordar 4. Juni 2013 um 21:01 
awesome
Felix Griffin  [Autor] 4. Juni 2013 um 20:02 
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. Juni 2013 um 17:07 
I so I would like to create a mod if you know how
Slordar 3. Juni 2013 um 17:07 
Did you create the FGEMOD
Wolf bytes 8. März 2013 um 15:01 
Cool. And nicley done.
z o o p 19. Jan. 2013 um 13:29 
this map+music= :D
Sunroses 18. Jan. 2013 um 19:21 
No problem, dude. It's a great idea, I'd hate it if it was ruined by a few minor bugs. ;)
Felix Griffin  [Autor] 18. Jan. 2013 um 18:27 
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 um 17:50 
Third and final comment: I love the music on the last level!
Sunroses 17. Jan. 2013 um 17:47 
oh yeah, also autosaves needed
Sunroses 17. Jan. 2013 um 17:36 
Amazing idea, but the cubes that pause in midair only sometimes work when you click them.
CDR F. Cadigan 17. Jan. 2013 um 15:28 
amzen get all of thes
protoborg 15. Jan. 2013 um 21:34 
That is actually a very good way to get past that area. I never thought of it.
Felix Griffin  [Autor] 15. Jan. 2013 um 20:17 
Oh, wow. I can't believe I didn't think of that.
Reswobigiul 15. Jan. 2013 um 18:19 
The freezing cube part has a bug were you can just put a cube on the button and the bridge stays on.
Felix Griffin  [Autor] 15. Jan. 2013 um 14:35 
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 um 10:09 
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.