1. Post #3481
    bigbadrick's Avatar
    January 2011
    1,593 Posts

    http://dl.dropbox.com/u/25867270/bar...standalone.bsp

    Only one episode for now so the end of the map is a joke.
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  2. Post #3482
    Paulendy's Avatar
    January 2008
    844 Posts


    What is wrong with this picture :P
    No anti aliasing.
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  3. Post #3483
    turk645's Avatar
    April 2007
    125 Posts


    Yeah, a custom hub should be fairly easy to pull off
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  4. Post #3484
    Jaykin' Bacon: Episode Three
    Jimbomcb's Avatar
    February 2005
    23,162 Posts

    http://dl.dropbox.com/u/25867270/bar...standalone.bsp

    Only one episode for now so the end of the map is a joke.
    that felt like a well thought out design, required some thinking but wasn't frustratingly hard. nicely done.
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  5. Post #3485
    Gold Member
    Sam Za Nemesis's Avatar
    November 2007
    5,638 Posts
    No anti aliasing.
    So what
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  6. Post #3486
    Dennab
    April 2010
    2,092 Posts

    http://dl.dropbox.com/u/25867270/bar...standalone.bsp

    Only one episode for now so the end of the map is a joke.
    707
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  7. Post #3487
    Gold Member
    AntorkaDelta's Avatar
    May 2008
    1,681 Posts
    I'm trying to create a lift that goes back down when the player falls off, but can't get it to rise in the first place.

    What do.
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  8. Post #3488
    Gold Member
    LilRobot's Avatar
    January 2009
    1,808 Posts
    I'm trying to create a lift that goes back down when the player falls off, but can't get it to rise in the first place.

    What do.
    Parent the lift to a small func_tracktrain brush with the texture "Nodraw". Then make path_tracks centered on the lift. The lift should be a prop_dynamic, by the way. Center both the path_track and func_tracktrain on the center of the lift. Make sure you parent the lift to the func_tracktrain. Make sure there is a path_track right where the func_tracktrain starts so that it doesn't start in the air. For the func_tracktrain, make sure you set the First Stop Target to the first path_track. Now, make a trigger brush on the lift and make sure it is parented to the lift. Make it do the following: "OnStartTouch -> func_tracktrain > Start
    OnEndTouch -> func_tracktrain -> startbackwards"
    That should do it, just make sure the second path_track is at the top, and the first path track has the next stop target set to the second one.
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  9. Post #3489
    Gold Member
    Stimich's Avatar
    July 2008
    1,963 Posts

    I've made a demo of the map.

    Video:

    Download: http://www.mediafire.com/?7xm0x22bnqb4ccv
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  10. Post #3490
    Silly men accomplish magnificant tasks, the current ammount of womens rear exits that have surrounded my penis makes me confident I will accomplish, shit.
    Joppari's Avatar
    July 2008
    3,431 Posts
    I have a func_instance of a gel sprayer. Now how do I make it on with a trigger?
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  11. Post #3491
    Jaykin' Bacon: Episode Three
    Jimbomcb's Avatar
    February 2005
    23,162 Posts
    I love -hijack so much.
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  12. Post #3492
    Gold Member
    kimr120's Avatar
    March 2010
    5,274 Posts
    I love -hijack so much.
    What does it do?
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  13. Post #3493
    Jaykin' Bacon: Episode Three
    Jimbomcb's Avatar
    February 2005
    23,162 Posts
    If you add -hijack to the additional launch parameters and compile your map with "don't run the game after compiling" unchecked then it will automatically load your map ingame if you have it running, instead of trying to launch a new copy. Saves you having to go load it from the console each time.
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  14. Post #3494
    Gold Member
    Sleepin' Steve's Avatar
    November 2010
    235 Posts
    What's a good sound for panels opening and closing?
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  15. Post #3495
    Gold Member
    kimr120's Avatar
    March 2010
    5,274 Posts
    If you add -hijack to the additional launch parameters and compile your map with "don't run the game after compiling" unchecked then it will automatically load your map ingame if you have it running, instead of trying to launch a new copy. Saves you having to go load it from the console each time.
    Oh! That is a great parameter!
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  16. Post #3496
    Gold Member
    AntorkaDelta's Avatar
    May 2008
    1,681 Posts
    My gfcscape had stopped reading .vpk files properly. It worked a few weeks ago when I got the music from portal2, and I just tried reinstalling it but that didn't help.
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  17. Post #3497
    Sometimes i fall down :(
    green bandit's Avatar
    July 2008
    3,199 Posts
    Here is my map, it's a Cave Johnson Style map.
    http://myaperturelabs.com/file.php?id=600
    Video (spoilers)
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  18. Post #3498
    Gold Member
    AntorkaDelta's Avatar
    May 2008
    1,681 Posts
    How do I set up portals to spawn by themselves, and make the emitters change skin when triggered.

    Because the wikis are literally useless in this regard.
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  19. Post #3499
    Dr. Conro J. Norock, Robot Sarcasm Master
    Conro101's Avatar
    July 2007
    7,714 Posts
    Here is my map, it's a Cave Johnson Style map.
    http://myaperturelabs.com/file.php?id=600
    Video (spoilers)
    just an FYI, the turrets in the old chambers look like defective turrets. They don't have casings.
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  20. Post #3500
    Gold Member
    Smasher 006's Avatar
    September 2009
    4,855 Posts
    What's a good sound for panels opening and closing?
    The sounds for the panels movement play automatically when they move.
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  21. Post #3501
    Sometimes i fall down :(
    green bandit's Avatar
    July 2008
    3,199 Posts
    just an FYI, the turrets in the old chambers look like defective turrets. They don't have casings.
    I know. Shiny new turrets on the old Aperture test labs would not make much sense.
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  22. Post #3502

    April 2011
    139 Posts
    Is there anyway to preserve momentum while teleporting? I assume it's possible because thats basically what portals do
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