Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The info_placement_helper, although a relatively minor detail (and thus you can leave it out if you must), is really easy to use: just place it in the middle of a portalable surface where you expect the center of the portal to be positioned. If it's not working, make sure you have the "Force placement" parameter set to "Yes."
I understand that it can seem tedious to make a map, and I wish you the best of luck with this one!
Yes, I did know there weren't enough box droppers located throughout the place and that it could be a problem if someone were to lose there cube and not get it back. I've spent so much time correcting problems and such that I didn't want to rearrange the areas to insert the box droppers. I hope soon I'll correct the problem and continue working on the many other rooms I was working on. Thanks for playing and giving suggestions.
Speaking of textures, try using different metal textures for the floors, walls and ceilings. For portalable textures, I recommend using more of them where it doesn't hinder your puzzle, and an info_placement_helper to correct portal placement. The textures on the panels were misaligned.
Also, not having respawning cubes is a problem since the player can get trapped. You were able to do it almost everywhere, but it needs to actually be everywhere.
11-18... good luck working on those. I managed to fall out of the world (because the spaces behind the fizzlers weren't properly sealed)! I also noticed the lack of an ending.
Although lengthy, I see great potential in this map. I liked the puzzles.