I've started working on an adventure set in the Aperture Science labs, -so far I have a couple of battles orchestrated, some working portals, and some working laser turrets.
I'm uploading it here because I plan on adding a bunch more levels, with increasing complexity and difficulty (the current levels are fairly straightforward). I want people to start playing it now and offer constructive criticism & feedback. I'm also afraid that someone will put out a portal-themed map that is far better than what I have before I finish it... So please play and comment!
edit:
Added several new rooms today (which include lasers travelling through portals and extending bridges :o :o :o). I think this means 1.1?
edit:
1.2!
edit: Complete, with GLaDOS confrontation, Chell character skin, and two alternate endings!
Looks nice, great idea with the working portals :)
Just 1 thing:
A portal goes both ways, you should make the portal go back?
Absolutely love the map, especially the rooms with the laser and the cross-section of two rooms which definitely replicates the game "Portal" You have pulled this off with simple and effective concepts. Great Job! Cannot wait to see the finished product :)
Very nice! It would be awesome if doors could be linked in both directions so you could build "real" portals in one room :D
Download the image and copy it to %USERPROFILE%\AppData\Roaming\Voxatron\my_levels
Wait, where can I find it in the menus? I apologize for my noobiness.
EDIT: Nevermind, figured it out. Also, it's great fun, can't wait to play the full version!
PLEASE KEEP UP DOING THAT!!
im a big fan of portal :DD and combined is SUPER AWSOME!!
A portal goes both ways, you should make the portal go back?
Very nice! It would be awesome if doors could be linked in both directions so you could build "real" portals in one room :D
I will do this for the final release, it would just involve adding some new rooms which I couldn't be bothered doing for v1.0 (the portals actually work by transporting the character to a different, but identical room, with an altered spawn location). The only problem with this method is that you can't travel through teleporters (say, from one side of the room to the other) in the middle of a battle, as all the enemies would disappear/respawn. If anyone can think of a way around this, let me know.
You could set the teleporters to nomon and also have a timer?
Well that's way it is now. What I'm saying is whenever you travel through a 'portal' all the monsters will disappear, so currently the shoot-em-up parts and the bits with lasers/portals need to be separated.
The only problem with this method is that you can't travel through teleporters (say, from one side of the room to the other) in the middle of a battle, as all the enemies would disappear/respawn. If anyone can think of a way around this, let me know.
You could set the teleporters to nomon and also have a timer?
Hi,
Here is a proof of concept of a two way portal that doesn't require a room change.
"Pickup" of a teleporter triggers a new spawn location.
The only problem is once you've "picked up" the teleporter, it's gone. I don't know a way of automatically resetting/respawining items, so if you used this you'd need to put in a sufficient number of new teleporters/spawn points triggered consecutively to make the portals reusable.
"Pickup" of a teleporter triggers a new spawn location.
Wow thanks so much, I never would have thought of that!
BRB brainstorming interesting ways to make use of this mechanic.
edit: Couldn't get it to work, not sure what I'm doing wrong. I grouped the pink diamond trigger thing to the new robo actor, and set the mode of the actor to pickup?
-
Place "pink squid" Teleporter at Portal_A.
- Door Mode = on
- Room Destination = same as this room
(These two options "break" the room teleport function and cause it to behave simply as an invisible pickup item.)
- Place "robot" Spawn at Portal_B.
- Group = same as teleporter above.
- Trigger = pickup
Try this out. It should be a once-off, one-way teleporter.
If it's working, then duplicate the setup (Teleporter at Portal_B, Spawn at Portal_A, grouped separately to the previous set).
Note though you'll need to separate the Spawn and the Teleporters by about 8-10 voxels, otherwise you'll spawn straight onto the next Teleporter and teleport back again... I put the Teleporters 2 voxels behind the walls and you could still trigger them. (Space-drag in the editor to pan and see them)
I haven't tried getting the Teleporter pickup to spawn a new Teleporter/Spawn combination to create a multi-use portal, but it might work... You'd need to cascade a few sets for as many times you need to use the portal, then perhaps get the last one to trigger a wall to appear over the portal to close it off nicely.
Edit: Actually the re-use thing is hurting my brain - I think you might have problems since the new objects would have to be in a created in a separate group... More thought needed I think.
Something for you to try anyway. Good luck! :)
Ah, I left the destination room blank. Thanks again!
As it is, the model for the portals is not hollow, it has a dark blue centre part, so I can place it on walls etc. Problem is, when I put telepickups inside the model tiny chunks of it break away when you play the level. I guess I'll just get working on incorporating hollow portals into level walls!
Added several more puzzle rooms, a couple of battles, and an exit from the regular laboratory into the derelict and plant-infested part of the Aperture Science facility (a la Portal 2). Hoping to get Glados into the next update, still debating whether to make that part a final boss battle type thing, or to save that for later when custom NPCs are introduced...
Awesome. I really like this level, it's one of my early favorites and taught me a lot of things about custom map creation.
Very nice but shows that we soon need more basic triggering options.
@JTE
That's really good to hear, but what sort of stuff do you mean?
Also people, stay tuned for a clash with GlaDOS in the next day or two, and a release into the BBS!
I really wish you'd upload this as an actual BBS level so it could be played without opening the editor. The editor forces me to abandon my usual 800x600 resolution and kills my frame rates. The WIP category would be perfect for it. Actually, that's what that category is there for.
I took the liberty of creating a char skin for ur project.
its WIP as well.
@duskesko
I'll be uploading a finished (for now) version to the BBS within the next few hours
@JT Sentinel
!!!!
That's awesome, thanks so much! Although, I had envisioned Chell as the PC, and some stuff GLaDOS says implies this. Would I be able to use it as an NPC (when those are eventually introduced)?
of course! I can probably finish the Player and NPC Frames tomorrow :)
I might able to do more Objects for you on my spare time. My only problem is that I havent played the game so I need to find more references of in-game characters and objects.
So after several hours of work/play, I've reached a state that I could call 'finished'. I will probably come back and make edits and improvements, and maybe add some more rooms. Also, I will definitely edit in custom NPCs when those are introduced (hopefully I will be able to make GLaDOS shoot lasers or something!).
So anyway yeah, it's on the BBS now, I hope you all have as much fun playing it as I did making it.
ahh I knew it was only a matter of time until a Portal based level came up! this looks AWESOME!
this level is just G.R.E.A.T.! lots of ubercool ideas, fun to play, awesome looks.
hey dude, I lost all the Portal characters for an unknown reason, so Im sorry that it will take awhile to re-create them again.
i think zep is planning to add an option for going back and forward through doorways sometime? hey great to see the community working together already!
:)
Voxel Objects: WIP
Its not a lie :3
EDIT:
added Portal Turrets
Good job JT!
Should I upload all the models to to the forum? There are three or four pages, is it possible to compile those into a single .vob or will I need one for each page?
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