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Try reinstalling the mod. Take care that the graphs subfolder of the maps folder goes into its proper place.
You're thinking of 26-Advanced.
Throughout the development of Gamma Energy, I died numerous times in the emancipation grids and the game didn't crash. I suspect that warning was meant only for the Portal 2 engine, because had never seen it before you mentioned it, and I had the wiki open constantly throughout development.
Unless Valve changed the engine again. :/
The best hint I can give is that you have to break the glass. What this chamber is supposed to demonstrate is that in this mod, (and, apparently, Portal 2) glass breaks if you fling objects at it at high velocity.
The other hope is a playthrough by Niamor59000 on Youtube that was started three days ago. The videos only make it up to Ch. 17 (Box Marathon) as of now, but there may be more in the future.
I'll be sure to post walkthroughs of 24, New 29, and 25 Advanced if I can ever get Adobe Premiere working again.
Heh. Glad you're enjoying it. I think I can safely say Work Quickly: Advanced is one of the most difficult levels ever made for Portal. I made the level and know the whole thing inside and out and yet still have trouble with it. If you've made it to the final room, the best advice I can give is that you do the same thing you did in the first room but faster and on a larger scale.
Gamma_Energy 1sec ago says:
"Backup Disk Not Available: Procrastination Too Long" was meant to be a joke about how people tend to not concern themselves about making backups until after the hard drive dies, at which point it's a little too late.
The physics glitch is something I've seen pop up rarely in a few Source Engine games - Portal, Half Life 2, and even once in Garry's Mod. Spawning many turrets, as far as I can tell, doesn't actually cause it, though in any future projects, I'll be sure to look out for that one. There's a point in Portal 2 where you can spawn infinite turrets, or at least you could if they hadn't made them just start randomly exploding if there are more than like 5.
I'd certainly be interested in a massively collaborative Portal 2 mod, and I'm certain such a thing would be quite spectacular. In many of the other Portal mods I've played, I've noticed the same stupid little things "wrong" with their maps that I fixed in mine throughout development. If only I could be there to fix this one little thing, the map would be perfect! Consequently, those same mods have made me stare in disbelief at what they've managed to accomplish, like the boss fight from Prelude, the absolutely unstationary nature of Factum Solus, or most of the new game mechanics in Blue Portals to name a few. If only they could help me do things like that, we could make something really grand!
I'm fairly certain, though, that even if everyone doesn't end up working on one giant project together, there will be at least some form of collaboration, especially at the beginning. I know the first thing I'll do when the Portal 2 SDK comes out will be to start ripping apart every level in the game to find out what makes them tick, and the parts I can't figure out I'm sure someone else will.
If you look at what happens at the very end, you'll be able to peer into my vision for what the prototype Device was like. First, I suggested that portals would need to be powered by an external source (specifically, that generator you just destroyed) to allow them to violate Conservation of Energy so well. The device also leaks a significant amount of radiation, which won't kill you instantly. However, the large radiation buildup begins to take its toll at around Chamber 29 (hence the name Sickening). When it's all said and done with, you're dead no matter what you do.
You're occasionally hurt by radiation sickness from this being a prototype device. That's what kills you at the very end. You'll likely be dead in about six minutes.
Oh yeah. 25a was meant to pull out all the stops - something extraordinarily challenging but not frustrating for those of us who know our way around a portalgun. I haven't found a solution yet that didn't involve at least one weird thing that got picked up over the years, like jumping through a portal right after shooting one or crouch-jumping or throwing objects to break glass. Water and caves were something I didn't get right in time for the initial release, but was glad to add in the end. I also kind of felt the BTS areas from the original version were short and explored too little, and they're quite fun to make!
As far as the maps not being unlocked, I believe this to be a bug involving the Steam Cloud. I had a bit of trouble in development (both times!) where I'd try to change some variables or whatnot, only to find that Steam had graciously synchronized my settings for me, making my changes moot. Try playing the normal chamber before the advanced chamber without restarting the game and see if that helps.
Anyway, thanks for the comment. I'm glad to see you enjoyed it! :33
Can't wait for the sequel! Valve, can you please stop being awesome and just give us the damn game?
"May have some bugs" is an understatement. These were some really early maps - the first, in fact!
Gemini unlocks when you beat chamber 20. The others unlock when you beat the final boss.
I've been working on One Point One on and off since around October, but without nearly the same time dedication as before. Quite a bit of that time was spent messing around in Hammer to put together a few puzzles that ultimately hit the modding equivalent of the cutting room floor. They're rather unpolished. One is fullbright, and at least two of them are impossible with a single set of portals (hint, hint). I did the same thing when I made the mod originally - I'd get bored of working on Chamber 17 and slap something together that would ultimately be refined into 26. The original version I'd been working on since 2008.
I've got more going on in Real Life™ right now than I did last year when I released it the first time. Sorry. :( One Point One will be available when it's approved.
Yeah. That's a fun Source Engine bug I mucked about with for over a week before the first release to fix to no avail. One Point One is coming as fast as my processor can compile. News update coming as fast as I can type.
Damn it. I uploaded the wrong (draft) version of the update and it's not letting me edit it.
You need to aim your fall very carefully and make use of the crouch-jump.
Yeah, thats a good bit of the article I've been waiting to write until I can find the rest of the notes in the twisted pile of construction debris that is currently my bedroom.
All the textures that aren't from Portal are custom and included. Send me a screenshot so I can try to figure out what's wrong.
The bugs of underwater portals are numerous and mildly hilarious. It completely ruins the rendering system and makes physics weep when you remember that Portal is not one of the few games out there with dynamic water, and opening a ten square foot hole at the bottom of a deep pool has seemingly no effect.
I have a take on how water interacts with portals that makes it a rather interesting gameplay element.
It works just like it does in Portal. You need to beat the corresponding chamber to unlock its advanced version. They're in Bonus Maps.
In retrospect, I almost wish I did this too. I know I'd rather wait for great than not for normal. Just make sure you don't pull a Black Mesa on us. Your mod will never be perfect in your eyes, but it can still be amazing. Keep up the good work. ;)
You could easily be describing any of four different chambers there, though it's most likely you meant 29. I'm trying not to run around editing chambers willy-nilly. People seem to mostly like what's here, and one lesson I've learned from Portal:Prelude (and, to some extent Portal 2) is that recklessly modifying things is the easiest way to **** off as many of your fans as possible. That's why I'm ONLY replacing 29.
You're not alone in this. I feel that including that gameplay mechanic was the single greatest mistake I made, and this update aims to correct that.
Sorry I've been busy with things. There's a video of someone (not me) playing through the mod here:
Chamber 24 starts at 6:35.
For those who can't beat the final boss:
Final boss fight starts at 3:08
Well, there should be a wooden crate. That's kind of like a cube.
The walkthrough video for that part would be up by now if Youtube didn't hate me for some reason.
It seriously all comes down to whether or not people can move while flying. I'm trying to satisfy the advanced people with the advanced chambers and the not-so-advanced people with the normal chambers. It's better that someone look at 29 and say "Oh. That was easy. Hey look, a bonus advanced chamber!" than "OMG DAMN YOU WHY IS THIS SO GODDAMN HARD?"
Don't fret. One Point One will keep the original 29 in there anyway, and new chambers will be created for both difficulty ranges. Also, 29 will be the ONLY chamber to be altered any more than aesthetically.
There are some great tutorials on the Valve Developer Wiki. I think Portal is a good game to start with because you can build playable levels entirely out of large rectangles very quickly, especially if you grab the prefabs.
It's easier as in "You don't have to move through the air while flying". 29 is the only chamber to use that technique (And my God, does it use it!) so that single chamber can be safely replaced with something that uses a conglomerate of fling techniques that, most notably, are not the one you dislike.