[EXSP] Portal for Grimrock [RELEASED + Source]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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[EXSP] Portal for Grimrock [RELEASED + Source]

Post by Diarmuid »

While digging a new tunnel in the EXSP laboratory, some minotaur workers stumbled upon an ancient vault. Buried deep beneath the ground yet strangely preserved, they found inside the dusty chamber an old grimoire labeled "Aperture Magic (TM)", filled with strange runes. On two alcoves also rest two strange stone rods with gems at their ends, one orange, one blue. The book and artifacts was carefully brought back to the chief archeologist of the Laboratory who, after weeks of study, managed to slightly grasp the power contained within. With the help of other mages, he managed to reactivate the magical rods and harness their unique spells... but how this magic worked was beyond their understanding and will probably forever remain a mystery. The artifacts were thus kept in the Laboratory test rooms with utmost care as the enchantments bestowed upon them were impossible to reproduce, without mentionning the dangers of releasing this power to the world above where it could easily fall in the wrong hands.

Image

Ok folks, the spell man has another gift for you:
Portal for Grimrock! 8-)

Watch it in action here: http://youtu.be/Xb7JpoInmmg
Or just download the Lab .dat, head down the stairs to Test Room 06 and play with it yourselves: viewtopic.php?f=14&t=4860

I'll update exsp to 1.4.1 in the next day or two due to some little bugs reported back 2-3 people, and will release the Portal source scripts/textures with it.
Last edited by Diarmuid on Sat Feb 16, 2013 4:36 am, edited 1 time in total.
FlashSoul
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Re: [EXSP] Portal for Grimrock

Post by FlashSoul »

Awesome :D!
hyteria
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Re: [EXSP] Portal for Grimrock

Post by hyteria »

stuning!
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Komag
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Re: [EXSP] Portal for Grimrock

Post by Komag »

Wow, that's so well done!

So it appears that the teleport occurs when you push against the portal on the wall, perfect! And the teleporters don't change facing, good. Portals on work on walls, good.

Now to get monsters to walk through them! 8-) Puzzle: monster on other side of pits, isolated, but on this side of pits is a pressure plate only monsters can push, get him over here! (maybe could work if you put a portal on wall nearby then with other color actually hit the monster :) )
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Skuggasveinn
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Re: [EXSP] Portal for Grimrock

Post by Skuggasveinn »

wow that is so cool :o

just remember...... the cake is a lie :D

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Neikun
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Re: [EXSP] Portal for Grimrock

Post by Neikun »

Skuggasveinn wrote:wow that is so cool :o

just remember...... the pie is a lie :D

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;D
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Diarmuid
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Re: [EXSP] Portal for Grimrock

Post by Diarmuid »

Komag wrote: Now to get monsters to walk through them! 8-)
This would be cool... I really don't know how I can get a monster to walk towards a wall, though. :?: I could always just teleport the monster with a random chance if he happens to face the wall, maybe with a puff of smoke, but I'm not sure how convincing it would look.

Something I CAN do, however, is make spells go through portals (I'll work on it).
So blobs+portals+receptors = puzzles.
Then... blobs+portals+spinners+receptors = even more puzzles. (Especially as the portal bolts themselves can get spinned. And you could have flickering spinners so you would need to time things... We can also easily implement a "portal killer" square that you must not pass, just like in Portal.
hyteria
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Re: [EXSP] Portal for Grimrock

Post by hyteria »

Did you try using fake wall ??? Bacause mobs can walk trough it
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Diarmuid
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Re: [EXSP] Portal for Grimrock

Post by Diarmuid »

hyteria wrote:Did you try using fake wall ??? Bacause mobs can walk trough it
Yes, but I don't think I can remove a "real" solid wall dynamically when the spell hits it, and respawn the "real" wall after the portal changes place.
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Re: [EXSP] Portal for Grimrock

Post by hyteria »

Haha you are right im idiot , if mob can pass trough wall so your spell too haha sorry my mistake
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