Whoa, I don't think I've ever seen the portals on bridges thing before. Great idea! I'm assuming it takes a mod of some kind to do, otherwise I imagine it would be more prevalent. Really cool ending, too, with the laser. I'd never seen a mini puzzle to get the elevator to work either. Good stuff!
i swear i've done it before? but now i'm second guessing myself, there's another comment saying it can't be done without mods, but i could've sworn...... honestly i have no idea now, a lot of weird portal quirks are starting to melt together in my head lol According to the description |\_/() made it work in this map by putting invisible portalable surfaces right next to the bridges And yeah that extra ending part with fixing the elevator was a really unique way to end the map, big fan of that. Thanks dude!
Thanks for playing my map! ^_^ I'm really glad you liked it. No, there are no secrets in this one. Instead, I took the time to play around with making the wall panels weirdly aligned and to make sure the bridge portals work the way I wanted. I had to compromise a lot in the end though. I've spent a lot of time thinking how cool it would be if the mechanic always worked and was easy to implement (especially in coop, where this would be super OP). But alas, this is the closest thing until someone more competent in mod making than me does it better.
Hey IVO, sorry for the late reply, and thank you so much for making and sharing your maps, it's awesome to see unique ideas like this, both your maps i've played so far i have really enjoyed. If i understand correctly, you placed portalable surfaces brushes right against and along the light bridges? and presumably set them as nodraw so they would be invisible? this would also mean the bridges have to be permanent? otherwise players could accidentally place portals in mid air where the brushes are? That's a very clever work around to get the idea to work, and yeah it would be really cool to have that as a more accessible mechanic, and yeah totally OP in some situations. I don't know if you are in contact with anyone working on the Portal2: Community Edition? but they are working on quite a few new aperture toys, and the idea of portalable bridges would fit in perfectly! i can imagine them being their own special kind of bridge, perhaps with a new colour too, to mark them. Thanks again for recommending this one and for sharing your work!
I think in vanilla, you can't place Portals on light bridges covered in conversion gel. So you saying that you've done it before means; 1: you're joking, 2: there's a common mod that does that (probably bee2), 3: there was a update to portal 2 I missed, or 4: it's was always that way. Leaning on 1
@Tristen Arctician I'm pretty sure i have done it before, no idea where and when, but now you've got me second guessing myself, and you're very likely right, so many of the weird portal/source quirks are starting to melt together in my head, and you're right in this map though, from the description |\_/() says they made it work by putting invisible portalable surfaces next to the bridges. Thank you for watching and for commenting too :)
Yeah i could've sworn i've seen it before, but there's been a bunch of comments saying it only works with modding, so now i'm guessing i'm just remembering wrong. Apparently to make it work in this map |\_/() put an invisible portalable surface right next to the light bridges, so you're not technically putting portals on the actual bridges, it just looks like you are, clever work around. Thanks for watching and sorry for the late reply
0:14 - Yay for progress! 0:49 - Just for clarity: you _can't_ actually do that. White gel doesn't do anything with bridges, you'll just shoot straight through them. To "enable" this behavior actually requires a lot of tricks and gimmicks and isn't the most precise thing, _especially_ since we can't reliably detect where gel hits in vanilla Portal 2 (as discussed previously in that map with the cube on the gel converter) 5:53 - Aww shoot, that would've been far too perfect! 10:45 - It actually doesn't matter when you do it: the portals only care about the point origin of an object, so if you portal when it's slightly into a portal, it'll just be moved into one of the two portals and continue on as though nothing happened ;) Interesting proof of concept, but having thought of this white gel + bridge combo, it doesn't seem to actually provide many puzzle opportunities, since you can only ever make use of the conversion gel on the bridge if it's on the emitter side. If the gel hits the bridge _after_ it has gone through a portal, it's basically useless, since moving the portal will just remove it from existence. As always though, great video!
0:14 thanks to you! 0:49 i could've sworn i have seen this before but, your'e right and i must just be miss-remembering and getting mixed up as usual. From what i understand IVO placed nodraw portalable surfaces right next to and along the light bridges to make this work. 10:45 oh? interesting, didn't realise there was a slight leeway with that, good to know i see what you mean about it always being on the emitter side, but i can still see a couple of ideas that might be possible for puzzles, like if you had to activate the bridge first too. but it would have to be made into more of an actual game mechanic though, as i assume the nodraw surfaces would exist even without the bridge there, unless they also only existed when triggered by whatever turns the bridge on, otherwise you'd be able to place portals in mid air? Thanks for watching as always! and sorry for the late reply
What a wonderful map. I really liked the concept, the lights, the unique panels. This whole style is really nice. IVO's maps seem better than Valve's own maps tbf. Also thanks again for recommending me back to the "energy redirection" map by IVO. Absolutely beautifully executed concept as well. Have a good day dude.
Agreed, i love that you can still see something completely new in community maps like this, and both the IVO maps so far have had a really cool new thing to play with, and the addition of having to "fix" the actual exit elevator was such a fun idea!
I just want to say watching you paint a chamber in white gell has the same energy as possibly watching a child fingerpant using a paintbucket that spilled on the floor.
Agreed, that was such a nice addition to the map, and yeah don't think i've ever had a puzzle for the actual exit elevator like that, i love coming across new ideas like this Thank you for watching so often!
Hello ngeruma, its been a while since I was making my hammer map (if you remember me commenting on your videos about it) I just wanted to say that your videos and some other inspiration has made me started to remake my hammer map in Hammer ++. Your videos are funny and very entertaining, hopefully one day you will be playing my map! I hope your having a nice day and looking forward to every upload.
Hey Doc, i do remember about your map and it really does make me happy to hear you consider the videos inspiration to work on it, i haven't got any experience with Hammer ++ but the ++ part really makes me think i should probably upgrade to that version, it's the version the modding community kind of fixed a lot of issues for isn't it? Thank you so much for still watching these and i wish you a pleasant day also! :D
This game normally does not support portals on bridges even with covered ones with conversion gel. They have modded this to allow putting portals on bridges. This is clever. And this game has very nice community about modding and other stuff.
Edit: most maps with custom mechanics does not show how this mechanism work. But This map shows directly how its thing works. This is great and prevents confusion of player. Hope so other map makers will put a brief intro about their mechanics.
Yeah, i could of sworn i had seen it before, but all the comments have me second guessing that and i must just be miss remembering it somehow, sorry if what i said was misleading, and yeah from what i understand IVO placed invisible portalable surfaces right next to and along the light bridges, so technically we aren't putting portals on the actual bridge but on the nodraw surfaces next to them, which is a really clever idea and solution to make it work. Both of IVO's maps i have played so far have been really impressive and had something new and cool to play with. Also, i agree with you about having a "demo" of the mechanic at the start like this, great way to introduce the new ideas to the player, IVO's map "Energy Redirection" had a similar demo at the start, with a small easy puzzle to introduce the new cube before the more complicated puzzles. Thank you for watching and for the comments too!
I haven't played portal on a pc in a long time but I can remember all the cool puzzles there were, I'm hoping sometime I can play on pc again to play these maps.
I thought conversion gel actually did work on light bridges. I tried to make a test out of the idea, I was later crushed by the fact this isn't an actual feature.
Yeah i could've sworn it did too and i was sure i had seen it before, but from all the comments here i must just be remembering wrong, it's unfortunate it doesn't work by default as it would add a lot of puzzle options. Apparently to make it work for this map, |\_/() put invisible portalable surfaces right next to the light bridges, so technically we aren't actually putting portals on the bridges themselves, it just looks like it. Thank you for watching and for the comment too :)
funny enough, |\_/() themselves did send this one too a little while ago, and i didn't see you had recommended it too until i had a chance to catch up with everything tonight. Thank you for recommending though, and for once you didn't have to wait too long lol :)
yeah, the source engine being the wonderful but slightly wonky thing that it is, might have somehow picking up a bit of the lighting used in that tunnel through to the next part. Thank you for watching!
Unfortunately, not interesting at all, at least not in the way you can see them in this map, i should of had a look in the video really, but i did see when i was noclipping for screenshots that you don't see anything on the other side of the light bridge, just a slight colour glow at the edges from the portal on the other side Thanks for watching these still!
It appears we have competition for the the claiming of the "First" comment, i will have to check with the judges but in the sake of fairness you Account has also been credited with 6 ngeruma points! Also thank you for watching!
.... dude, i'm so sorry to say this but there was a huge imaginary disaster at the imaginary jet ski factory! many imaginary lives were lost! you still get the ngeruma points though! have 6 this time :)
Whoa, I don't think I've ever seen the portals on bridges thing before. Great idea! I'm assuming it takes a mod of some kind to do, otherwise I imagine it would be more prevalent. Really cool ending, too, with the laser. I'd never seen a mini puzzle to get the elevator to work either. Good stuff!
i swear i've done it before? but now i'm second guessing myself, there's another comment saying it can't be done without mods, but i could've sworn...... honestly i have no idea now, a lot of weird portal quirks are starting to melt together in my head lol
According to the description |\_/() made it work in this map by putting invisible portalable surfaces right next to the bridges
And yeah that extra ending part with fixing the elevator was a really unique way to end the map, big fan of that.
Thanks dude!
@@ngeruma You tried in 258 and it didn't work
Thanks for playing my map! ^_^
I'm really glad you liked it. No, there are no secrets in this one. Instead, I took the time to play around with making the wall panels weirdly aligned and to make sure the bridge portals work the way I wanted. I had to compromise a lot in the end though. I've spent a lot of time thinking how cool it would be if the mechanic always worked and was easy to implement (especially in coop, where this would be super OP). But alas, this is the closest thing until someone more competent in mod making than me does it better.
Hey IVO, sorry for the late reply, and thank you so much for making and sharing your maps, it's awesome to see unique ideas like this, both your maps i've played so far i have really enjoyed.
If i understand correctly, you placed portalable surfaces brushes right against and along the light bridges? and presumably set them as nodraw so they would be invisible? this would also mean the bridges have to be permanent? otherwise players could accidentally place portals in mid air where the brushes are?
That's a very clever work around to get the idea to work, and yeah it would be really cool to have that as a more accessible mechanic, and yeah totally OP in some situations.
I don't know if you are in contact with anyone working on the Portal2: Community Edition? but they are working on quite a few new aperture toys, and the idea of portalable bridges would fit in perfectly! i can imagine them being their own special kind of bridge, perhaps with a new colour too, to mark them.
Thanks again for recommending this one and for sharing your work!
I think in vanilla, you can't place Portals on light bridges covered in conversion gel. So you saying that you've done it before means; 1: you're joking, 2: there's a common mod that does that (probably bee2), 3: there was a update to portal 2 I missed, or 4: it's was always that way.
Leaning on 1
5. He probably just misremembered (people have smooth brain)
@Tristen Arctician I'm pretty sure i have done it before, no idea where and when, but now you've got me second guessing myself, and you're very likely right, so many of the weird portal/source quirks are starting to melt together in my head, and you're right in this map though, from the description |\_/() says they made it work by putting invisible portalable surfaces next to the bridges.
Thank you for watching and for commenting too :)
@Red ,yeah more likely that :)
I've always wondered about that concept but never attempted to do it myself before.
Interesting execution!
Yeah i could've sworn i've seen it before, but there's been a bunch of comments saying it only works with modding, so now i'm guessing i'm just remembering wrong.
Apparently to make it work in this map |\_/() put an invisible portalable surface right next to the light bridges, so you're not technically putting portals on the actual bridges, it just looks like you are, clever work around.
Thanks for watching and sorry for the late reply
0:14 - Yay for progress!
0:49 - Just for clarity: you _can't_ actually do that. White gel doesn't do anything with bridges, you'll just shoot straight through them. To "enable" this behavior actually requires a lot of tricks and gimmicks and isn't the most precise thing, _especially_ since we can't reliably detect where gel hits in vanilla Portal 2 (as discussed previously in that map with the cube on the gel converter)
5:53 - Aww shoot, that would've been far too perfect!
10:45 - It actually doesn't matter when you do it: the portals only care about the point origin of an object, so if you portal when it's slightly into a portal, it'll just be moved into one of the two portals and continue on as though nothing happened ;)
Interesting proof of concept, but having thought of this white gel + bridge combo, it doesn't seem to actually provide many puzzle opportunities, since you can only ever make use of the conversion gel on the bridge if it's on the emitter side. If the gel hits the bridge _after_ it has gone through a portal, it's basically useless, since moving the portal will just remove it from existence. As always though, great video!
0:14 thanks to you!
0:49 i could've sworn i have seen this before but, your'e right and i must just be miss-remembering and getting mixed up as usual.
From what i understand IVO placed nodraw portalable surfaces right next to and along the light bridges to make this work.
10:45 oh? interesting, didn't realise there was a slight leeway with that, good to know
i see what you mean about it always being on the emitter side, but i can still see a couple of ideas that might be possible for puzzles, like if you had to activate the bridge first too. but it would have to be made into more of an actual game mechanic though, as i assume the nodraw surfaces would exist even without the bridge there, unless they also only existed when triggered by whatever turns the bridge on, otherwise you'd be able to place portals in mid air?
Thanks for watching as always! and sorry for the late reply
What a wonderful map. I really liked the concept, the lights, the unique panels. This whole style is really nice. IVO's maps seem better than Valve's own maps tbf. Also thanks again for recommending me back to the "energy redirection" map by IVO. Absolutely beautifully executed concept as well. Have a good day dude.
Thank you so much! Comments like these make my day.
Agreed, i love that you can still see something completely new in community maps like this, and both the IVO maps so far have had a really cool new thing to play with, and the addition of having to "fix" the actual exit elevator was such a fun idea!
I just want to say watching you paint a chamber in white gell has the same energy as possibly watching a child fingerpant using a paintbucket that spilled on the floor.
lol thanks, i like to think it helps :D more panels means more portals right?
Thanks for watching too
The ending was mind blowing...
Agreed, that was such a nice addition to the map, and yeah don't think i've ever had a puzzle for the actual exit elevator like that, i love coming across new ideas like this
Thank you for watching so often!
Hello ngeruma, its been a while since I was making my hammer map (if you remember me commenting on your videos about it) I just wanted to say that your videos and some other inspiration has made me started to remake my hammer map in Hammer ++. Your videos are funny and very entertaining, hopefully one day you will be playing my map! I hope your having a nice day and looking forward to every upload.
Hey Doc, i do remember about your map and it really does make me happy to hear you consider the videos inspiration to work on it, i haven't got any experience with Hammer ++ but the ++ part really makes me think i should probably upgrade to that version, it's the version the modding community kind of fixed a lot of issues for isn't it?
Thank you so much for still watching these and i wish you a pleasant day also! :D
This game normally does not support portals on bridges even with covered ones with conversion gel. They have modded this to allow putting portals on bridges. This is clever. And this game has very nice community about modding and other stuff.
Edit: most maps with custom mechanics does not show how this mechanism work. But This map shows directly how its thing works. This is great and prevents confusion of player. Hope so other map makers will put a brief intro about their mechanics.
Yeah, i could of sworn i had seen it before, but all the comments have me second guessing that and i must just be miss remembering it somehow, sorry if what i said was misleading, and yeah from what i understand IVO placed invisible portalable surfaces right next to and along the light bridges, so technically we aren't putting portals on the actual bridge but on the nodraw surfaces next to them, which is a really clever idea and solution to make it work.
Both of IVO's maps i have played so far have been really impressive and had something new and cool to play with.
Also, i agree with you about having a "demo" of the mechanic at the start like this, great way to introduce the new ideas to the player, IVO's map "Energy Redirection" had a similar demo at the start, with a small easy puzzle to introduce the new cube before the more complicated puzzles.
Thank you for watching and for the comments too!
I haven't played portal on a pc in a long time but I can remember all the cool puzzles there were, I'm hoping sometime I can play on pc again to play these maps.
Yeah the amount of community made content for portal is awesome, there's pretty much an unlimited supply of more game :) thank you for watching!
I thought conversion gel actually did work on light bridges. I tried to make a test out of the idea, I was later crushed by the fact this isn't an actual feature.
Yeah i could've sworn it did too and i was sure i had seen it before, but from all the comments here i must just be remembering wrong, it's unfortunate it doesn't work by default as it would add a lot of puzzle options.
Apparently to make it work for this map, |\_/() put invisible portalable surfaces right next to the light bridges, so technically we aren't actually putting portals on the bridges themselves, it just looks like it.
Thank you for watching and for the comment too :)
I believe it was me that recommended the level
funny enough, |\_/() themselves did send this one too a little while ago, and i didn't see you had recommended it too until i had a chance to catch up with everything tonight.
Thank you for recommending though, and for once you didn't have to wait too long lol :)
@@ngeruma oh i didn't know that,yeh
hahaha this is cool
glad i discovered this
Hi, sorry for the late reply and thank you for watching and giving my videos a try, i'm glad you enjoyed it :)
Ngeruma: talking about how they butchered |\/()'s name
Me: poor |\/()
i literally read it out character by character, i had no idea the shapes made the word IVO, so i had to apologise this time :)
Thank you for watching
@@ngeruma :O an awesome youtuber replies to my comment thats awesome lol
@LunarSouls4952 i will always do my best to reply to all comment, just sometimes it will take me a long time, like this reply for example :D
@@ngeruma I'm just happy that an awesome yt responded lol
you aware you are gonna hit 300 in 2023
yep, it will be on July 10th, no idea what to do for it yet but i have time yet :)
Thanks for watching!
@@ngeruma you should do 300 maps for the 300th episode and late 5th anniversary of series
300 maps in one video? ...... erm.. nah XD
2:59 It has purple splashes 🤔
yeah, the source engine being the wonderful but slightly wonky thing that it is, might have somehow picking up a bit of the lighting used in that tunnel through to the next part.
Thank you for watching!
WTF light bridges
Apparently done with invisible portalable surfaces placed right next to the light bridges,
sneaky and clever :)
Thanks for watching dude
ooooo
How does a back of a portal looks?
Unfortunately, not interesting at all, at least not in the way you can see them in this map, i should of had a look in the video really, but i did see when i was noclipping for screenshots that you don't see anything on the other side of the light bridge, just a slight colour glow at the edges from the portal on the other side
Thanks for watching these still!
These are panelable walls
correction - these are panelable light bridges ;)
Thanks for watching dude!
Very cool
First (i think)
It appears we have competition for the the claiming of the "First" comment, i will have to check with the judges but in the sake of fairness you Account has also been credited with 6 ngeruma points!
Also thank you for watching!
First
.... dude, i'm so sorry to say this but there was a huge imaginary disaster at the imaginary jet ski factory! many imaginary lives were lost!
you still get the ngeruma points though! have 6 this time :)
🚦🌞😝😝🌡️ am i right
traffic on a sunny day leads to licking thermometers, ....yeah totally dude
@@ngeruma 👍