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TWTM Style #589

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QuantiX999 opened this issue May 27, 2016 · 17 comments
Open

TWTM Style #589

QuantiX999 opened this issue May 27, 2016 · 17 comments
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Long-Term This will be slowly implemented across multiple updates New Feature A new item, option, or other feature

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@QuantiX999
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QuantiX999 commented May 27, 2016

What about the future Aperture Science? Maybe in the parallel universe, where it hasn't collapsed.
Neon blue chamber signs, glowing walls/panels, glass doors, creating cubes in front of players, with another words:
Thinking With Time Machine Style


Some additional notes:

  • TWTM entry/exit doors have larger embed spaces to fit the elevator room. This is a huge style compatibility issue, so we'll want to offer an alternate version which connects the room using worldportals like in other styles, possibly with corridors.
  • Cube buttons should be switched to use the normal entity with its model changed, instead of recreating it with triggers (which results in cubes "sticking" to the button).
  • On a related note, the "gravity buttons" seen in the campaign would be replaced by Gravity wall #1336.
  • For cube droppers, we'd need to add floor/wall variants in other styles to ensure compatibility (Wall and floor mounted cube droppers #1276).
  • Cube builders should be added as a separate item for all styles (Cube Builder #1305), with the original item becoming a normal dropper.
  • We'll want to make custom editor models for the TWTM versions of items (buttons, cubes, doors)
  • The style should be usable with any game (though probably still requiring TWTM to be installed, to pack the assets from). This means we would also need Coop entrances and exits for the style. The time machine itself would behave like the paint gun, only being usable in TWTM.

Additionally there are some bugs we'll want to fix:

  • "Magnetic" cube buttons (fixed by using the normal entity)
  • Various cube dropper issues
    • Frankenturrets do not spawn, and are replaced by standard cubes when dropperless
    • Companion cubes also don't exist, duplicating the standard cube
    • Spheres and reflection cubes spawn in a different orientation than the assemble animation shows
@TheDarkBomber
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Technically, Clean style takes place in the far future. And so does Original Clean, which also takes place in parallel universe. But, if GLaDOS didn't fail, and the events of Portal 1 didn't take place, then this would work.

@TeamSpen210 TeamSpen210 added Enhancement Improvement or tweak to the mod Long-Term This will be slowly implemented across multiple updates labels May 27, 2016
@TeamSpen210 TeamSpen210 changed the title [Suggestion] Far Future Style TWTM Style May 27, 2016
@vrad-exe
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vrad-exe commented Jun 4, 2016

I just downloaded TWTM, I've found that i't PeTI (no BEE2) only looks like TWTM style in the entrances and exits, the actual chamber just uses Clean. This would be really useful along with TWTM support.

@vrad-exe vrad-exe added Style and removed Enhancement Improvement or tweak to the mod labels Jul 27, 2016
@FrozenDragon0
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TWTM Disappointed me in the PeTI when the actual chamber just used regular clean textures if TWTM Style does get added in bee2 make the whole entire map futuristic not just the entrances and exit.

@TeamSpen210
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It needs a custom compiler to change wall textures.

@FrozenDragon0
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FrozenDragon0 commented Nov 1, 2016

That's doable isn't?

@TeamSpen210
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Of course, that's what we have now for any of the styles. The actual problem is the time-travel/shadow mechanic - implementing it requires modifications to many items, like cubes, buttons, triggers, etc.

@FrozenDragon0
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FrozenDragon0 commented Nov 1, 2016

Is it possible to remake the time travel shadow mechanic for modifications?

@genestrashcan
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this style could also have a time freeze item unique to only this style implemented...

@TheDarkBomber
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@ellingtonvengaboysmuseum No, no items will be unique to a single style. Plus, a time freeze item is impossible to implement in BEE2.4 anyway.

@Byzarru
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Byzarru commented Dec 26, 2016

This style will need a new decorative item as well for the bright parts of the walls. The goo should remain goo, but the Observation rooms should connect to a 'TWTM' 3D skybox.

@Endermage77
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I'd imagine that we wouldn't even need to implement the time mechanic into BEE2 itself if it's going to support TWTM, right?

@TeamSpen210
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I’d still need to modify about every item to accommodate it.

@Endermage77
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Oh.

@vrad-exe
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vrad-exe commented Oct 6, 2019

Some notes on this:

  • TWTM entry/exit doors have larger embed spaces to fit the elevator room. This is a huge style compatibility issue, so we'll want to offer an alternate version which connects the room using worldportals like in other styles, possibly with corridors.
  • Cube buttons should be switched to use the normal entity with its model changed, instead of recreating it with triggers (which results in cubes "sticking" to the button).
  • On a related note, the "gravity buttons" seen in the campaign would be replaced by Gravity wall #1336.
  • For cube droppers, we'd need to add floor/wall variants in other styles to ensure compatibility (Wall and floor mounted cube droppers #1276).
  • Cube builders should be added as a separate item for all styles (Cube Builder #1305), with the original item becoming a normal dropper.
  • We'll want to make custom editor models for the TWTM versions of items (buttons, cubes, doors)

@vrad-exe
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vrad-exe commented Oct 6, 2019

Also, the style should be usable with any game (though probably still requiring TWTM to be installed, to pack the assets from). This means we would also need Coop entrances and exits for the style. The time machine itself would behave like the paint gun, only being usable in TWTM.

@vrad-exe
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vrad-exe commented Oct 6, 2019

Additionally there are some bugs we'll want to fix:

  • "Magnetic" cube buttons (fixed by using the normal entity)
  • Various cube dropper issues
    • Frankenturrets do not spawn, and are replaced by standard cubes when dropperless
    • Companion cubes also don't exist, duplicating the standard cube
    • Spheres and reflection cubes spawn in a different orientation than the assemble animation shows

@GiovanH
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GiovanH commented Aug 21, 2020

I'm interested in implementing this as a style even without the functioning time machine mechanic. Although, practically, Art Therapy should probably be a higher priority.

The immediate difficulty here is that, while TWTM has beautiful puzzlemaker instances already built and ready, it does so by replacing a lot of the vanilla models, so it'll take a workaround to get things working.

This was referenced Feb 2, 2021
@vrad-exe vrad-exe added New Feature A new item, option, or other feature and removed New Style labels Sep 8, 2021
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