Added: 2 years ago
From: admiralhowdy
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  • This could actualy be a good idea for Timesplitters 4's Story Mode

  • How did you glitch that door like that?

  • @themagicman2010 logic: door unlocked locks door and resets the trigger (door unlocked)

  • @admiralhowdy Ah alright. For some reason, i can't do the sky glitch 2 floors high, because if I try to do it, it's only the sky glitch from one side, and then the other side you can see wall.

  • How'dya make the nice view at the great pillars at around 3:00 ?? :P I only get concrete walls when i try make some open space...

  • @Guerilla94XD It's a mapmaker exploit called a sky glitch. You have to overlap tiles for that. See spacelion88's video tutorial.

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  • now THIS looks like it took DAYS to build....you sir have amazing maps

  • I saw your kinda dark map (which was sweet btw) did you put a turret in the teleporter cuz it looked like some miners were quite a distance away from it but they still were drawn towards it

  • @junkiemonkey123 The turrets were actually right next to the AI, behind a wall. They were running to the only open route to get to the turret (through the teleporter)

  • wow didn't know you could do that, does it matter how far the turret is in order for him to be drawn towards it cuz I could use something like that for maps in the future

  • @junkiemonkey123 I think the maxium distance before they will be drawn is 3 grid squares (that's where it is in this map: 2 squares east and 1 down). Be sure to make the turret rotate 360 degrees, because they won't run to it if the turret won't point in your direction. You can see other "turret runners" in my maps SniperBasic and KindaDark, among others. It's a very useful AI exploit.

  • Hey how did you make the 2nd Cortez just run off when you unlocked that door with him?

  • @junkiemonkey123 I forced him toward a nearby offstage turret gun that drew him away.

  • when you get close to the time machine, how do you make that noise?

  • @themagicman2010 Its a vibrating switch on floor 251 I think (negative stories glitch, see the linked blueprints)

  • @admiralhowdy thanks

  • that was pretty cool, how'd you make the pit?

  • @Phazonin basically large pit tiles around a shaft of small stackables going down. There is a link to bluebrints in the description, but the blueprints make one slightly better than in the movie

  • oh my god, best map that ever agsisted better than portal delux

  • the robot(forgot its name) died because of cortez' iron glare. (he also set a forest on fire by glaring at it for 5 seconds)

  • Nice map, how did you do the windows at 1:49?

  • @BlackDragonMember Its really complicated, but there are some plans for the whole map linked in the description. The windows were an an overall pain.

  • So when making this series we need to make a series of levels that will explain why Cortez has gone mad. (Note when R110 died when returning from the time loop and that the general was missing) I have an idea for the next level, ima try to get it done this week and upload it as well.

  • nice map!

  • Could you please make a sniper map BLueprint please!/!?!?

    P.S love your maps

    P.S.S What console you use?

  • There are plans for my story map "SniperBasic" linked in the sidebar of that movie.

    Thanks. Gamecube mainly, but I have the Xbox and PS2 versions too now. The above map was made on Gamecube. I am using PS2 now for something that will only look right on PS2.

  • Could I make some levels for your project ? ^^

  • Please!

  • Why'd you never finish uploading your Histoire?

  • @admiralhowdy I don't know how record well videos it's hard and it takes me too much time. I will be in holiday in the end of the next week, during this holidays I'll make some levels. ^^

  • @admiralhowdy and for my story I'm writting a book but it will be in french. I'll tell you when I'll finish it ?

  • Oh and one more thing. How much time do you usually spend on making a map? where do you come up with the ideas? I usually get inspired by things like movies. other games. random ideas also pop in my head. I recently found out from TS2 that Calamari is an alien and he was on the spacestation so I'm kinda interested in making a little mini story with Calamari.

  • This was a very simple idea that took a little over a week using all my spare time. (maybe 20-30 hours), but I knew exactly what I wanted to do going in. I worry about which way a tile is rotated, that the music is the right choice, etc. and try many things with logic that finally get cut due to memory limits.

    Character descriptions and intros are a good place for ideas, but many of mine come from a mapmaker quirk, glitch, or trick I want to focus on & exploit for interesting gameplay.

  • Thats true cause if he killed himself then he would die. maybe you should add that logic in. Like if you kill him then game over :) ? But anyhoo so i was thinking about making a joe beth-casey assault story map(you know the whole 1 life glitch) as episode 120 cause i know they are bringing her back so in TS 3.5 she can have her own little side story. Most likely fighting zombies. How does that sound? I'll add cortez in somehow.

  • I hate trial-and-error gameplay so I consciously avoided any game-over logic. It could actually be an alternate reality Cortez, so it would be perfectly fine to kill him. I will likley have a Schrodinger's Cat level starring Strudel to present the concept.

    The JoBeth idea sounds good to me. Somebody had marked this as spam so I just now read this comment.

  • One more question lol. I love this whole story idea. But why do you and paradox cortez have a score to settle and how come you don't kill him? You should make a Episode 43 to introduce some things. Its such a mystery though! i love it!

  • At first I had it so you had to kill him, and its still possible to do so if you want in this map, but I thougt some people might not like that idea. Surely Cortez would not kill himself, even if under attack by himself, would he? Anyway, the original idea was that this was the Cortez who lived in the "happy world" who got bumped out of that reality when the lanscape changed at the end of TS3 (multiverse theory).

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  • And great VID!!! I think i might make like a random episode 120 just to add to the series! lol

  • That's the idea. That's the only reason I called this episode 44 and not 1, because anything can happen at any time, in any sequence; doesn't matter to me at all.

  • how did you do that red door glitch?

  • logic = Door unlocked locks door and resets "door unlocked"

  • Hey how did you make that noise when near the time machine.

  • Its a permanently toggling switch put directly beneath center, six floors beneath the bottom of the shaft. (floor #251). The logic is "NOT other Cortez killed, switch toggled", which should not work (it should stop toggling when he is finally killed, yet it does not, not sure why). "NOT AI spots player" always works for the same effect, but I didn't have room for such a trigger, and so I recycled the AI Killed trigger I already had. The switches make different sounds in the other tile sets.

  • Hahah, I can't wait to see this story develop. That, including coming up to the point where the Paradox Cortez becomes you, the player :D

  • @Smouvmaster

    Heh, that's a nice idea. It would be even more awesome if you wouldn't even know when you were being the Paradox Cortez, until the very end (or a few episodes).

  • dude. why don't you do the story of "the hunt for rosebud" you know hen crow says "rosebud"

  • it's cool, but isn't it hard to figure what to do?

    btw, what was that weird texture in the red room?

  • No, its non-linear, so you can pretty much do anything and the game will progress, as long as you explore the area. The "man doesn't anything work" message will show whether you jump down the shaft last or play with the red key door last. The game will progress if you just kill the other Cortez too (he gives a blue key). If you follow him off the ledge or if you go out the front windows you'll die. If you get trapped inside the red key room when pushing him, the Splitters can let you out...

  • ...and give you a blue key then. If you don't kill Cortez but he accidentally falls into the time machine death pits and dies, the Splitters come with their blue keys. Keys can easily be found where they are spawning, if the front windows are investigated at that time. There is an event timer that starts and stops to regulate the story flow, based on exploration.

  • the one flaw I couldn't do much to fix is its possible for Blue-key-carrying splitters to come in behind you while you are talking to Anya, so that the switch might get destroyed and stick you there. Its a quick communication, so that should be rare.

  • behind the switch? that's just something that's in the small rooms, thought it would look good above the switch.

  • Awesome. Would be cool to make and have a friend play. I'd be willing to make a Siberia map for the next part, but don't count on it.

  • Wow, that was amazing! I can't wait to see where other mapmakers take this!

    Just 1 question, though: How did you get the other Cortez to flee into the red keycard room, and fall off the edge?

  • There was a turret gun off the edge there.

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