BEE2.4
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Decorations
Decorations are decorative 'items' automatically generated on empty walls, floors and ceilings. They can block portals, gel or protrude from surfaces so there will be a blacklist item to block them. They do only generate if enough space is present for them, and the right surface colours.
Examples:
- Cutout tiles (walls and ceilings), plus panels which fall off surfaces
- Panels hanging out of the wall, or moving around
- Plants
- Wreckage and rubble
- Construction materials (Old Aperture)
- Wiring
- Damaged wall segments
Here's an example of the current simple form (not modifying walls).
The set of decorations will be changeable like music, quotes, etc.
The main issue is that these will likely break maps, putting a panel arm on a tile that portals need to be placed on for example. You'll need to add blacklisting items to those tiles to keep them clear. The amount generated will be adjustable, though with 0% = off.
Sounds Interesting.....
Y.E.S Yes yEs yeS
@TeamSpen210 - so when will we expect to see this item
my suggestions are
- make item like cutout tile that can be placed on ceilings, walls, floors etc that places decorations on walls, ceilings etc.
- make item like cutout tile that puts hole in ceilings or walls and places all the stuff needed in wheatley or overgrown styles
- make item that prevents decorations from showing up in certain area's
I would love to see pseudo-elements like broken droppers and buttons. It can be used in interesting puzzles where chamber's "original" solution was supposed to be one way but because of failures it forces the subject to figure another way around
I want them to be placeable
@ellingtonvengaboysmuseum, @Jadeygaming, it's automatic, not manually placeable. There will be a blacklist item.
TeamSpen210 commented 11 days ago @ellingtonvengaboysmuseum, @Jadeygaming, it's automatic, not manually placeable. There will be a blacklist item.
Will this feature be toggleable in the BEE2.exe GUI? Sounds cool :)
I'm thinking I'll have a 'amount' slider in the compiler pane. Setting it to 0% would disable it.
TeamSpen210 commented 2 hours ago I'm thinking I'll have a 'amount' slider in the compiler pane. Setting it to 0% would disable it.
Oh that sounds even better lol. Damn you're good at this!
@TeamSpen210 I don't like this idea. They should be placeable, with a timer property to choose which decoration (this would vary by style).
I remember living panels being in the BEE2 alpha a while back, they worked pretty well - the icon was a laser emitter (piston for large living panels) and you would set the animation style via a timer value. Worked quite well with an invisible trigger.
I'm surprised to see it not being in the packages, or has this actually been added and I just haven't downloaded it yet?
They worked quite well, except that they'd be completely nonsensical in Old Aperture Style for example.
@TeamSpen210 How about having both automatic and placeable decorations. So they would be automatically generated, with a blacklist item and amount slider, but could also be manually placed if needed. Manually placed decorations would ignore the blacklist item.
The problem is that it'd be difficult to give a useful interface for that. The decorations are supposed to be dynamic, different ones only appearing in certain situations (like a sweeping panel arm appearing on walls next to the floor). There'd be compilcsted rules to ensure there's enough space to fit the item, and just about any square would have slightly different available decorations to place.
Additionally you'd be able to switch out the decoration set like styles or music, which would make any set decorations in a map become nonsense (since they wouldn't correspond at all).
Original Clean won't have decorations, right?
I'm actually not sure what to do about Clean style - it doesn't really have much decoration in the first place (that's kinda the design). But the decoration sets will be like quotes, music, skybox - you can mix and match them.
You should add a customize button like the voice lines have. That way you could choose not to include a certain decoration.
@TeamSpen210 For Portal 1, decorations should mostly just be uneven black walls and ceilings. Maybe light holes could be decorations too, although I'm not sure how well that would work.
Btw. When is this going to be released?
When is this going to be released?
Well, if i could guess i bet its not coming out until PRL25 - PRL26....
How about add Ratman Dens as a decoration?
Reading back on this, this is my idea:
- Settings in the compiler pane determine which decorations are used.
- An item that works like the Cutout Tiles marks a 3D space where decorations can be made. If there is no item, then the decorations are automatically added.
- A blacklist item can be used to precisely eliminate unwanted decorations.
I hope this will be released soon, Overgrown Style looks terribly without it...
@Luke18033 Use the decoration branch.
Really, you could just remove the Overgrown style and instead rename Clean New Aperture (or something like that) and have a slider for chamber destruction. Then it can range from none to something like the Portal Stories: Mel Virgil chambers (very mild) to the abandoned Coop chambers (grunge textures, metal debris) to the equivalent of SP (very heavy).
What if he makes only 2 options? New Aperture and Old Aperture.Both having sliders.OLD: 1950-1980 NEW: Clean-Extremely Destroyed. Is this a good idea?
I like the duel sliders idea but what about P1 version and BTS version? Also where does wheatley version fit on the destroyed scale?
That's a difficult one. The destruction we have been talking about is more so gradual decay. Wheatley's destruction, on the other hand, is very sudden changes to the facility. Reconciling both of those would be hard.
I love this idea
For Portal 1, decorations should mostly just be uneven black walls and ceilings. Maybe light holes could be decorations too, although I'm not sure how well that would work.
Imo, sort of similar to this, I think it'd be good if there was an option/mode for decorations to only appear on black areas, possibly could also be a good idea if possible to make light decorations more likely to appear in areas without much lighting (making it more convenient for map makers who don't want to have to manually check for every single area without light).
Just thought of another idea, maybe add some sort of separate decorations type of thing for showing the like kind of outside world, with open ceilings akin to portal 2's campaign's aperture, maybe also make it placed in the same way as done with glass (allowing for more flexibility and ease to use).