@jozsefkoma; Heh, thanks.
@mqdar; You really think so? I really don't know what to say to this, except - Thanks.
@2yu556; By that you mean the custom textures on top of objects, right?
This is a link to a .zip file of a bunch of the .wop data files in the editor that have been changed so that you can add the custom object textures. The folders in here go into the Data/Editor/ObjectPresets folder, overwriting everything in there. Note that by default, the game looks for the texture files in the base folder (WA Editor v096), so make a Custom folder in that directory and put all custom object textures in there.
@Dlcs; Wasn't Wonderland Adventures released in 2004, though? Not the editor, but the game itself, seeing as MoFI was released 4 years later, in 2008.
@cbloopy; I'm not surprised, honestly - I came up with this by accident, playing Portal and then wondering, "How would this look in Wonderland...", and then I ended up with this.
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Apart from that, I went and snagged a dozen pictures out of the game.
The starting area. Yes, that's what my Glass .wop file was for.
The glove and the Red Arrow in the corner are there for... testing, if you will.
Like the original game, trying to get the player used to things in the game. Unlike the game, this is attempting to get the player used to the "Scritter Cubes".
Funny how one of the simpler areas in the original game ended up so complex...
This place was a
nightmare. I had to set up a pretty dang complex portal activation system, which is hiding under the walls. For that reason, the other chamber in game that has this method and relies on it is altered to make it less painful.
The method itself is rather glitchy, and I have no honest idea why it's like that. The Orange Portal in the wall, however, I know how to fix.
"Mind the gap!"
This level is probably where you'll have to start saving, because it's the first level where there's a real risk of screwing up.
The barrels are explosive, and there's a hidden Homing Missile flower.
I'm evil, I know.
This one was pretty hard to put together, harder to figure out, and easy to time.
It uses the flip glitch to get the barrel on top of a round button (keeping the gates open), so you need to time the homing missile to destroy the barrel and
not kill the Spikeyballs.
Once again, it took a while for me to decide on how to do this.
The screenshot shows one of the more evil parts of the game - having to step through a Portal to be thrown at a moving transporter.
It's just a matter of timing, really.
Chamber 8, one of my least favorite levels in the actual game. Somehow, though, I managed to make it one of my faves here.
Except it depends on landing on the transporter through a Portal, but the chance of drowning is slightly higher.
"This next test is impossible."
This was really tricky to pull off - the actual game uses its full 3D movement to make the impossible test possible, so I had to do something else.
The momentum levels were pretty tricky to figure out in my head, but transferred into WA relatively easily. Only problem here is that the player can skip over some of the bouncers, thus leaving them stuck on a platform or something.
I'm working on getting rid of this, don't worry...
The level where the player finally gets the fully upgraded Portal gun in the real game. I was hard pressed on what to do about this in general, but I'm pretty happy with its end result.
![Wink :wink:](./images/smilies/icon_wink.gif)
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Shoot, I didn't think that the post would end up this long to be honest.
![Laughing :lol:](./images/smilies/icon_lol.gif)