Aperture Science Laser Test

by beecake · Uploaded Oct 08, 2011

Screenshot 1

File Size: 0.97 MB

Downloads: 269

Rating: (7 votes)

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beecake • Oct 08, 2011 • #48618
484 posts

File Name: Aperturesciencelasertest.rar
File Size: 1000.72 KiB
Click here to download Aperture Science Laser Test

Nyskrte • Oct 08, 2011 • #48619
125 posts

The thumbnail is enough for me.

beecake • Oct 08, 2011 • #48620
484 posts

Nyskrte wrote:
The thumbnail is enough for me.

Haha what do you mean?

Nyskrte • Oct 08, 2011 • #48621
125 posts

beecake wrote:
Nyskrte wrote:

The thumbnail is enough for me.

Haha what do you mean?

Are you unable to spot the various mapping errors in that thumbnail?

This should be in Work in Progress.

Djinndrache • Oct 08, 2011 • #48622
1,442 posts

Why re-release?
What's the difference to this: Aperture Science Laser Test

The files got the exact same meta information (file size, last modified etc)

beecake • Oct 08, 2011 • #48623
484 posts

Djinndrache wrote:
Why re-release?
What's the difference to this: Aperture Science Laser Test

It got posted the wrong place. So i re-posted it. There is no difference.

Nyskrte: What error did i do? I mean i finished the map. Its ready to play.

Nyskrte • Oct 08, 2011 • #48624
125 posts

beecake wrote:
Djinndrache wrote:

Why re-release?
What's the difference to this: Aperture Science Laser Test

It got posted the wrong place. So i re-posted it. There is no difference.

Nyskrte: What error did i do? I mean i finished the map. Its ready to play.

Ok, give me a moment, I'll load up the map and take screenshots, then point at them and explain. Actually nevermind I'll just list it off:

Fault 1:

You've included all of your editor files, including the useless ones in the upload.

Fault 2:

You boxed half of your map because you couldn't solve a simple leak.

Fault 3:

Texture misalignment, most blatantly on your emancipation grills. Do it properly.

Fault 4:

The laser catchers and recievers do not float in place and have incisions in the walls so that their models display correctly.

Fault 5:

Where is most of this light coming from and why are sections of the map in utter darkness?

beecake • Oct 08, 2011 • #48625
484 posts

Nyskrte wrote:
beecake wrote:

Djinndrache wrote:

Why re-release?
What's the difference to this: Aperture Science Laser Test

It got posted the wrong place. So i re-posted it. There is no difference.

Nyskrte: What error did i do? I mean i finished the map. Its ready to play.

Ok, give me a moment, I'll load up the map and take screenshots, then point at them and explain.

Fault 1:

You've included all of your editor files, including the useless ones in the upload.

aw... There must be somewhere i've forgotten to read... Which files are the important to place in the .rar file?

I see what you mean...but is the box around the map a problem? Im glad you want to tell me whats wrong

Just a conclusion: Maps you upload have to be completely perfect?

Djinndrache • Oct 08, 2011 • #48626
1,442 posts

beecake wrote:
aw... There must be somewhere i've forgotten to read... Which files are the important to place in the .rar file?

Usually only the bsp or vpk and sometimes a readme.
Some people also try to force materials and scripts to their map's users, but I hate that. bsp/vpk is enough or you do it wrong.

beecake • Oct 08, 2011 • #48627
484 posts

Djinndrache wrote:
beecake wrote:

aw... There must be somewhere i've forgotten to read... Which files are the important to place in the .rar file?

Usually only the bsp or vpk and sometimes a readme.
Some people also try to force materials and scripts to their map's users, but I hate that. bsp/vpk is enough or you do it wrong.

Thank you ^^

Nyskrte • Oct 08, 2011 • #48628
125 posts

Quoted from TWHL:
Some people would point out - if placing a box around your level gets rid of the leak, why not stop there? Well, it gets rid of the leak, but it doesn't get rid of the main bad effect of the leak - VIS still cannot properly optimize the level because it doesn't know what is inside or outside the level. You will still see the high polygon counts and poor framerate. This is not a solution.

beecake • Oct 08, 2011 • #48629
484 posts

Nyskrte wrote:
Quoted from TWHL:
Some people would point out - if placing a box around your level gets rid of the leak, why not stop there? Well, it gets rid of the leak, but it doesn't get rid of the main bad effect of the leak - VIS still cannot properly optimize the level because it doesn't know what is inside or outside the level. You will still see the high polygon counts and poor framerate. This is not a solution.

Oh... well thanks ^^ You just made me a better map builder!

EDIT: Re-uploaded

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