Somewhere in Aperture
by beecake · Uploaded Sep 17, 2011
File Size: 1.47 MB
Downloads: 703
Rating: (14 votes)
Description
http://www.youtube.com/watch?v=J9vRTOZ4JPQ
Comments
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Nice map. Really good intentions and well developed in the clean style. A bit too short maybe and some work still to be done: you should shorten the plattform near the exit so it can't be reacheable by a simple jump from the upper level.
I made a playthrough to show you what I mean:
llMNlIGdROw
Thanks for mapping!
I liked the map. A couple things I encountered. When breaking the glass to get to the room with the hidden cube, it wouldn't break if you flung a second cube at it. Only if you hit it with the cube in hand. Thought that was strange. Also, before I found the door for the hidden cube I was looking for the cube in the area where the funnel is and got trapped. I also skipped the funnel ride and jumped to the platform before the exit. A glass wall would probably prevent that. Anyway, good job.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
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(Link: http://www.youtube.com/watch?v=nki3FfGVQnA)
Also note the video description for more feedback and my signature for additional project information.
josepezdj wrote:
Nice map. Really good intentions and well developed in the clean style. A bit too short maybe and some work still to be done: you should shorten the plattform near the exit so it can't be reacheable by a simple jump from the upper level.I made a playthrough to show you what I mean:
Thanks for mapping!
Nice video
You (and some others) found a shortcut i missed... Good job ^^ New levels will come...
Compared to Inside Aperture, I found this one a bit more varied and complete but technically we're still at fault. As a short map in Clean, you should try to keep it tight: no anomalous geometry (use panels instead of slopes), don't put the entire level into a single box, think of some decor for the all-gray skinnage.
Speaking of the gameplay, indeed there's more room for experimentation but you're still awfully kind with the players: when you know you don't have aces up your sleeve to make it a rush, at least make players munch their way out of your traps with some thinking. Right now, it's just about looking at the element you've served to use it and flee: foil my expectations, force me to think again instead of using something in the most obvious ways - and we both win.
This one was very easy. Too easy for my taste. But there were some good ideas in there and a solidly designed room. I would give this 3/5, but I am not sure whether I should hold the difficulty against the map. After all it might be a great funmap for a beginning P0rtal-player. Add the easteregg and it's 4 out of 5 cakes.
You are showing steady improvement from one map to the next. I have no criticisms on this one that haven't been said by people you should listen to before me. 3/5.
KennKong wrote:
You are showing steady improvement from one map to the next. I have no criticisms on this one that haven't been said by people you should listen to before me. 3/5.
And you report this download as broken because you have nothing to add?
I like the ideas that you put into this map. The test elements are well executed and I felt like I finished this map the exact way you intended me to which is a good feeling. My suggestions to you are to use more props (for things like window frames/holes and angled panels being attached to arms) and also to frame things more properly (laser emitter/receiver props and doors). I know it's extra work to sink things like laser emitters and such into the wall but they look so mush better flush and with the full depth that the model offers. Also try to make all textures that aren't seen (outside of map) nodraw textures to better your performance. You have great ideas keep working with them.
HammerHead wrote:
I like the ideas that you put into this map. The test elements are well executed and I felt like I finished this map the exact way you intended me to which is a good feeling. My suggestions to you are to use more props (for things like window frames/holes and angled panels being attached to arms) and also to frame things more properly (laser emitter/receiver props and doors). I know it's extra work to sink things like laser emitters and such into the wall but they look so mush better flush and with the full depth that the model offers. Also try to make all textures that aren't seen (outside of map) nodraw textures to better your performance. You have great ideas keep working with them.
Textures like the back of the walls are automatically changed to nodraw by the compile. You can see this if you noclip out of a level: you won't see the walls/ceilings The same goes for faces between brushes (if they completely overlap) Though I agree that using nodraw for mapping is a good thing to do.
About sinking in laser catchers I agree! And the easiest way to do this is just to create an instance for it so as so as you'll need that laser catcher again you can just place the instance 
Quote:
Textures like the back of the walls are automatically changed to nodraw by the compile
Wow I feel dumb that I didn't know this already. However I was referring to the fact that when I noclipped out of the map I noticed a box around the entire map (I assume there was a leak?) which left a lot of unseen surfaces to process on the outsides of the map inside that box. So I assume it would help in this case. Still nice work on the map.
HammerHead wrote:
Quote:Textures like the back of the walls are automatically changed to nodraw by the compile
Wow I feel dumb that I didn't know this already. However I was referring to the fact that when I noclipped out of the map I noticed a box around the entire map (I assume there was a leak?) which left a lot of unseen surfaces to process on the outsides of the map inside that box. So I assume it would help in this case. Still nice work on the map.
It's also something I found out quite a lot later in my mapping career 
This is also one of the reasons why big boxes around levels cause lag. (The other one being that suddenly a lot more stuff is drawn then required.
http://www.youtube.com/watch?v=J9vRTOZ4JPQFile Name: Somewhere in Aperture.rarFile Size: 1.47MiBClick here to download Somewhere in Aperture