verticalprojection

by goosegous · Uploaded Jul 15, 2011

Screenshot 1

File Size: 6.88 MB

Downloads: 672

Rating: (13 votes)

Description

SP map. I made in the destruction theme. Enjoy the skybridges excursion funnels etc. any comment appreciated!! New version released. Thanks to all commenting on my map! enjoy! As always any comments much appreciated!

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goosegous • Jul 15, 2011 • #52084
7 posts

SP map. I made in the destruction theme. Enjoy the skybridges excursion funnels etc. any comment appreciated!! New version released. Thanks to all commenting on my map! enjoy! As always any comments much appreciated!

File Name: verticalprojection1.2.rar
File Size: 6.88 MiB
Click here to download verticalprojection

Phitt • Jul 15, 2011 • #52085
35 posts

Don't know what to say...there was a strange lighting error in the first room (some walls fading to black when far away) and when I used the funnel to go up I ended up in a completely bugged room with walls missing. I'd really like to say something positive about this map, but right now it seems like it needs a lot of fixing.

xdiesp • Jul 15, 2011 • #52086
1,078 posts

This one's layout would actually be ok, if on the technical side it wasn't trying to bite more than it can chew. Right now, that Wheatley + Broken mixup is just too underdeveloped. Those empty, oversized interiors and sparse structures in the externals could use a second coat of paint. Ideed the puzzle network stand out correctly convoluted, but the lack of fizzlers shows:

f8E18_NSggw

Bugs: the buttons room has severe lightning issues, panels turning ligh\dark as you move. Both the gel pipe and the holed wall (to the lightbridge) are not solid. See if you can make the dotted line of the funnel activator stay on (yellow) afterwards.

quatrus • Jul 15, 2011 • #52087
1,047 posts

Lighting, not an issue for me, whatever you did I actually liked the lighting to change to darker when I backed away - kind of a live chamber feeling...Puzzle was not out of the easy range yet. Effects worked fine for me - thanks for creating....

goosegous • Jul 16, 2011 • #52088
7 posts

Thanks guys for the contribution, i'll have a look and fix some of the issues. The lighting issue in the first room i got as well, cant seem to get it right though.
btw. PHITT the walls thats missing in the second chamber is actually part of the map. Please notice I mentioned "destruction theme"

Djinndrache • Jul 16, 2011 • #52089
1,442 posts

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:

BsofJjJRoAs
(Link: http://www.youtube.com/watch?v=BsofJjJRoAs)

Also note the video description for more feedback and my signature for additional project information.

goosegous • Jul 18, 2011 • #52090
7 posts

Thank you Djin. Fun 2 watch. I have uploaded the new version which sorted most of my issues including the lighting. I used different textures. Thanks for pointing that out xdiesp.

wismeril • Jul 19, 2011 • #52091
29 posts

Nice map. A bit easy and basic though. But it was good. Careful, there are missing textures, and all is black outside the rooms. A bit strange and gives the sentiment you did'nt finish your map.
I especially liked the vertical design of the beginning. Nice.
Keep going with more sofisticated map. Thanks !

goosegous • Jul 20, 2011 • #52092
7 posts

Thanks wismeril. I hear you. The black outside should have some ambient feeling which i failed to achieve. I did incorporate a skybox. Not sure how to give it that abient feeling at the exterior....

protoborg • Jul 24, 2011 • #52093
288 posts

The skybox needs lighting too. In order to achieve that you have to have a cubemap object that points to your skybox faces. You may also need to put a light object somewhere in the "void" to light the skybox.

arvisrend • Jul 24, 2011 • #52094
60 posts

Really nice map.

Minor gripe: I think you can get stuck in the area between doors 2 and 3 by placing a portal in that area, destroying the cube that opened door 2 (by pushing the button again) and portalling back to the area between doors 2 and 3. This requires bad will on the player's part, of course.

goosegous • Jul 25, 2011 • #52095
7 posts

Thanks proto for the cubemap tip! Glad you enjoyd the map arvis and good one spotting that small problem!

KennKong • Feb 20, 2012 • #52096
942 posts

This map comes sooo close to greatness, but falls just a little short in every area. The layout is impressive, yet the massive structures floating in space ruins any illusion that such a place could exist. The puzzles were good in number of elements, yet lacked complexity. This is one old map that I think is worthy of being dusted off and polished up. 3/5 from me.

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