A1_awake

by jordan1m · Uploaded Jan 16, 2013

A1_awake

File Size: 18.96 MB

Downloads: 41

Rating: (2 votes)

Description

WIP 1st level - destruction tileset.

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jordan1m • Jan 16, 2013 • #64829
15 posts

WIP 1st level - destruction tileset.

File Name: a1_awake.rar
File Size: 18.96 MiB
Click here to download A1_awake

josepezdj • Jan 16, 2013 • #64830
2,386 posts

Dude, your reflections are missing. You must build cubemaps. Other than that it's frankly a good job Nice detailing and great awaking part. I have to go now so I'll finish it later... but I can't figure out by now... that portal switching is a bit strange....

If you can't buildcubemaps tell us and we'll explain it

Lpfreaky90 • Jan 16, 2013 • #64831
2,842 posts

The map was fun, looked good but, totally cool but man.... the optimization is a disaster.
It's all in one big box. That's a very bad habit, try to avoid that in the future if possible, it tends to create huge compile times, huge file sizes huge lags.

For a good read: check http://www.optimization.interlopers.net/ !
Good luck with the further mapping endeavors!

El Farmerino • Jan 17, 2013 • #64832
393 posts

As Jose said, you need to build the cubemaps or all your reflective surfaces act like they're outside on Mars. Otherwise it's a great-looking map, though the puzzle's a little too simple for the space - I kind of felt bad as a player that you went to so much effort to create an area I spent less than five minutes in, so I spent a little while walking round after solving it...

srs bsnss • Jan 20, 2013 • #64833
552 posts

I have to say, for a first map that was pretty good. The attention to detail was pretty good and the destroyed theme was done really well. But inevitably there were a few hitches.

Firstly, cubemaps. Their importance cannot be understated. If you're unsure about how to build cubemaps, just ask around/read around.

Secondly, optimization. Like josepezdj said, the Interlopers guide is a great way to learn optimization, and I strongly recommend a readthrough of that.
I'll mention in advance that optimization is fairly tricky, and it took me a while to really get the hang of it (and I still have trouble with it )

And thirdly, there were a couple of glitches I encountered:

Glitches listed here
The first one I encountered was the stairs staying up after I got off the button.


Check your inputs and outputs for the button and stairs and make sure the close animations are actually being triggered.

The second was something I didn't even know was possible. There were two blue portals at once. I'm not even joking.

Once again, check the outputs for the laser catcher.

And the third one was the map not ending and me falling through the elevator. Not quite sure what happened there, but make sure you've got the proper arrival/departure instances.


But those aside, the map was actually pretty good. Once again, nice details and very pretty. I think it'd be a 3.5/5 if that existed, but TWP doesn't deal in decimals. So I'll be a bit generous and give it a 4, but don't forget cubemaps and optimization!

FelixGriffin • Jan 20, 2013 • #64834
2,680 posts

The blue portal thing happens when you use P1-style autoportals in P2. You can still use that method, because it's easier, but you have to make sure you close your old portal before you open the new one.

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