set of simple tests
by mousecracka · Uploaded Apr 18, 2012
File Size: 3.74 MB
Downloads: 111
Rating: (5 votes)
Description
my first set of test. hope you like it. sorry that there are 3 level things couldnt have alot in one other wise it slowed down my computer.
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i tried ,but i didnt spawn me in the elevator like it should, it spawned me in a box, check your transitions
put that into the folder if you dont have one then just copy the sdk_content folder straight into the first portal 2 folder and did you put the other files aswell?
Just so you know, you don't need to distribute the sdk_content folder. The .vmf file in there is built directly into the .bsp and is not needed at runtime
RadicalPi wrote:
Just so you know, you don't need to distribute the sdk_content folder. The .vmf file in there is built directly into the .bsp and is not needed at runtime
Basically the vmf file is like this is here; that is there, it is used during the compile to create the final map (which is in a .bsp file) The bsp has lights calculated in it, visleaves, objects, cubemaps just to name a couple of things.
Long story short: vmf is for hammer, bsp for portal 2.
The three most annoying chambers I can ever recall playing. First, I had to turn on mat_fullbright just to see what was in the first chamber, which had lights all over the place but was pitch black nonetheless. Then I saw how ugly it was. The timing was ridiculously tight on the second map. The portal sniping was even more ridiculous in the third. 2/5.
KennKong wrote:
The three most annoying chambers I can ever recall playing. First, I had to turn on mat_fullbright just to see what was in the first chamber, which had lights all over the place but was pitch black nonetheless. Then I saw how ugly it was. The timing was ridiculously tight on the second map. The portal sniping was even more ridiculous in the third. 2/5.
Dont Worry KennKong Is a douchebag
drewdinie wrote:
KennKong wrote:The three most annoying chambers I can ever recall playing. First, I had to turn on mat_fullbright just to see what was in the first chamber, which had lights all over the place but was pitch black nonetheless. Then I saw how ugly it was. The timing was ridiculously tight on the second map. The portal sniping was even more ridiculous in the third. 2/5.
Dont Worry KennKong Is a douchebag
- I don't like it when people call others douchebags or anything else that can be offensive to them.
- KennKong is known for his firm feedback, he's often quite detailed and giving a map a low rating doesn't mean that person is a horrible/mean person. He points out that: lighting isn't good, timining is tight, portal sniping. 3 points why he didn't like the map. 3/5 means good, but needs improvement. KennKong obviously thought this wasn't a good map. This is his opinion. You can like it or not but it's what HE thinks. You can decided to do something with this (by making the timing less tight, add better light etc.) This can help your maps become better. OR you can decide not to listen and making the same mistakes over and over again. I think that listening is the better option

I've just played through your maps:
Map 1:
Puzzle:
no proper lighting, no proper puzzle. Seriously: the only way I could solve this was if the cube fell into the proper orientation and grab it while the turrets were going to idle. grab cube, burn turret. De-activate the laser go through door step into a hidden corridor win.
Mapping:
Bad lighting
In a big box (very bad)
Blue turrets what the heck? It's a stupid gimmic imho.
Misaligned textures
weird dimensions
No indicator lights
Map 2:
Puzzle:
get to other side, find the hidden button; press it grab cube go through door put button on cube win.
Tbh: I think the timing was fine.
Mapping:
Moar misaligned textures
The water looks blocky
It's pretty hard to shoot a proper portal from the other side, use a placement helper there.
The hidden button looks odd, just place it in front of the wall; it'll look better.
* The laserfield is dynamic
but it sticks out, and de- and re- activating the button only changes the animation; it looks odd.
Map 3:
Puzzle: Get killed a gazillion times by the crusher; get up the hlb, ninja the portal far far away, quicksave, jump down, bunnyhop to the wall again, go through portal, land on a very very very small piece above the water, shoot another portal win.
Mapping: too dark, random trigger for the crusher, too much stupid ways to die (slightly wrong portal -> into goo -> dead.
All in all I'm going for 1/5: why was this even uploaded. I'm really sorry but there are too much flaws. next time you design a map why not use my thread about mapping? mapping-help/clean-mapping-guide-t5819.html
Final thing: if these maps slow down your computer I would seriously think about using another computer. These maps are really really small and most proper maps need at least double this size. Often even a lot more.
first map was meant to be dark. the second test the timing was meant so you can only just make it. the 3rd test the portal sniping was meant to be like that.
all textures i did try to do something about them.and was meant to be dark. second map i had to redo because it didn't want to load.3rd map was meant to be the hardest the crusher at the beginning goes off on its own for some reason and the trigger was meant to be close to it so as you walk past it kills you unless you trigger it and move back really quickly. plus how was the last map dark?
another thing is these are my first time doing maps i dont have alot of knowledge of this tool so dont say 'why was this uploaded' im testing with the tool and get some feedback not someone that says this shouldnt be uploaded because it is so bad
lpfreaky90 i see your levels are successful and all but i do want is some feedback that a beginner can do i have used indicator lights before but i dont need them all the time. thanks for feedback
mousecracka wrote:
lpfreaky90 i see your levels are successful and all but i do want is some feedback that a beginner can do i have used indicator lights before but i dont need them all the time. thanks for feedback
Ok: proper grammer version (I suppose...)
Lpfreaky90, I see your levels are sucessfull and all. But what I would like to have is some feedback on what a beginner (like me) can do. I have used indicator lights before, but I don't think I need them all the time. Thank you for your feedback.
Now that I think that I understand what you're attempting to say; I think that you should use indicator lights most of the time. The points I mentioned in my previous can be fixed
that'll make your maps better.
EDIT:
mousecracka wrote:
first map was meant to be dark. the second test the timing was meant so you can only just make it. the 3rd test the portal sniping was meant to be like that.
Well, in that case I hate your design. (no offense) A dark atmosphere is fine; but not in such a way that there's nothing visible. If you want to go for a creepy style; add creepy sounds, and other creepy things.
The timing on the second map is fine for me, no problems there.
I personally hate portal sniping. For me portal is a puzzle game, it's not about shooting through a small hole in the wall. If I want to do that I'll go play a shooter or something. And if you do something like that, at least make it somewhat logical.
mousecracka wrote:
all textures i did try to do something about them.and was meant to be dark. second map i had to redo because it didn't want to load.3rd map was meant to be the hardest the crusher at the beginning goes off on its own for some reason and the trigger was meant to be close to it so as you walk past it kills you unless you trigger it and move back really quickly. plus how was the last map dark?
I don't understand what you mean with your first sentence:(
Well, You've said that it was designed to be dark but it was too dark.
Second map: sorry to hear your map didn't load. Did you know you can re-name the vmx file to vmf and use it as a backup in case your vmf got messed up?
The 3rd map was another bad choice in my opinion: you can't see the crusher so the first time you will die. It was that I had captions enabled that I saw that a crusher killed me. There is no way you can know what it does. I've tried the method you described and it did work but hidden triggers for hidden killers is a horrible idea in my opinion.
Well, the last map was just dark, not much light.
Moderator note at mousecracka: You've posted 3 posts in just a couple of minutes; all feedback on my feedback. There's an edit button which you can use as well.
Making multiple posts after each other can be fine; as long as it's about something different. (See my first post on this thread: feedback on the KennKong's, post after it feedback on the map, something completely different).
EDIT: This map is not good enough quality to be in released maps, I've moved it to the work in progress section. Please improve your map and thereby your skills and let us know when you've got an update for it 
I can just agree that these tests are horrible and ugly. I'd accept this as a WIP upload, but releasing this as final SP map is pathetic. The puzzles (apart from the second) seem to just focus on killing the player and even in the second puzzle you can get stuck easily by not picking up the cube.
Also warning to drewdinie: Don't flame people for giving feedback. If you don't like feedback, simply don't upload stuff and keep it for yourself.
my first set of test. hope you like it. sorry that there are 3 level things couldnt have alot in one other wise it slowed down my computer.
File Name: tests.rar
File Size: 3.74 MiB
Click here to download set of simple tests