Work In Progress
Currently Untitled
Currently Untitled, a map in the old decaying aperture style, with the following features: * overgrowth! and water! * laser-burning-turret madness. * cubes, a sphere, a funnel, and a light-bridge. * HDR lighting * Relaxation vault for when it all gets a bit much. See here for screenshots: http://steamcommunity.com/id/RufusThorne/screenshots/ I'm looking for some help with optimisation: The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc. I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated. Thank you
acces unlimited
This mappack is very unique because it isnt a single map with a single storyline but it is a hub.Place from where you can visit other chambers and maps. The Acces Unlimited offers you a lot of hours of fun with your friends. You can visit the Turret Manufactory, The Maze and other places. When you bored with this you can just simple leave the hub and enter whole unexplored world of Apereture Science. From here you can visit experimental and special rooms like Universal Room. Finaly, it is the time to think out of the box. (Note:This isnt a playground!). The puzzles have everything what they need.All favorite elements are included. Vacuum cleaner too. If you want to see the gameplay look onto this video which i made with my friend. http://www.youtube.com/watch?v=b-pVI-2VDL8 (friend is talking) Here are some pictures of maps: faces of room0 http://dl.dropbox.com/u/34706273/acces% ... 0room0.jpg faces or room1 http://dl.dropbox.com/u/34706273/acces% ... 0room1.jpg faces of room2 http://dl.dropbox.com/u/34706273/acces% ... 0room2.jpg faces of room3 http://dl.dropbox.com/u/34706273/acces% ... 0room3.jpg no quick moves http://dl.dropbox.com/u/34706273/acces% ... 0moves.jpg choose a chamber http://dl.dropbox.com/u/34706273/acces% ... hamber.jpg hall of dead turrets http://dl.dropbox.com/u/34706273/acces% ... urrets.jpg Please note that this project is still under heavy development,and the hub is just a box it will get desing like the real hub. Not the same but similar. And of course new experimental maps are on the way too. If you are interested you can see more of this map on this page: http://www.moddb.com/addons/acces-unlimited I d like you see your comments or your ideas how to make the map better. And if you found a glitch or bug report it please into comments.(Note: The manufacturing level ends when you open the sealed doors,if you go further you wont be able solve the puzzles because they are unsolvable.) If someone who is interested in portal 2 mapping and would like to help this project, please write it to comments or e-mail me. i realy could use a help with transitions. Installation: The rar folder contains 3 maps. Put them all to your portal2/portal2/maps folder Transitions(traveling betwen maps) in the maps arent functional (yet). So you have to change levels manualy by console. (Note: you can do this by opening console and write: changelevel "name of the map") When you enter the real Hub open a console and enter: changelevel mp_coop_acces_unlimited.bsp And thats it. Thank you for reading and enjoy.
Prometheus
This is the first map in a series that I will finish after the Gravitygunville mapping contest. I wanted to feature the Tartaros theme for the underground, and I also wanted a good intro to mapping, so I did both! Plus, there is a significant story underlying all of this, so await with anticipation the final release!
Coop Extension Boxes
Two Coops maps, Six puzzles, Alpha release. P-body and Atlas are sent down an abandoned hall of the facility.
My Playground
This is my first map made in hammer. i'm still editing and stuff, so enjoy what i have also give me suggestions and (CONSTRUCTIVE) feedback/criticism. thanx EDIT: reuploaded as a zip file.
[SP] 'Momentum' beta_3_9
Uploaded the 'final' version here: [SP] Momentum [SP] 'Momentum' beta_3_9 Fixed a stupid mistake which occured due to copy/pasting elements in Hammer editor without making sure that outputs aren't inherited to the "newly" created element. Each time the moving cleanser above the floor cube button dissolved a cube in version 3_8 a cube was spawned in the upper small chamber. That means depending on the amount of failed attempts you might encounter cubes where there should be none at all. Thanks for pointing that out. _________ [SP] 'Momentum' beta_3_8 So hopefully this version is not as broken as my first attempt (better not broken at all, but that?s wishful thinking I?m afraid) Haven?t removed the puzzle element which some of you might not like, others for sure will. I have tried to make the map as ?ninjaproof? as I could but who knows what you ?ninja guys? have in store for me?! I really hope it?s worth the download this time. Feel free to post your comments to the ongoing thread. I really appreciate all hints and criticism which might help me to improve this map. Known issues: - env_soundscape is audible beyond its range (could probably ?kill? the entity but haven?t done that) - ambient_generics are still a problem but work unless I don?t try to import chamber 2. This isn?t finished, yet, since I started to rebuild it almost from scratch. - reload after auto save causes ?bad model 14 error? from time to time (very rarely) (???) - getting stuck under panels is very clumsily ?solved? but works quite fine - else? You tell me? _____ Inspired especially by damagepy's maps I started mapping almost four weeks ago. Well, this is my debut map introducing one puzzle element that I at least haven't seen, yet. It's about angle,timing and of course momentum Should appreciate it very much if I could have some feedback on this one. Have temporarily removed two other chambers for now because they caused too many problems. Will add them later on. Hope you like it.......and oh, there is no cake but a little surprise if you play it to the end........ Don't forget: do not rename the file (because of the cubemaps)!
Multiboxing
Wheatly found the lost files of the World of Warcraft Forums. Where he found complains about Multiboxers and developped his own Interpretation of this.
CG_GelPuzles PRE FINAL release! Title needed!
Alright here's the third release and ninth incarnation of CrazyGuy's Untitled Gel Puzzles. Chapter 8, Three chambers centered around the physics paint, and using the gel in ways that the original valve maps did not. Difficulty medium to hard. in area 1, the way OUT of the top to the next area is just above the three panels that fall down; you must bounce out. This is not a spoiler, I intend to have Wheately lines to hint at it. I have ADDED the much anticipated transition sequence between areas 2 and 3. I really want some Wheately lines to go with it, but for now just rememeber AFTER COMPLETING AREA 2 LOOK UP AND OUT. Also, a strange bug but for some reason the window on the top of the third chamber does not always open. If that happens for you, part of the exterior of area 3 is meant to see into the interior after the sequence ends, but sometimes that portal closes off for no aparrent reason. I KNOW THERE ARE FRAMERATE ISSUES IN THE TOP OF THE FIRST CHAMBER. I'm sorry about this but I've already done as much optimization as I can for that area. If anyone has the time they could look at the included .vmf and see if they have any suggestions. Please let me know what you think, and especially if any cheat solutions can be found. If you get stuck on area 3, [spoiler]did you know that painting the UNDERSIDE of a lightbridge paints BOTH sides? yes, the blue paint does bleed through lightbridges.[/spoiler]
WIP: cg5_01 "Gel+Bridge=Win"
My first map for any Source game. 3 chambers centered on combining two specific puzzle elements (I wonder which two those might be?). Map is pretty WIP; there is almost no detail, although the puzzles are fully functional. I think the last puzzle might be too hard. There are also 4 "pseudo-achievements" which can be found by completing rooms without using certain puzzle elements.
Enrichment Sphere, 1952
A blue and orange gel map with two sections. Screenshot coming soon. The second in a series of eight maps. Each one packed with detail, minimum 100 hours in Hammer.