[WIP] pestchamber 21 and 22

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pestchamber
614 Posts
Posted May 11, 2008
ok so i made 2 maps that i want tested for bugs and glitches b4 i will release as a done map. so Download it here and please test them..

so far i know one bug i dont know how to fix:
NONE

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NocturnalGhost
200 Posts
Posted May 11, 2008
Replied 1 hour later
That particular model has no collision hull. You should surround it with brushes textured with "invisible", and make an invisible func_door that opens when the open animation plays on the model.
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rellikpd
1,053 Posts
Posted May 11, 2008
Replied 5 hours later

pestchamber wrote:
so Download it here

first things first: please use the download database. i hate having to goto other websites to download maps (even if they use a direct link) if i come to TWP.com.. then i know the website is up and working thusly the downloads should also be working :-/ i dont' know just a pet-peave.

will write back after i have played your map

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Hober
1,180 Posts
Posted May 11, 2008
Replied 27 minutes later

rellikpd wrote:
first things first: please use the download database.

Actually, he's right. We like to keep this self-contained, so that we don't have to rely on the map not going anywhere. It's usual to not move threads into release or WIP unless mirrored on the TWP DLDB, but I forgot, in this case.

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pestchamber
614 Posts
Posted May 12, 2008
Replied 11 hours later

NocturnalGhost wrote:
That particular model has no collision hull. You should surround it with brushes textured with "invisible", and make an invisible func_door that opens when the open animation plays on the model.

ummm ok i think i know what you mean... gonna try to fix it...

putted on database

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Hober
1,180 Posts
Posted May 12, 2008
Replied 5 hours later
Link.
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rellikpd
1,053 Posts
Posted May 12, 2008
Replied 1 hour later
i thought the same thing (at first). but he edited his initial post... he's legit
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rellikpd
1,053 Posts
Posted May 12, 2008
Replied 3 hours later
i hope you don't take my constructive critism in a negative light. but these maps are pretty ugly. they play ok. but need LOTS of work, one thing that bothered me the most was there were LOTS of ultra-thin walls/floors that just looked odd. also said thinness can sometimes make portals act funny (when placed on them) and alot of your doors clipped badly and you could get mostly stuck. there were times when i had no idea what to do next till i looked around and just HAPPEN to see a small crack between walls or backtrack and see a hole in a roof that wasn't there before also. since you released two maps together one would think they would link together (ie: after you beat 21, it auto loads 22) which they don't.

i mean you're working, and trying, so please keep up the work and practice and you'll eventually hammer out something that looks sweet

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Sleepwalker
130 Posts
Posted May 12, 2008
Replied 34 minutes later
Try to make things a little more obvious like the spaces between the walls in chamber 22
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pestchamber
614 Posts
Posted May 12, 2008
Replied 19 minutes later

Sleepwalker wrote:
Try to make things a little more obvious like the spaces between the walls in chamber 22

ok

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pestchamber
614 Posts
Posted May 12, 2008
Replied 2 minutes later

rellikpd wrote:
i hope you don't take my constructive critism in a negative light. but these maps are pretty ugly. they play ok. but need LOTS of work, one thing that bothered me the most was there were LOTS of ultra-thin walls/floors that just looked odd. also said thinness can sometimes make portals act funny (when placed on them) and alot of your doors clipped badly and you could get mostly stuck. there were times when i had no idea what to do next till i looked around and just HAPPEN to see a small crack between walls or backtrack and see a hole in a roof that wasn't there before also. since you released two maps together one would think they would link together (ie: after you beat 21, it auto loads 22) which they don't.

i mean you're working, and trying, so please keep up the work and practice and you'll eventually hammer out something that looks sweet

ok since i actually didnt link 21 and 22 together i dont wanna start doing it now. so ill not include 21 in the final map. (then now its only 3 levels and a boss battle, thats why im gonna call it short portal game... lol)
but ill make walls thick if i can and ill make the doors clip so you cant see them? it was my first 2 maps tho so im proud =)

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rellikpd
1,053 Posts
Posted May 12, 2008
Replied 10 minutes later
well for first maps (especially if you mean first map of ANY kind (not just first portal map)) then yeah they are great. my "first" maps (quake1 (which uses basically the same editor)) where pure crap making your maps look like gold.

so i'm glad my ?honesty? hasn't broken your spirits. keep working! look forward to your "polished" product

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Sleepwalker
130 Posts
Posted May 12, 2008
Replied 3 hours later
I agree, in terms of new maps, my first map EVER looked like This, making yours (which actually emulates the test environment) look magnificent.

Also, in the beginning, change the ceiling texture to non-portable except the area you need, and make the area look more run-down.

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Kinkycuff
31 Posts
Posted May 24, 2008
Replied 11 days later
User has been banned for this post. --msleeper