Portal:Access All Areas [WIP]

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kizzycocoa
975 Posts
Posted Apr 13, 2009
Replied 2 days later

Solomon wrote:
I'm really looking forward to this.

thanks!
we are too

on a side note, why was this moved to WIP? it has no playable versions yet

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Hober
1,180 Posts
Posted Apr 13, 2009
Replied 7 hours later

kizzycocoa wrote:
on a side note, why was this moved to WIP? it has no playable versions yet

'Cause it's got [WIP] in the title, which seemed good enough for me, but board rules say only stuff with downloads.

Whatever.

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kizzycocoa
975 Posts
Posted Apr 13, 2009
Replied 41 minutes later

Hober wrote:
'Cause it's got [WIP] in the title, which seemed good enough for me, but board rules say only stuff with downloads.

Whatever.

yeah XD
ah well, we'll be in there in about 2 weeks. we're sticking it all together.

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Solomon
23 Posts
Posted Apr 13, 2009
Replied 10 minutes later

kizzycocoa wrote:
... we're sticking it all together.

Hammer has a glue tool?

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kizzycocoa
975 Posts
Posted Apr 13, 2009
Replied 55 minutes later

Solomon wrote:
Hammer has a glue tool?

yes. it's very sticky.
I couldn't open my monitor on my laptop for days once XD

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kizzycocoa
975 Posts
Posted Apr 13, 2009
Replied 4 hours later
well, our team are pleased to report that the core (we have nicknamed "The Hub" for now) is fully functional
it has 83 elevators, a massive centeral decoration, and now, limitless possibilities for room ideas
it will be easy to navigate due to signs, however, a good memory will also be helpful :3
we will try to group them together to make it easier XD
we guarantee this is going to be the most complex map in terms of changelevel. it runs after about 12 seconds, it takes 6 hours to compile and I am very unlucky due to powercuts etc, but I am compiling the final version tonight.

hopefully, all will go ok :3

a few of my mappers are saying it's so big, it may get valve's attention if it's good XD
I disagree. I don't think I could ever have my concept reach that level of publicity :3

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Solomon
23 Posts
Posted Apr 13, 2009
Replied 32 minutes later

kizzycocoa wrote:
... it has 83 elevators ...

83!? Wow... I'll be sure to download the release

EDIT: I was just thinking how great it would be if this was an Online game. xD

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kizzycocoa
975 Posts
Posted Apr 13, 2009
Replied 13 minutes later

Solomon wrote:
83!? Wow... I'll be sure to download the release

EDIT: I was just thinking how great it would be if this was an Online game. xD

well, some of them could lead to more silos O.o
it could have 166 room possibilities X.X
THAT would be big.

we have toyed around with the idea of adapting HL2DM, creating more than 1 portal gun to choose etc.
how that would work is a normal portal gun, a portal gun that slows people down, a portal gun that hurts the person who enters the portal, a potal gun with a 10 second delay and a portal gun with a secondary shooting option.
however, it would be too much XD
I think, for now, focus on the main thing. the rest will be discussed later :3

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jrlauer
545 Posts
Posted Apr 13, 2009
Replied 2 hours later

kizzycocoa wrote:
well, some of them could lead to more silos O.o
it could have 166 room possibilities X.X
THAT would be big.

we have toyed around with the idea of adapting HL2DM, creating more than 1 portal gun to choose etc.
how that would work is a normal portal gun, a portal gun that slows people down, a portal gun that hurts the person who enters the portal, a potal gun with a 10 second delay and a portal gun with a secondary shooting option.
however, it would be too much XD
I think, for now, focus on the main thing. the rest will be discussed later :3

I don't know, I still think you may be biting off more than you can chew. Regardless, I still look forward to it.

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kizzycocoa
975 Posts
Posted Apr 14, 2009
Replied 5 hours later

jrlauer wrote:
I don't know, I still think you may be biting off more than you can chew. Regardless, I still look forward to it.

ah well, if it's going to fail, we're going to fail in style XD

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kizzycocoa
975 Posts
Posted Apr 14, 2009
Replied 1 hour later
due to the sheer size of the map, we have to delete 3 floors.
that means 83 goes down to 62.
it's a complete shame X((
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Solomon
23 Posts
Posted Apr 14, 2009
Replied 3 hours later
Can't you have some maps in a different map file? So that you would load into the other maps like going though the chambers in Single player?
It might be a little annoying but at least you could keep those floors.
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kizzycocoa
975 Posts
Posted Apr 14, 2009
Replied 4 hours later

Solomon wrote:
Can't you have some maps in a different map file? So that you would load into the other maps like going though the chambers in Single player?
It might be a little annoying but at least you could keep those floors.

the map is so big, it took 3 hours to compile and I make the lift move in the destination map. I have tried to cut down as much as possible :S
ah well. we'll label all floors for a specific purpose. that way, it'll be easier

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jrlauer
545 Posts
Posted Apr 14, 2009
Replied 9 hours later
How large of a map is this, MB wise, or should I say GB? Because if it's as big as you claim, download time is going to be a killer.

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kizzycocoa
975 Posts
Posted Apr 15, 2009
Replied 4 hours later

jrlauer wrote:
How large of a map is this, MB wise, or should I say GB? Because if it's as big as you claim, download time is going to be a killer.

it isn't gig. I have a laptop that's nearing the end of it's life
therefore, compile time is slow X(
I'll check the other version (the final is STILL compiling )
checks

size on disc:20.3 MB (21,356,544 bytes)
however, a LOT of rooms will link to that, so that will be the biggest one :3

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Remmiz
631 Posts
Posted Apr 15, 2009
Replied 32 minutes later
I really can't wait to see this.
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kizzycocoa
975 Posts
Posted Apr 15, 2009
Replied 53 minutes later

Remmiz wrote:
I really can't wait to see this.

nor can we XD

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kizzycocoa
975 Posts
Posted Apr 18, 2009
Replied 3 days later
we are now working on the Aperture Laboratories self creating personalised super-linking super-hub.
in layman's terms, a massive hub designed to play bsps without the need of the developer console.
it has NEVER been done before, and can also be customisable, as we will include a 500x500 jpeg-turned-vtf next to the door. this will allow users to create pictures or words suited to make the custom level easily identifyable.
we will be the FIRST to have ever implemented such a technique into any map created.
it will support 40 levels, and will have backup textures to combat pink/black textures and a plain "in construction" bsp room. you will need to replace the bsp and the vtf to make it work. vtf2tga is also required to implement this.

still, just posting this to let you know of our newest idea

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Remmiz
631 Posts
Posted Apr 18, 2009
Replied 40 minutes later

kizzycocoa wrote:
we are now working on the Aperture Laboratories self creating personalised super-linking super-hub.
in layman's terms, a massive hub designed to play bsps without the need of the developer console.
it has NEVER been done before, and can also be customisable, as we will include a 500x500 jpeg-turned-vtf next to the door. this will allow users to create pictures or words suited to make the custom level easily identifyable.
we will be the FIRST to have ever implemented such a technique into any map created.
it will support 40 levels, and will have backup textures to combat pink/black textures and a plain "in construction" bsp room. you will need to replace the bsp and the vtf to make it work. vtf2tga is also required to implement this.

still, just posting this to let you know of our newest idea

http://owl.english.purdue.edu/owl/resource/561/01/

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kizzycocoa
975 Posts
Posted Apr 18, 2009
Replied 2 hours later

Remmiz wrote:
http://owl.english.purdue.edu/owl/resource/561/01/

what can I do? due to viruses, I lost microsoft work :/