[SP] Clear

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srs bsnss
552 Posts
Posted Sep 27, 2013

This is a map to experiment with creating a custom style. You guys may remember my last one; "Prioritize". I wanted to try and work on the feedback that I got from that.

Also, this one is more puzzle-oriented. Should be about medium difficulty. No ninja moves required, just logic.

I tried pretty hard to make the skybox-world transition look natural, but I just couldn't get it. I went and worked on other things for a while, but today I stumbled across the .bsp and decided that I may as well upload it.

Intended Solution demo file:

http://www.mediafire.com/download/xjmve ... /clear.dem

  1. Place file in steamapps/common/portal 2/portal2
  2. Launch Portal 2
  3. In console, type 'playdemo clear'

Click here to download Clear

Click here to download Clear

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srs bsnss
552 Posts
Posted Sep 27, 2013
Replied 4 minutes later
Pics or it didn't happen:

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josepezdj
2,386 Posts
Posted Sep 27, 2013
Replied 13 minutes later
Wow man, absolutely loving the look! YAY! I'll play as soon as I arrive home
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Gemarakup
1,183 Posts
Posted Sep 27, 2013
Replied 2 hours later
I commented already on steam, so, yeah, this is a great map.
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RectorRocks
522 Posts
Posted Sep 27, 2013
Replied 20 minutes later
Details were fantastic but I'm not sure if I solved it intendedly
Here's my playthrough:
a7IplZihmGY

5/5. Excellent.
Thanks for mapping!
Cheers!

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josepezdj
2,386 Posts
Posted Sep 27, 2013
Replied 36 minutes later
Awesome map as usual! I loved the aesthetics! really... That combination of soft (warm) mood and the partial destruction is awesome! And the skybox and the lighting overall is really good as well.

Keep on working that style! And this kind of puzzles too!

My solution
-P7HwChn7jg

Thanks for creating!

5/5 from me.

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Dafflewoctor
415 Posts
Posted Sep 27, 2013
Replied 34 minutes later
Fantastic work srs bsnss! You really improved the look and the style felt much more dynamic with the cubes flowing through the tubes.

Quick question: Do you make these maps from scratch or do you import them from PTI? It's really hard to tell.

Anyways, 5/5. I think this is my favorite map from you.

Avatar
srs bsnss
552 Posts
Posted Sep 27, 2013
Replied 29 minutes later

RectorRocks wrote:
Details were fantastic but I'm not sure if I solved it intendedly
Here's my playthrough:
a7IplZihmGY

5/5. Excellent.
Thanks for mapping!
Cheers!

Thanks for the video! That certainly isn't the intended solution, but it looks pretty hard to pull off and I don't think there's much I can do to stop it, so I guess it'll stay. Thanks for the kind words!

josepezdj wrote:
Awesome map as usual! I loved the aesthetics! really... That combination of soft (warm) mood and the partial destruction is awesome! And the skybox and the lighting overall is really good as well.

Keep on working that style! And this kind of puzzles too!

My solution
-P7HwChn7jg

Thanks for creating!

5/5 from me.

Thanks jose! Still waiting for the video to process so I'll check it later on. Great to hear the king of custom visuals likes my ones!

EDIT: After watching your video, you've got the intended solution. However, you could have saved yourself some trouble and put the cube in the area with the light bridge, then when you got onto the bridge in the main chamber, you walk through your portal, get the cube, then walk back out onto the bridge.

Dr.Toaster Waffles wrote:
Fantastic work srs bsnss! You really improved the look and the style felt much more dynamic with the cubes flowing through the tubes.

Quick question: Do you make these maps from scratch or do you import them from PTI? It's really hard to tell.

Anyways, 5/5. I think this is my favorite map from you.

Thanks! I tried to incorporate as much of the feedback from the last map as I could into this one, so I'm glad to hear it's been for the better.

In regards to your question, I draft them in PTI then build them from scratch in Hammer. I probably could do PTI re-skinning (like in "Repulsive Behaviour"), but it's really difficult to work with PTI .vmfs so I try to avoid it. I can understand why it'd look PTI-ish, I heavily favour the 128x128 grid in most of my maps because of how convenient it makes things.

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User
630 Posts
Posted Sep 27, 2013
Replied 10 minutes later
Wow, the atmosph?re was awesome Like your first map in this Design ^^ 5/5

EDIT: > josepezdj wrote:

josepezdj's Solution

I like how the cube trolled you jose

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srs bsnss
552 Posts
Posted Sep 30, 2013
Replied 2 days later

To whom it may concern:

I've added a demo file for the intended solution to the main description. If you need instructions, they're also in the description.

http://www.mediafire.com/download/xjmve ... /clear.dem