Portal Mapping Collaboration
Quote from p0rtalplayer on January 30, 2011, 5:23 pmHey all.
A while ago I started this portal mapping collaboration initiative on MyApertureLabs. I thought I'd post it here to get more people to join
See this thread for more information, and to apply or ask questions.
--msleeper EDIT: Do not link to our direct competitor. Thanks.We already voted on the theme a while back, but if enough people want to change it I may take another vote.
Regards,
p0rtalplayer
Hey all.
A while ago I started this portal mapping collaboration initiative on MyApertureLabs. I thought I'd post it here to get more people to join
See this thread for more information, and to apply or ask questions.
--msleeper EDIT: Do not link to our direct competitor. Thanks.
We already voted on the theme a while back, but if enough people want to change it I may take another vote.
Regards,
p0rtalplayer
Quote from Motanum on February 1, 2011, 4:07 pmI can optimize and paint it and playtest, If you want me in, you know where to contact me!
http://steamcommunity.com/id/MotanumI can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
I can optimize and paint it and playtest, If you want me in, you know where to contact me!
http://steamcommunity.com/id/Motanum
I can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from WinstonSmith on February 1, 2011, 6:25 pmMotanum wrote:I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.There's a good chance Nick's disabled registration (again), we had a few issues with spamming a month or two ago. Send him an email at nick [at symbol here] myaperturelabs.com asking to create an account.
There's a good chance Nick's disabled registration (again), we had a few issues with spamming a month or two ago. Send him an email at nick [at symbol here] myaperturelabs.com asking to create an account.
Quote from p0rtalplayer on February 1, 2011, 6:43 pmMotanum wrote:I can optimize and paint it and playtest, If you want me in, you know where to contact me!
http://steamcommunity.com/id/MotanumI can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
Send an email over to nick, he should be able to authorize you quickly.
Just wondering, what is the extent of your knowledge of optimization? Are you fluent with hint brushes and area portals?
http://steamcommunity.com/id/Motanum
I can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
Send an email over to nick, he should be able to authorize you quickly.
Just wondering, what is the extent of your knowledge of optimization? Are you fluent with hint brushes and area portals?
Quote from WinstonSmith on February 1, 2011, 10:34 pmp0rtalplayer wrote:Send an email over to nick, he should be able to authorize you quickly.It's not just authorization; the page for registration actually isn't operational. It gives you a message saying registration is currently prohibited. Nick apparently has to directly create user accounts.
(Which is something I'd think he'd put on, you know, the front page...)
It's not just authorization; the page for registration actually isn't operational. It gives you a message saying registration is currently prohibited. Nick apparently has to directly create user accounts.
(Which is something I'd think he'd put on, you know, the front page...)
Quote from Motanum on February 1, 2011, 10:49 pmp0rtalplayer wrote:Motanum wrote:I can optimize and paint it and playtest, If you want me in, you know where to contact me!
http://steamcommunity.com/id/MotanumI can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
Send an email over to nick, he should be able to authorize you quickly.
Just wondering, what is the extent of your knowledge of optimization? Are you fluent with hint brushes and area portals?
I know my way with hint and skipping. I know how to use areaportals properly. I know how occluders work but haven't really used them, as they only hide entities, and well, I rather use areportals in those cases.
I am about to finish a tf2 map about portal, and well, it includes alot of optimization, so you could try taking a look into it when I release it as alpha (Friends only to say about looks, it doesnt play properly with bots), so you could go with wireframe and take a look at it. If not, simply play my contest entries with wireframe and see for yourself if it is worthy. I think it is very good. However I find that good optimization is best when thought on early on, so as to design hallways to hide stuff and so on. So if you guys start with dev areas, I could take a look to predict and suggest changes so as to be easy on the pc.
Unrelated, thanks for the info, I will send nick a message.
Also, have you joined my fan page? http://steamcommunity.com/groups/motanums :p
http://steamcommunity.com/id/Motanum
I can concentrate on optimizing, because that is something I focus in mostly, also to be bug free. Ie, not making player be able to use some dodgy stuff to get out of the levels and stuff like that.
I believe you have seen my works (Motanums Test for the contest for example)
I tried registering on mAL, but I couldnt =( Dunno, page didnt exist, something like that, so I am replying here.
Okey, emm yeah, feel free to add me on steam for more direct/quicker communication
Send an email over to nick, he should be able to authorize you quickly.
Just wondering, what is the extent of your knowledge of optimization? Are you fluent with hint brushes and area portals?
I know my way with hint and skipping. I know how to use areaportals properly. I know how occluders work but haven't really used them, as they only hide entities, and well, I rather use areportals in those cases.
I am about to finish a tf2 map about portal, and well, it includes alot of optimization, so you could try taking a look into it when I release it as alpha (Friends only to say about looks, it doesnt play properly with bots), so you could go with wireframe and take a look at it. If not, simply play my contest entries with wireframe and see for yourself if it is worthy. I think it is very good. However I find that good optimization is best when thought on early on, so as to design hallways to hide stuff and so on. So if you guys start with dev areas, I could take a look to predict and suggest changes so as to be easy on the pc.
Unrelated, thanks for the info, I will send nick a message.
Also, have you joined my fan page? http://steamcommunity.com/groups/motanums :p
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from p0rtalplayer on February 2, 2011, 3:53 pmMotanum wrote:I know my way with hint and skipping. I know how to use areaportals properly. I know how occluders work but haven't really used them, as they only hide entities, and well, I rather use areportals in those cases.I am about to finish a tf2 map about portal, and well, it includes alot of optimization, so you could try taking a look into it when I release it as alpha (Friends only to say about looks, it doesnt play properly with bots), so you could go with wireframe and take a look at it. If not, simply play my contest entries with wireframe and see for yourself if it is worthy. I think it is very good. However I find that good optimization is best when thought on early on, so as to design hallways to hide stuff and so on. So if you guys start with dev areas, I could take a look to predict and suggest changes so as to be easy on the pc.
Unrelated, thanks for the info, I will send nick a message.
Also, have you joined my fan page? http://steamcommunity.com/groups/motanums :p
I'll take your word for it. I'll add you to the list of people once you've registered on mal
I am about to finish a tf2 map about portal, and well, it includes alot of optimization, so you could try taking a look into it when I release it as alpha (Friends only to say about looks, it doesnt play properly with bots), so you could go with wireframe and take a look at it. If not, simply play my contest entries with wireframe and see for yourself if it is worthy. I think it is very good. However I find that good optimization is best when thought on early on, so as to design hallways to hide stuff and so on. So if you guys start with dev areas, I could take a look to predict and suggest changes so as to be easy on the pc.
Unrelated, thanks for the info, I will send nick a message.
Also, have you joined my fan page? http://steamcommunity.com/groups/motanums :p
I'll take your word for it. I'll add you to the list of people once you've registered on mal
Quote from Groxkiller585 on February 2, 2011, 9:25 pmI support Mot, Mot knows optimization. Also if you have TF2, when mot's Portal map for TF2 comes out, I reccomend you try it.
I support Mot, Mot knows optimization. Also if you have TF2, when mot's Portal map for TF2 comes out, I reccomend you try it.
Quote from Motanum on February 2, 2011, 9:48 pmThanks! I been busy with actual school work (I know, sucks) but I will send an email to nick in like, 2 minutes from when I click submit!
Edit, sent!
Thanks! I been busy with actual school work (I know, sucks) but I will send an email to nick in like, 2 minutes from when I click submit!
Edit, sent!
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from msleeper on February 5, 2011, 3:09 pmI'd really appreciate if you didn't link to our direct competitor. Thanks.
I'd really appreciate if you didn't link to our direct competitor. Thanks.
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