Prototype Pyramide LEvel2 Released
Quote from tman3000 on March 28, 2008, 6:44 pmHi! Im released my new "Mappack" Prototype Pyramide LEvel1 and 2! Also included a Challenge-Mode for LEvel2 ...
Screenshots look here
Download here or http://myaperturelabs.com/file.php?id=46
I?m mapping just for fun - I?d like to experience with the Hammer and Source SDK. And finaly there are two Maps in time.
Much Fun ...
Hi! Im released my new "Mappack" Prototype Pyramide LEvel1 and 2! Also included a Challenge-Mode for LEvel2 ...
Screenshots look here
Download here or http://myaperturelabs.com/file.php?id=46
I?m mapping just for fun - I?d like to experience with the Hammer and Source SDK. And finaly there are two Maps in time.
Much Fun ...
Quote from Ricotez on March 29, 2008, 10:12 amWell, to start off:
They were two great maps. No, really great. I haven't enjoyed Portal so much in a long time. The big ammount of challenges you have to undergo before you get the portal gun really creates a big sense of satisfaction once you get the device, and all enviroments really had a great sense of atmosphere. Though I believe map 2 isn't yet completely finished; the AI was disabled thus leaving the androids defenseless, and I've encountered a few bugs in the final part, including the moving platforms (try 'use' on them and you see what I mean) and a part where one can get to an area one shouldn't come by placing a portal across a texture-door, and there you can see the nodraw, resulting in a hall-of-mirrors-effect. Still, the second map was great as well.Great work!
Well, to start off:
They were two great maps. No, really great. I haven't enjoyed Portal so much in a long time. The big ammount of challenges you have to undergo before you get the portal gun really creates a big sense of satisfaction once you get the device, and all enviroments really had a great sense of atmosphere. Though I believe map 2 isn't yet completely finished; the AI was disabled thus leaving the androids defenseless, and I've encountered a few bugs in the final part, including the moving platforms (try 'use' on them and you see what I mean) and a part where one can get to an area one shouldn't come by placing a portal across a texture-door, and there you can see the nodraw, resulting in a hall-of-mirrors-effect. Still, the second map was great as well.
Great work!
"Duct Tape is the answer."
Quote from MrTwoVideoCards on March 30, 2008, 3:07 pmLooks pretty good from the screens, yo have quite alot, and while the level is good, it has that sens of great feel, it ventures from the normal aperture labs design, and feels more custom, which not alot of people do too much now days, good work.
Looks pretty good from the screens, yo have quite alot, and while the level is good, it has that sens of great feel, it ventures from the normal aperture labs design, and feels more custom, which not alot of people do too much now days, good work.
Quote from rellikpd on March 30, 2008, 3:13 pmMrTwoVideoCards wrote:Looks pretty good from the screens, yo have quite alot, and while the level is good, it has that sens of great feel, it ventures from the normal aperture labs design, and feels more custom, which not alot of people do too much now days, good work.agreed, plus its basically just one epicly huge room. which lots of diversions... which is different. and oddly enough doesn't have ALOT of slowdown (which is against the way we are trained to map)
agreed, plus its basically just one epicly huge room. which lots of diversions... which is different. and oddly enough doesn't have ALOT of slowdown (which is against the way we are trained to map)
Quote from MrTwoVideoCards on March 30, 2008, 3:14 pmVery true, particles really Slow down the map, but whats awesome is not when I see mappers make great maps, but when they take the time and effort to waste hours on optimizing it.
Very true, particles really Slow down the map, but whats awesome is not when I see mappers make great maps, but when they take the time and effort to waste hours on optimizing it.
Quote from Ricotez on March 31, 2008, 11:47 amHehe, and if there will ever be a school for Hammer, "Map Optimization" is gonna be one of the subjects. It's a sience on its own.
Hehe, and if there will ever be a school for Hammer, "Map Optimization" is gonna be one of the subjects. It's a sience on its own.
"Duct Tape is the answer."
Quote from tman3000 on April 16, 2008, 10:23 amthx for your comments - and right! - Level2 needs a little more time to the final-version
thx for your comments - and right! - Level2 needs a little more time to the final-version
Quote from Fusion on April 16, 2008, 10:10 pmThe BTS style of these maps looked really unique and as MrTwoVideoCards said it's very refreshing to see a more custom looking level with great attention to detail and new gameplay elements.
The [spoiler]vast open space with the maze in the middle[/spoiler] was a great change to the all too common small restricted testchamber room seen in a lot of custom maps. It was great fun to play.
As a fellow mapper playing maps like this reminds me just what Hammer can do in the right hands and has inspired me to continue making my Portal map. Great work!
The BTS style of these maps looked really unique and as MrTwoVideoCards said it's very refreshing to see a more custom looking level with great attention to detail and new gameplay elements.
The
As a fellow mapper playing maps like this reminds me just what Hammer can do in the right hands and has inspired me to continue making my Portal map. Great work!