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quaternary wrote:
So what do you guys think of making a map based off of a song? Like an interactive music video of sorts. The chamber reacts to the music, and the music reacts to the current state of the chamber. I haven't yet worked out all the details, but sorta like Triple Laser or Funnel Catch from the SP campaign, turned up to 11.

So like the music builds as you solve the chamber, and the climax happens right as you walk thru the exit. Or something.

Obviously there will be quite a bit of audio editing involved, because you don't want to run out of song midway through, and basing the chamber on an arbitrary music-timer is BS.

I actually thought about creating a map like this. Instead of exiting the chamber, you had to go and get a radio, which played one layer of a song. Then you had to return the radio to the entry, which was a hub of sorts, and deposit the radio. Then you'd go to the next chamber and get the next radio. This would continue until you've gotten all the radios and they play simultaneously to create a song.

Back in the day I was (and still am, but less so) really interested in keygen music (not keygens themselves, I'm not a pirate). I found a website called 'Keygen Music', from which one could download .XM files. If you put these into a tracker program such as MODPlug, you'd be able to split the tracks/layers of a song, and export them individually.

The only thing that stopped me was that I never got around to it.

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First Booster Pack i've ever received:

Here's something that's been on my mind lately about map look&feel, which is pretty much half of puzzle making.

So you need a 128x128 wall/ceiling panel for puzzle/aesthetic purposes (funnels, for example, look weird coming out of anything smaller because of their sheer size). The thing is that it will almost always look "PTI" because this is how big pti blocks are. I was brainstorming ways to fix this last night.

So I could make it into a cute little panel, make it 32 wider on the top or bottom (even wrapping to the ceiling or floor), jut it out from the wall 16 or so units, pull a Second Exodus and change the color of some tiles around it, try to color in more of the wall if possible, or add 1 or 2 light strips to sorta "frame" it?

:blah:

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For funnels, use the 192 model. You could also have panels on piston arms / a 8 unit slab jutting out a bit.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Am I the only one who has thought how hot and what aperture smells like? It'd be interesting to find out.

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb
Arachnaphob wrote:
Am I the only one who has thought how hot and what aperture smells like? It'd be interesting to find out.

I've never really wondered how it smells but I always imagined the test chambers and boss area (portal 1) to be slightly cold with stagnant air, and the bts areas (portal 1) to be very warm with gusts of wind from all the fans, and very irregular heating.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

depending on the erea. i agree with camben about portal 1.

in portal 2's ruined tests, i imagine it smells similarly to a storm sewer, and it feels nice and cool wherever the shade is, and sunny warm...in areas with a higher amount of plants, i imagine feeling more like a jungle, hot and muggy.
In glado's ruined room, it is very cool and moist, like it just finished raining.

The incinerator room is a very dry and miserable heat, and smells like burning plastic, metal, etc.

Repairing glados chambers are all cool like a cave would be, but the smell shifts between a damp metal smell and an electrical smell, which is coming off of the motors of the robot arms.

Clean test chambers feel cool to cold. whenever there is a laser in the room, there is a lot more heat right near the beam and the sparks smell like burnt metal...which, in a sense, is exactly what they are.

BTS smells like a warehouse, but the heating is irregular, depending on what you're standing near. Next to all the robot arms, it feels very warm, but the metal walkways generally feel cold. offices all feel room temperature.

The underground areas outside the geodomes smell and feel like a cave (badum-tsh!)
...cold, wet, earthy...
the underground lobby feels cool, but it is just a little warmer than the caves, and smells similar to a motel lobby. Inside the pump stations, it feels like inside the hoover dam...i cant really describe it though. you'd have to take the tour to know.

The geodomes are very warm inside, but not uncomfortable. They all smell like plywood and paint..kindof the same way a room being renovated would smell, but with a small hint of a burning smell coming from the dusty floodlamps that are heating up, and from the equally dusty loudspeakers that cave is talking to you on. The goedomes get somewhat colder and more metallic smelling as you progress through them upwards to the moder facility.

Wheatley tests feel and smell the same as BTS, but the air begins to heat up very slowly as more fires start and stuff, to the point where the air feels a little warmer than air temperature at the moment where glados sees wheatley's chamber for the first time. "Oh..my...god! What has he done to my facility?!?"

When chell opens the portal to space, the air suddenly and very rapidly cools down from "starting to get very hot" to "feels like a refrigerator in here"

And finally, the field outside aperture feels just like a normal field, accept that you can feel that there's probably a massive hollow space below you.

...i love speculating about portal... also, sorry for the masses of typos. :lol:

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Im blue, a Clean Christian Furry with Autism.

Glados also says that she's going to recycle the one roomful of air for the rest of Chell's life... obviously that's probably false, knowing who said that. That would clearly have an effect on the smell.

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I read somewhere that at the depths Old Aperture is located the Earth's temperature would actually be far too hot to be liveable.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Hehe, that reminds me, back in the days of portal 1 even before the earliest hints of portal 2 were released, i always thought that there was some area of aperture really really far down under the rest of the facility, and that the incinerator shoots probably just lead to a room full of hot magma/lava. I knew you'd get to see the companion cube in portal 2, having landed on a catwalk inside the incinerator room due to a broken shoot.
It's odd that i knew about the incinerator shoots and deep underground at all though...again, this was really far before portal 2. My portal 1 headcanon effectively predicted portal 2's canon pretty well. :lol:

on a different note, i was always confused by the first area of the old aperture levels...you can see modern test chambers far above, but they dont look far enough up to be where the modern facility is at. You climb through the testing spheres for a MUCH longer distance; so those tests just seem too far down to effectively be part of the main facility... So, does that mean that the area you fell into isn't technically in old aperture yet, but sort of like a really massive basement/crawlspace area? test shaft 09 just feels WAY too tall to all fit below those test chambers, unless the layers of aperture arent flat like the floors of a building, in which case it is likely that modern aperture goes down alot further in some places than others.

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Im blue, a Clean Christian Furry with Autism.
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