Valve are terrible mappers
Quote from MasterLagger on July 1, 2011, 1:23 pmI found that glitch too. Nobody stick it on YouTube or Valve will fix it!
I found that glitch too. Nobody stick it on YouTube or Valve will fix it!
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Quote from ChickenMobile on July 1, 2011, 9:17 pmMasterLagger wrote:I found that glitch too. Nobody stick it on YouTube or Valve will fix it!How is that glitch to any advantage though? I just used the high portal replacing fling glitch and made myself fly into the beams on the roof. Then got bored of it.
How is that glitch to any advantage though? I just used the high portal replacing fling glitch and made myself fly into the beams on the roof. Then got bored of it.
Quote from raulness on July 4, 2011, 3:32 amIf you read into 'The Final Hours of Portal 2', the game was extremely rushed. They announced it too early and constantly went through drastic changes in the entire story and gameplay mechanics. From what I understand, Valve is made up of 50~ employees. It's safe to assume that less than half of them were responsible (full-time) for Portal 2 while the rest of them were working on keeping other Valve products up to date. Split that team of 25 or so employees into their separate fields and try to make an entire, full-length game, that will appeal to a mass audience in such a short amount of time and you're going to miss things like this.
It's easy for you to complain when all you have to worry about is the single map you've probably been working on and testing a million times for the past few days/weeks and there's absolutely zero rush to get it done on time. What if I told you, as of right now, whatever map you're working on is due within 12 hours? You'd rush like hell to make sure it works without any breaks and make sure the actual gameplay feels complete.
There's always going to be that one little thing that you'll miss and keep postponing on fixing due its low importance in comparison to the things that actually matter.
In the end, if a good mapper consists of only someone who obsesses over perfect textures and the best optimization, then you won't get very far as a mapper, in my opinion.
I'd rather play a unique, fun, well designed map with subpar optimization and a few misaligned textures than a perfectly optimized map with amazing aesthetics and perfectly aligned textures with a clich? puzzle that brings nothing new to the table.
Calling Valve terrible mappers clearly says that you think a good map only consists of looks and you are neglecting the fact that the originally in their puzzles is what makes their mapping valuable to the company.
Oh, and you're wasting your time nodrawing every surface that can't be seen by the player. Compiling will automatically do that for you.
If you read into 'The Final Hours of Portal 2', the game was extremely rushed. They announced it too early and constantly went through drastic changes in the entire story and gameplay mechanics. From what I understand, Valve is made up of 50~ employees. It's safe to assume that less than half of them were responsible (full-time) for Portal 2 while the rest of them were working on keeping other Valve products up to date. Split that team of 25 or so employees into their separate fields and try to make an entire, full-length game, that will appeal to a mass audience in such a short amount of time and you're going to miss things like this.
It's easy for you to complain when all you have to worry about is the single map you've probably been working on and testing a million times for the past few days/weeks and there's absolutely zero rush to get it done on time. What if I told you, as of right now, whatever map you're working on is due within 12 hours? You'd rush like hell to make sure it works without any breaks and make sure the actual gameplay feels complete.
There's always going to be that one little thing that you'll miss and keep postponing on fixing due its low importance in comparison to the things that actually matter.
In the end, if a good mapper consists of only someone who obsesses over perfect textures and the best optimization, then you won't get very far as a mapper, in my opinion.
I'd rather play a unique, fun, well designed map with subpar optimization and a few misaligned textures than a perfectly optimized map with amazing aesthetics and perfectly aligned textures with a clich? puzzle that brings nothing new to the table.
Calling Valve terrible mappers clearly says that you think a good map only consists of looks and you are neglecting the fact that the originally in their puzzles is what makes their mapping valuable to the company.
Oh, and you're wasting your time nodrawing every surface that can't be seen by the player. Compiling will automatically do that for you.
Quote from Hober on July 4, 2011, 3:41 am

Quote from ChickenMobile on July 4, 2011, 6:08 amraulness wrote:If you read into 'The Final Hours of Portal 2', the game was extremely rushed. They announced it too early and constantly went through drastic changes in the entire story and gameplay mechanics. From what I understand, Valve is made up of 50~ employees. It's safe to assume that less than half of them were responsible (full-time) for Portal 2 while the rest of them were working on keeping other Valve products up to date. Split that team of 25 or so employees into their separate fields and try to make an entire, full-length game, that will appeal to a mass audience in such a short amount of time and you're going to miss things like this.It's easy for you to complain when all you have to worry about is the single map you've probably been working on and testing a million times for the past few days/weeks and there's absolutely zero rush to get it done on time. What if I told you, as of right now, whatever map you're working on is due within 12 hours? You'd rush like hell to make sure it works without any breaks and make sure the actual gameplay feels complete.
There's always going to be that one little thing that you'll miss and keep postponing on fixing due its low importance in comparison to the things that actually matter.
In the end, if a good mapper consists of only someone who obsesses over perfect textures and the best optimization, then you won't get very far as a mapper, in my opinion.
I'd rather play a unique, fun, well designed map with subpar optimization and a few misaligned textures than a perfectly optimized map with amazing aesthetics and perfectly aligned textures with a clich? puzzle that brings nothing new to the table.
Calling Valve terrible mappers clearly says that you think a good map only consists of looks and you are neglecting the fact that the originally in their puzzles is what makes their mapping valuable to the company.
Oh, and you're wasting your time nodrawing every surface that can't be seen by the player. Compiling will automatically do that for you.
Wow... this was actually the reaction I was expecting from this thread. Personally I think Valve's work is brilliant based on the amount of time they made it.
It's easy for you to complain when all you have to worry about is the single map you've probably been working on and testing a million times for the past few days/weeks and there's absolutely zero rush to get it done on time. What if I told you, as of right now, whatever map you're working on is due within 12 hours? You'd rush like hell to make sure it works without any breaks and make sure the actual gameplay feels complete.
There's always going to be that one little thing that you'll miss and keep postponing on fixing due its low importance in comparison to the things that actually matter.
In the end, if a good mapper consists of only someone who obsesses over perfect textures and the best optimization, then you won't get very far as a mapper, in my opinion.
I'd rather play a unique, fun, well designed map with subpar optimization and a few misaligned textures than a perfectly optimized map with amazing aesthetics and perfectly aligned textures with a clich? puzzle that brings nothing new to the table.
Calling Valve terrible mappers clearly says that you think a good map only consists of looks and you are neglecting the fact that the originally in their puzzles is what makes their mapping valuable to the company.
Oh, and you're wasting your time nodrawing every surface that can't be seen by the player. Compiling will automatically do that for you.
Wow... this was actually the reaction I was expecting from this thread. Personally I think Valve's work is brilliant based on the amount of time they made it.
Quote from raulness on July 4, 2011, 11:39 amOh you, troll, you. I thought something was sketchy about the fact that it was you posting this since your other threads seem to be pretty legitimate. Either way, I had fun writing that.
10/10
Oh you, troll, you. I thought something was sketchy about the fact that it was you posting this since your other threads seem to be pretty legitimate. Either way, I had fun writing that.
10/10

Quote from ChickenMobile on July 4, 2011, 12:09 pmraulness wrote:Oh you, troll, you. I thought something was sketchy about the fact that it was you posting this since your other threads seem to be pretty legitimate. Either way, I had fun writing that.10/10
It was iWorks idea. Blame him xD.
10/10
It was iWorks idea. Blame him xD.
Quote from Summoner on July 4, 2011, 7:07 pmWell I played a lot of Valve Games and found a lot of glitches in every single one of their games, It doesn't make them bad its rather fun to change up the game.
Here's my sorta "study",
Valve = Great Designers/Story/Sound/a lot of stuff actually
BUT they are horrible at finishing stuff in their maps like why make a Player clip stop half way threw the area and not just finish it to the roof because it causes stuff like this
http://www.youtube.com/watch?v=Gai4zXIFhmw
That video above shows the Grenade Launcher Glitch (Only video of what I was talking about), you could jump over player clips in L4D2 Survival and get to the Safe house and skip to a level that's not even a Survival Level or you could get to unreachable areas and never be hit once and get a Gold Ranking in the scoreboard.
Also the famous Jesus Room in L4D (You look up that video BTW)
Its all textured inside and can be broken open by zombies to a room that no zombie could enter, I never map for L4D but I bet you need to make that door breakable because if it was just a brush it wouldn't break.But like I said, It makes the maps fun if you want to explore out just get out of the areas
~ Summoner
(Also to everyone who didn't read this is what I said :
)
Well I played a lot of Valve Games and found a lot of glitches in every single one of their games, It doesn't make them bad its rather fun to change up the game.
Here's my sorta "study",
Valve = Great Designers/Story/Sound/a lot of stuff actually
BUT they are horrible at finishing stuff in their maps like why make a Player clip stop half way threw the area and not just finish it to the roof because it causes stuff like this
http://www.youtube.com/watch?v=Gai4zXIFhmw
That video above shows the Grenade Launcher Glitch (Only video of what I was talking about), you could jump over player clips in L4D2 Survival and get to the Safe house and skip to a level that's not even a Survival Level or you could get to unreachable areas and never be hit once and get a Gold Ranking in the scoreboard.
Also the famous Jesus Room in L4D (You look up that video BTW)
Its all textured inside and can be broken open by zombies to a room that no zombie could enter, I never map for L4D but I bet you need to make that door breakable because if it was just a brush it wouldn't break.
But like I said, It makes the maps fun if you want to explore out just get out of the areas
~ Summoner
(Also to everyone who didn't read this is what I said : )
Quote from MasterLagger on July 4, 2011, 8:14 pmIt seems Summoner as a good sense of humor. Glitches are great. I remember play Half-Life and finding over a dozen cool glitches and Easter Eggs. It now seems that Valve has lost it's touch with little secrets nowadays. Oh well, they still make great games.
It seems Summoner as a good sense of humor. Glitches are great. I remember play Half-Life and finding over a dozen cool glitches and Easter Eggs. It now seems that Valve has lost it's touch with little secrets nowadays. Oh well, they still make great games.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Quote from ChickenMobile on July 4, 2011, 9:42 pmMasterLagger wrote:It seems Summoner as a good sense of humor. Glitches are great. I remember play Half-Life and finding over a dozen cool glitches and Easter Eggs. It now seems that Valve has lost it's touch with little secrets nowadays. Oh well, they still make great games.Any game released now you will find that secrets are heavily reduced. I don't know if it's the fact that they think it is 'unprofessional' or they just don't have the time to make them.
In really old games there was a secret almost in every level. For example DukeNukem 3D -> it told you where the obvious secrets were but they still had little easter eggs like when you see luke skywalker hanging in a cave.
In the original Wolfenstein all you had to do was spam space and you'll eventually find one xD.But Portal 2 did have some good ones,
my favourite being the little singing turrets.
Any game released now you will find that secrets are heavily reduced. I don't know if it's the fact that they think it is 'unprofessional' or they just don't have the time to make them.
In really old games there was a secret almost in every level. For example DukeNukem 3D -> it told you where the obvious secrets were but they still had little easter eggs like when you see luke skywalker hanging in a cave.
In the original Wolfenstein all you had to do was spam space and you'll eventually find one xD.
But Portal 2 did have some good ones, my favourite being the little singing turrets.