Valve are terrible mappers
Quote from Mr. Happy on July 13, 2011, 2:59 pmIm alot like rellik and grox in my mapping , I obsessive over detail and irrelevancies and as a result dont release alot
It seems to me that valves way of making games can be summed up as "spend a few years making tons of stuff and then take a few months boiling it down into cohesion"
Im alot like rellik and grox in my mapping , I obsessive over detail and irrelevancies and as a result dont release alot
It seems to me that valves way of making games can be summed up as "spend a few years making tons of stuff and then take a few months boiling it down into cohesion"
Quote from Barracuda on July 16, 2011, 3:08 amI agree that Valve's maps aren't perfect, but most of their quirks are pretty negligible IMHO. The only thing I'm really ranging about is the floor button base:
40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.
My optimized version requires only 14 and looks nearly exactly the same in-game (but without the fissured edges, caused by floating point inaccuracies):
I agree that Valve's maps aren't perfect, but most of their quirks are pretty negligible IMHO. The only thing I'm really ranging about is the floor button base:
40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.
My optimized version requires only 14 and looks nearly exactly the same in-game (but without the fissured edges, caused by floating point inaccuracies):
Quote from Skotty on July 16, 2011, 8:14 pmThe cube base is compareable to the hole for the testchamber doors. I need just half the brush count or less than Valve.
Maybe, because they know their own code better than we do, that are just peanuts, but I always care about them because in my Garry's Mod map time I had to make big maps where every FPS counted.
The cube base is compareable to the hole for the testchamber doors. I need just half the brush count or less than Valve.
Maybe, because they know their own code better than we do, that are just peanuts, but I always care about them because in my Garry's Mod map time I had to make big maps where every FPS counted.

Quote from ChickenMobile on July 16, 2011, 8:49 pmBarracuda wrote:
40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.It does look like it came from a model, also cutting the brushes like that can get them to warp.

40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.
It does look like it came from a model, also cutting the brushes like that can get them to warp.
Quote from Groxkiller585 on July 17, 2011, 12:40 amI still don't get why in some VALVe maps they have relays triggering relays triggering relays in instances. Why need the middle relay? Why not just direct instance communication and remove relays period?
Thier panel optimization seems very inconsistent,some instances kill the panels when they finish animating and some do not. (the ones that can be killed; not say panel stairs.) as well as the panel tops. Sometimes it has the correct back to it, sometimes it's just the black metal on the back as well.
VALVe has gotten sloppy. :/
I still don't get why in some VALVe maps they have relays triggering relays triggering relays in instances. Why need the middle relay? Why not just direct instance communication and remove relays period?
Thier panel optimization seems very inconsistent,some instances kill the panels when they finish animating and some do not. (the ones that can be killed; not say panel stairs.) as well as the panel tops. Sometimes it has the correct back to it, sometimes it's just the black metal on the back as well.
VALVe has gotten sloppy. :/

Quote from Godzilla (Lazars) on July 17, 2011, 1:19 amI noticed this months ago, but here it is.
At the very beginning of the game, [spoiler]when Wheatley controls the room with you in it, you can see a black, square thing on the top of the room, it's so easy to see that you can not even try to find it and find it with ease.[/spoiler]Also, [spoiler]when you fight wheatley, does the room fill with toxin like in portal where you can see the room filling with it?[/spoiler]
I noticed this months ago, but here it is.
At the very beginning of the game,
Also,
Quote from Groxkiller585 on July 17, 2011, 12:01 pm[spoiler]The room doesn't fill with toxin in the same way, in P2 the fog in wheatley's chamber turns green when he begins pumping neurotoxin, and it doesn't change/come closer after the timer expires, you just die.[/spoiler]

Quote from satchmo on July 19, 2011, 6:42 pmI've seen plenty of overlapping textures in Valve's official maps. You can find many of them in the corridor with the corrupted cores leading up to the final "lair".
I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
I've seen plenty of overlapping textures in Valve's official maps. You can find many of them in the corridor with the corrupted cores leading up to the final "lair".
I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
Vengeance
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Quote from Godzilla (Lazars) on July 20, 2011, 1:59 amsatchmo wrote:I've seen plenty of overlapping textures in Valve's official maps. You can find many of them in the corridor with the corrupted cores leading up to the final "lair".I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
Needs more spoilers.
I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
Needs more spoilers.
Quote from iWork925 on July 20, 2011, 3:41 amYou have had 92 days to play the game, and it is a custom content forum. Cmon.
You have had 92 days to play the game, and it is a custom content forum. Cmon.

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