[WIP] Blue Portal Maps
Quote from reepblue on July 17, 2008, 1:02 amSandstorm wrote:[spoiler]imo, make that floor non portalable(a word?) i just portal before the door seals, so when the next orange is open i can get back. Img[/spoiler]I see. Yeah, I will but a nonportalable surface there...
I see. Yeah, I will but a nonportalable surface there...
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Quote from ultradude25 on July 17, 2008, 2:43 amjust played it and i liked the idea of the [spoiler]box catcher Img[/spoiler]
few things i found
When the second chamber loads, the AI automatically disables, i know this isn't a worry since there isn't any AI, but its just that the text is annoying and some people if they saw that would be like "Holy shit what have i done wrong omg my computer is going to explode" (a bit exaggerated maybe) Img
Also you can place portals around one edge of the test watching window Img1 Img2
I think that the trigger to kill the box should be changed
1. Make the trigger lower so the box is fully in the water when it it deleted
2. Make the water shallow enough for the box to still be above the water so that you can retrieve it instead of it being deleted ImgI know that it is still a WIP, but just a reminder to put in them icons
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_020003.jpg[/img]Also did you know there is a missing texture?
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000000.jpg[/img]And one final thing the lighting is a bit stuffed up
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000001.jpg[/img]
^ Look at the edge of the fizzler and the bottom of the door edge, it is bright like it should be. ^
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000002.jpg[/img]
^ I take a step back and it darkens heaps. ^Otherwise it looks great, i hope the final has some voice in it because it feels so lonely not hearing GLaDOS.
just played it and i liked the idea of the
few things i found
When the second chamber loads, the AI automatically disables, i know this isn't a worry since there isn't any AI, but its just that the text is annoying and some people if they saw that would be like "Holy shit what have i done wrong omg my computer is going to explode" (a bit exaggerated maybe) Img
Also you can place portals around one edge of the test watching window Img1 Img2
I think that the trigger to kill the box should be changed
1. Make the trigger lower so the box is fully in the water when it it deleted
2. Make the water shallow enough for the box to still be above the water so that you can retrieve it instead of it being deleted Img
I know that it is still a WIP, but just a reminder to put in them icons
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_020003.jpg[/img]
Also did you know there is a missing texture?
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000000.jpg[/img]
And one final thing the lighting is a bit stuffed up
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000001.jpg[/img]
^ Look at the edge of the fizzler and the bottom of the door edge, it is bright like it should be. ^
[img]http://i201.photobucket.com/albums/aa55/ultradude25/blu_portal_000002.jpg[/img]
^ I take a step back and it darkens heaps. ^
Otherwise it looks great, i hope the final has some voice in it because it feels so lonely not hearing GLaDOS.
Quote from reepblue on July 17, 2008, 3:08 amultradude25 wrote:just played it and i liked the idea of the [spoiler]box catcher[/spoiler]Thanks! Expect more elements with that..
Quote:When the second chamber loads, the AI automatically disables, i know this isn't a worry since there isn't any AI, but its just that the text is annoying and some people if they saw that would be like "Holy shit what have i done wrong omg my computer is going to explode" (a bit exaggerated maybe)Urr.... I don't get that at all. I did get it once when I was working on my level changes. It does not need to be there anyway since the camera is on a nonportable surface
Quote:Also you can place portals around one edge of the test watching windowAs taco said, normal!
Quote:I think that the trigger to kill the box should be changed
1. Make the trigger lower so the box is fully in the water when it it deleted
2. Make the water shallow enough for the box to still be above the water so that you can retrieve it instead of it being deletedIt shows the box being killed? I'll test/fix it.
Quote:I know that it is still a WIP, but just a reminder to put in them iconsThats the model. I can't make anything light up without moding it.
Quote:Also did you know there is a missing texture?Did you place the textures from reep_materals to ...portal/portal/materials
Quote:And one final thing the lighting is a bit stuffed upThats color correction or it not being in.
Quote:Otherwise it looks great, i hope the final has some voice in it because it feels so lonely not hearing GLaDOS.I'm trying to show the player that shes there with out her bothering you much. We all heard her comments, we all laugh.
Thanks! Expect more elements with that..
Urr.... I don't get that at all. I did get it once when I was working on my level changes. It does not need to be there anyway since the camera is on a nonportable surface
As taco said, normal!
1. Make the trigger lower so the box is fully in the water when it it deleted
2. Make the water shallow enough for the box to still be above the water so that you can retrieve it instead of it being deleted
It shows the box being killed? I'll test/fix it.
Thats the model. I can't make anything light up without moding it.
Did you place the textures from reep_materals to ...portal/portal/materials
Thats color correction or it not being in.
I'm trying to show the player that shes there with out her bothering you much. We all heard her comments, we all laugh.
The more you give, the less appreciated it will be received.
Quote from Mek on July 17, 2008, 3:55 amuse this great tutorial to make your custom chamber signs, it is worth the effort
use this great tutorial to make your custom chamber signs, it is worth the effort
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Quote from dvlstx on July 17, 2008, 1:19 pmMek wrote:use this great tutorial to make your custom chamber signs, it is worth the effortI"m using this in my map! It's tedious, but adds a very authentic feel to the maps.
I"m using this in my map! It's tedious, but adds a very authentic feel to the maps.
Quote from reepblue on July 17, 2008, 2:24 pmdvlstx wrote:I"m using this in my map! It's tedious, but adds a very authentic feel to the maps.Might as well since I plain to use more of those signs without following them.
14 people have downloaded the maps, And I only got two people with feedback. :/
Might as well since I plain to use more of those signs without following them.
14 people have downloaded the maps, And I only got two people with feedback. :/
The more you give, the less appreciated it will be received.
Quote from taco on July 17, 2008, 3:09 pmJust did a quick playthough while taking notes (some of these things have been mentioned before, some haven't):
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.
• When you start you map, you get "node graph out of date" - another casualty of sloppy distribution.
• You have light glows on texture lights. They look ugly/distracting.
• The chambers seem to have too much light for the number of light sources: you should add strip lighting.
• No cubemaps.
• Indicator strip corner overlays are used incorrectly in many places. They should ONLY be used at corners (hence the name).
• Stairs are floating - they need pistons.
• Stair pit needs pipes and wires.
• There is a missing floor decal (as pointed out before - yes, i have the materials in the right place).
• Chamber 01 uses a physics exploit as a puzzle solving method. It is sloppy/inconsistent.
• In Chamber 01 there is a large bit of recessed wall lighting that the player can't jump into - it seems to be covered with glass? This is bad. If you don't want the player jumping there, make the recessed area smaller instead.
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.
• Chamber 02: having the words "A.I. Disabled" on the screen needs to be fixed.
• Chamber 02: putting the box in the catcher should open a door, not disable the button and create a new orange portal. The current method seems broken/lame.
• Needs GLaDOS.Hope that helps.
Just did a quick playthough while taking notes (some of these things have been mentioned before, some haven't):
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.
• When you start you map, you get "node graph out of date" - another casualty of sloppy distribution.
• You have light glows on texture lights. They look ugly/distracting.
• The chambers seem to have too much light for the number of light sources: you should add strip lighting.
• No cubemaps.
• Indicator strip corner overlays are used incorrectly in many places. They should ONLY be used at corners (hence the name).
• Stairs are floating - they need pistons.
• Stair pit needs pipes and wires.
• There is a missing floor decal (as pointed out before - yes, i have the materials in the right place).
• Chamber 01 uses a physics exploit as a puzzle solving method. It is sloppy/inconsistent.
• In Chamber 01 there is a large bit of recessed wall lighting that the player can't jump into - it seems to be covered with glass? This is bad. If you don't want the player jumping there, make the recessed area smaller instead.
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.
• Chamber 02: having the words "A.I. Disabled" on the screen needs to be fixed.
• Chamber 02: putting the box in the catcher should open a door, not disable the button and create a new orange portal. The current method seems broken/lame.
• Needs GLaDOS.
Hope that helps.
Quote from reepblue on July 17, 2008, 4:05 pmtaco wrote:Just did a quick playthough while taking notes (some of these things have been mentioned before, some haven't):
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.This is why I released it has a WIP. To learn to fix this and future maps.
Quote:• When you start you map, you get "node graph out of date" - another casualty of sloppy distribution.Yeah, how do you remove it then? I thought it was normal since I played maps that had it too.
Quote:• You have light glows on texture lights. They look ugly/distracting.Ok, I liked them, but then again they are everywhere in 01. I'll remove plenty!
Quote:• The chambers seem to have too much light for the number of light sources: you should add strip lighting.Yes, I agree. I was having trouble with my strips and at the end they looked sloppy (i.e light was coming from the top then the wall.)
Quote:• No cubemaps.Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)
Quote:• Indicator strip corner overlays are used incorrectly in many places. They should ONLY be used at corners (hence the name).Easy fix...
Quote:• Stairs are floating - they need pistons.
• Stair pit needs pipes and wires.As for this WIP, I realy did not pay much attention to extras. I will put them in. Plus 00-01 was my first maps (not ever made) and I was not really sure where to take it.
Quote:• There is a missing floor decal (as pointed out before - yes, i have the materials in the right place).In my portal folder, I have my files in ..portalportalmaterialsreep. Try putting into portalportalmaterialsreep_materials. dumb the file in to the material folder. EDIT: Try this. rename the folder 'reep' and put it in .. portalportalmaterials.
Quote:• Chamber 01 uses a physics exploit as a puzzle solving method. It is sloppy/inconsistent.Well.. Now I don't have to worry on my texture...
Quote:• In Chamber 01 there is a large bit of recessed wall lighting that the player can't jump into - it seems to be covered with glass? This is bad. If you don't want the player jumping there, make the recessed area smaller instead.Where is that?
Quote:• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.I'll give it a go.
Quote:• Chamber 02: having the words "A.I. Disabled" on the screen needs to be fixed.Everyone is having that problem but me. It is useless anyhow. I'll delete the actor and that should fix it.
Quote:• Chamber 02: putting the box in the catcher should open a door, not disable the button and create a new orange portal. The current method seems broken/lame.I'll put a door on the water side of the exit room. Besides, it can cause bugs.
Quote:• Needs GLaDOS.I read all over here that people is getting sick of overused GLaDOS lines and you want it in? Thats funny to me.
Quote:Hope that helps.It does very much. Thank you.
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.
This is why I released it has a WIP. To learn to fix this and future maps.
Yeah, how do you remove it then? I thought it was normal since I played maps that had it too.
Ok, I liked them, but then again they are everywhere in 01. I'll remove plenty!
Yes, I agree. I was having trouble with my strips and at the end they looked sloppy (i.e light was coming from the top then the wall.)
Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)
Easy fix...
• Stair pit needs pipes and wires.
As for this WIP, I realy did not pay much attention to extras. I will put them in. Plus 00-01 was my first maps (not ever made) and I was not really sure where to take it.
In my portal folder, I have my files in ..portalportalmaterialsreep. Try putting into portalportalmaterialsreep_materials. dumb the file in to the material folder. EDIT: Try this. rename the folder 'reep' and put it in .. portalportalmaterials.
Well.. Now I don't have to worry on my texture...
Where is that?
I'll give it a go.
Everyone is having that problem but me. It is useless anyhow. I'll delete the actor and that should fix it.
I'll put a door on the water side of the exit room. Besides, it can cause bugs.
I read all over here that people is getting sick of overused GLaDOS lines and you want it in? Thats funny to me.
It does very much. Thank you.
The more you give, the less appreciated it will be received.
Quote from Mek on July 18, 2008, 6:00 amreepblue wrote:• No cubemaps.Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)
Did you build the cubemaps in the game? Run the "buildcubemaps" command in the console in both HDR and LDR mode (switch using mat_hdr_level 0 or 2)
Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)
Did you build the cubemaps in the game? Run the "buildcubemaps" command in the console in both HDR and LDR mode (switch using mat_hdr_level 0 or 2)
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.