Please or Register to create posts and topics.

[WIP] Chamber 4XE3

Page 1 of 3Next

This is the first map (Excluding the wake up chamber) of my planned map pack,which takes place in the Enrichment Center 4XE3. As my first real attempt (read: A map consisting of more than 'lulz a box an a buttonz!'), I'd like to know what I'm doing right and wrong, to make the rest of the maps develope quicker.

It includes a BMZ for easy import, and challenges for least time, steps, and portals (Most of which are impossible, as this map won't have challenges in the final version.)

Image Image

Things left to do:
Voice acting
Cubemaps (They don't seem to want to build)
I think I missed a few Portal bumpers, although some are there.

Any input would be greatly appreciated, Thanks.

Map Link: Download Here

Enrichment Center 4XE3 Progress:
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15

not bad, wasnt too hard at all...
few things i noticed:

there is a weird texture on your left a few meteres infront after u get out of the elevator
the lifts dont make any noises...

also, least portals gold was easy... i got 3 for it :p
managed to get 40secs for least time, but im thinking 30 would be quite difficult, especially since u have to wait on the lifts for a few seconds before they rise...

Updated with screenshots!

It shouldn't be hard, it's the first map :)
Also, that 'weird texture' is there for a reason :P

The challenges arn't really possible (At least, I don't think), as they are direct copies of chamber 13's challenges. I just anted to see if I can get challenges working.

Enrichment Center 4XE3 Progress:
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Stormrain wrote:
Updated with screenshots!

It shouldn't be hard, it's the first map :)
Also, that 'weird texture' is there for a reason :P

The challenges arn't really possible (At least, I don't think), as they are direct copies of chamber 13's challenges. I just anted to see if I can get challenges working.

some constructive criticism:
I thought it was a little too bright. Maybe lower the lighting, and add observation spot lights, and also the import left an extra folder. Also, the moving platform could use some noise :D

Also, at the end, you can skip the trigger that opens the elevator doors, by shooting a portal. And if you hold forward in the elevator, you'll fall through it!, you can easily fix this by parenting the blocking brush to the elevator.

Wtfs up with that hidden room? :D

Image

Needs less fake lighting, and maybe some cowbell.

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
Needs less fake lighting, and maybe some cowbell.

I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

Image
sbrown wrote:
I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

Good Job.
Image

sbrown wrote:
I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

That's how your suppose to do lighting, Cause Light has to have a source.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.
reepblue wrote:
That's how your suppose to do lighting, Cause Light has to have a source.

But some noobs just throw them in the middle of the room!

Image
sbrown wrote:
But some noobs just throw them in the middle of the room!

lol... that'll prob be me...
whats the best way to do normal lighting?? i spent like 2 hours fiddeling around with lighting, andi basically just have a light in the middle of each room dropping off to 50% after a certain distance... all the other ones i tried looked worse or far too dark...

Page 1 of 3Next