[WIP] Kaiser Test Chamber (Early Prototype)
Quote from Kaiser on September 23, 2008, 12:32 amI've been working on this level on and off for a while and I have a rough blockout of the level completed. This includes all puzzles and whatnot implemented as well as being able to play through from start to finish (with the exception of a trigger to end the level).
I've been toying around with some ideas and seeing what works and what doesn't work and have been spending a good amount of time tweaking and updating the gameplay. While most of these ideas are experimental, I do hope to move on with them.
I am currently seeking some feedback from both hardcore and moderate Portal players to see what plays well and what doesn't. This includes anything that may seem too easy, hard, or frustrating. I am also seeking any advice and other suggestions from veteran Source mappers as this is the first time (in a while) that I worked with the Source engine.
Unfortunately I don't have any screenshots to show as the level is in its rough prototype stage (grid textures, rough detail placement, placeholders etc) and I've only been focusing on the gameplay at the moment. I do have plans on posting some screenshots once I do have something presentable to show. Also the level is compiled using -fast, but performance shouldn't be a major issue. Lighting is also not implemented yet (full bright).
This will be a somewhat short level, featuring only 6 puzzle areas, with two being fairly large, and the rest being straight forward. This level started off as a 'crusher' themed level but that concept got old to me really quickly, which then expanded into a variety of themes.
Download link for the level can be grabbed here: http://www.speedyshare.com/720452763.html
I've also included the Hammer source files in case anyone is interested. I appreciate the feedback. Thanks
I've been working on this level on and off for a while and I have a rough blockout of the level completed. This includes all puzzles and whatnot implemented as well as being able to play through from start to finish (with the exception of a trigger to end the level).
I've been toying around with some ideas and seeing what works and what doesn't work and have been spending a good amount of time tweaking and updating the gameplay. While most of these ideas are experimental, I do hope to move on with them.
I am currently seeking some feedback from both hardcore and moderate Portal players to see what plays well and what doesn't. This includes anything that may seem too easy, hard, or frustrating. I am also seeking any advice and other suggestions from veteran Source mappers as this is the first time (in a while) that I worked with the Source engine.
Unfortunately I don't have any screenshots to show as the level is in its rough prototype stage (grid textures, rough detail placement, placeholders etc) and I've only been focusing on the gameplay at the moment. I do have plans on posting some screenshots once I do have something presentable to show. Also the level is compiled using -fast, but performance shouldn't be a major issue. Lighting is also not implemented yet (full bright).
This will be a somewhat short level, featuring only 6 puzzle areas, with two being fairly large, and the rest being straight forward. This level started off as a 'crusher' themed level but that concept got old to me really quickly, which then expanded into a variety of themes.
Download link for the level can be grabbed here: http://www.speedyshare.com/720452763.html
I've also included the Hammer source files in case anyone is interested. I appreciate the feedback. Thanks
Quote from Kaiser on September 23, 2008, 2:05 amPlayable wise, its ready, but there's no sense to spend weeks or even a month or two beautifying something only to redo it, or scrap it because its not working out. I tend to take things one step at a time, rather than doing everything in one pass.
Playable wise, its ready, but there's no sense to spend weeks or even a month or two beautifying something only to redo it, or scrap it because its not working out. I tend to take things one step at a time, rather than doing everything in one pass.
Quote from msleeper on September 23, 2008, 3:48 amI can agree with that method, however I would really suggest doing some sort of visual runthrough to get atleast lighting done. Even an excellent map, if presently with very poor visuals, can leave a bad taste in people's mouths.
I can agree with that method, however I would really suggest doing some sort of visual runthrough to get atleast lighting done. Even an excellent map, if presently with very poor visuals, can leave a bad taste in people's mouths.
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