[WIP] No title yet, school project!
Quote from trcc on July 24, 2009, 12:53 amHey everyone, I'm new to this forum so let me introduce.
I started mapping in startcraft broodwar back in 2005 and my passion for level design never stopped. Always been a pure Valve fan, and with the SDK tools available, i went from 2D to 3D. Anyways, now I'm studying in level design in Montreal and I'm having a homework..
Create a portal map with a walk through of 3 minutes. (Walk through means you know the puzzles and you don't have to think about anything) SO it is clearly a big project for such a small time ( Project was given on July 15th, it is due August 3rd.. )
Setting on the map: I didn't focus much on the story, but you basically start in the cubicle room (similar to original game) and you go through some bts/aperture labs/ testchambers. I had to introduce the portal gun in a cool way, which I'm still tweaking and finishing.
Here is some screenshots:
http://img353.imageshack.us/img353/9348 ... 110000.jpg
http://img338.imageshack.us/img338/8396 ... 110006.jpg
http://img338.imageshack.us/img338/6083 ... 110003.jpg
http://img24.imageshack.us/img24/8866/p ... 110004.jpg
http://img36.imageshack.us/img36/7056/p ... 110002.jpgBETA DOWNLOAD LINK: dload.php?action=file&file_id=342
There is another room in progress. All this was done in 1 week and a half. I know the lightning is off in some parts and I didn't build cubemaps yet.
I need your comments !
Hey everyone, I'm new to this forum so let me introduce.
I started mapping in startcraft broodwar back in 2005 and my passion for level design never stopped. Always been a pure Valve fan, and with the SDK tools available, i went from 2D to 3D. Anyways, now I'm studying in level design in Montreal and I'm having a homework..
Create a portal map with a walk through of 3 minutes. (Walk through means you know the puzzles and you don't have to think about anything) SO it is clearly a big project for such a small time ( Project was given on July 15th, it is due August 3rd.. )
Setting on the map: I didn't focus much on the story, but you basically start in the cubicle room (similar to original game) and you go through some bts/aperture labs/ testchambers. I had to introduce the portal gun in a cool way, which I'm still tweaking and finishing.
Here is some screenshots:
http://img353.imageshack.us/img353/9348 ... 110000.jpg
http://img338.imageshack.us/img338/8396 ... 110006.jpg
http://img338.imageshack.us/img338/6083 ... 110003.jpg
http://img24.imageshack.us/img24/8866/p ... 110004.jpg
http://img36.imageshack.us/img36/7056/p ... 110002.jpg
BETA DOWNLOAD LINK: dload.php?action=file&file_id=342
There is another room in progress. All this was done in 1 week and a half. I know the lightning is off in some parts and I didn't build cubemaps yet.
I need your comments !
Quote from Omnicoder on July 24, 2009, 12:56 amLooks good but a couple things:
just use [img] tags, no [url] tags.
the plastic texture you have (the edge of the platform, with the circle shape texture) should either just use the plain white plastic or the same texture as the top.
You aren't using the right textures for everything. Consult this texture guide for info: http://wiki.thinkingwithportals.com/wiki/Texture_Guide
Looks good but a couple things:
just use [img] tags, no [url] tags.
the plastic texture you have (the edge of the platform, with the circle shape texture) should either just use the plain white plastic or the same texture as the top.
You aren't using the right textures for everything. Consult this texture guide for info: http://wiki.thinkingwithportals.com/wiki/Texture_Guide
Quote from trcc on July 24, 2009, 1:08 amWell, you suggest to remove the circles? I don't want my map to have a clone-portal-feeling. Don't we have all our own style? As long as it fits in the portalesque theme, I see no problem with that!?
Well, you suggest to remove the circles? I don't want my map to have a clone-portal-feeling. Don't we have all our own style? As long as it fits in the portalesque theme, I see no problem with that!?
Quote from Remmiz on July 24, 2009, 1:10 amtrcc wrote:Well, you suggest to remove the circles? I don't want my map to have a clone-portal-feeling. Don't we have all our own style? As long as it fits in the portalesque theme, I see no problem with that!?Because the textures you did decide to use just look bad.
Because the textures you did decide to use just look bad.
Quote from Omnicoder on July 24, 2009, 1:12 amHaving style is good and all, but style is more of a thing for puzzles. There are no set rules, but in general you should follow the Aperture Labs design patterns when possible unless your doing something special, eg. agito-t1064.htm
And what kind of Glowing supernova thing is that in image #4?
@Remmiz We just got a new member... try not to scare them away? We're lacking members as it is.
Having style is good and all, but style is more of a thing for puzzles. There are no set rules, but in general you should follow the Aperture Labs design patterns when possible unless your doing something special, eg. agito-t1064.htm
And what kind of Glowing supernova thing is that in image #4?
@Remmiz We just got a new member... try not to scare them away? We're lacking members as it is.
Quote from trcc on July 24, 2009, 1:20 amI see your point, I understand it. But, in my opinion the style of aperture labs is too plain. Everything is greyish, that look awful. This is why I used the floor tiles orange to contract a bit. I did not reinvent the wheel, I'm just using a few different textures. But if you guys don't like it, I will try my best to convince myself to change it. ( which I doubt because this project is due in about a week and 2 days and I'm at 40% done.
@ Remmiz: Why do you say the textures look bad? That is an opinion, I respect it, but it is definitely not the absolute truth. Thanks for nice criticism.
@Supernova: It is a light static prop that comes down the ceiling, It looks wierd, that's why i liked it, it shocks people
(sorry for my bad spelling, my native language is french)
I see your point, I understand it. But, in my opinion the style of aperture labs is too plain. Everything is greyish, that look awful. This is why I used the floor tiles orange to contract a bit. I did not reinvent the wheel, I'm just using a few different textures. But if you guys don't like it, I will try my best to convince myself to change it. ( which I doubt because this project is due in about a week and 2 days and I'm at 40% done.
@ Remmiz: Why do you say the textures look bad? That is an opinion, I respect it, but it is definitely not the absolute truth. Thanks for nice criticism.
@Supernova: It is a light static prop that comes down the ceiling, It looks wierd, that's why i liked it, it shocks people
(sorry for my bad spelling, my native language is french)
Quote from Omnicoder on July 24, 2009, 1:22 amIf you listen to the developer commentaries included with portal, they explain why its all boring. Colorful things distract people. They kept it boring and consistent and used cool, gray colors with war, colors to show the difference between objects and other stuff. I recommend you open Portal and play through with commentaries turned on.
If you listen to the developer commentaries included with portal, they explain why its all boring. Colorful things distract people. They kept it boring and consistent and used cool, gray colors with war, colors to show the difference between objects and other stuff. I recommend you open Portal and play through with commentaries turned on.
Quote from trcc on July 24, 2009, 1:30 am[quote="Omnicoder"]If you listen to the developer commentaries included with portal, they explain why its all boring. Colorful things distract people. They kept it boring and consistent and used cool, gray colors with war, colors to show the difference between objects and other stuff.[/quote]
Ok, I will listen to that. Thanks for the info.
Just have one more question about portal: I played portal prelude and like 1-2 custom maps and I noticed that a lot of people uses timing puzzles.
Do people using enjoy timing puzzles? ( I don't)
I prefer thinking puzzles as well as puzzles that requires certain skills.
[quote="Omnicoder"]If you listen to the developer commentaries included with portal, they explain why its all boring. Colorful things distract people. They kept it boring and consistent and used cool, gray colors with war, colors to show the difference between objects and other stuff.[/quote]
Ok, I will listen to that. Thanks for the info.
Just have one more question about portal: I played portal prelude and like 1-2 custom maps and I noticed that a lot of people uses timing puzzles.
Do people using enjoy timing puzzles? ( I don't)
I prefer thinking puzzles as well as puzzles that requires certain skills.
Quote from Omnicoder on July 24, 2009, 1:38 amDepends on the puzzle, and the time limit. Very complicated things generally shouldn't have time limits.
If you have a lot more questions/etc about portal go to the IRC chat link at the top. Faster then using forum posts.
Depends on the puzzle, and the time limit. Very complicated things generally shouldn't have time limits.
If you have a lot more questions/etc about portal go to the IRC chat link at the top. Faster then using forum posts.
Quote from trcc on July 24, 2009, 2:09 amhum, I'm adding efnet. to the irc server list, but it says unable to connect.
Am i doing something wrong?
hum, I'm adding efnet. to the irc server list, but it says unable to connect.
Am i doing something wrong?