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[WIP] portal_journey

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Hi all. Been mapping for a few years for HL2DM but this is my first Portal map. Just got a few rooms done so far - a large prison style room which you start in, a couple of small very quick rooms for the begineers on basic operations, and the first proper puzzle room. I'm planning on making this a map pack with 2 or 3 maps in it. Enjoy :)

http://i26.photobucket.com/albums/c113/megadude2006/journey/start03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/start04.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/beta01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/beta02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/beta03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/beta04.jpg

Click here for the latest beta.

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

awesome, i cant wait to play it

Just a small update. I've decided to add another room to this map, but it's a big room. You can only get across by portaling, and there are plenty of portal fizzlers to hinder you. Got the basic structure done, and finished details and lighting on about a thrid of the room. I'm not sure whether to keep the volumetric lighting models or not :?

http://i26.photobucket.com/albums/c113/megadude2006/journey/water01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/water02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/water03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/water04.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/water05.jpg

This room should be at the beta stage in a few days :)

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

Less than 72 hours later, the next beta is ready :D You start in the same place as the first beta, but this time you can go up the elevator to the second room. There are a few issues with this beta, which you can find in the readme included with the map, but they don't affect the puzzles at all.

http://i26.photobucket.com/albums/c113/megadude2006/journey/second01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/second02.jpg

Click here for the download.

BTW, slightly off-topic I know :oops: not sure exactly where would be the right place to post a small piece about a small wonder of Hammer, that reduced my VVIS time from 35 minutes to 3 seconds :P Can anyone point me in the right direction?

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Megadude wrote:
BTW, slightly off-topic I know :oops: not sure exactly where would be the right place to post a small piece about a small wonder of Hammer, that reduced my VVIS time from 35 minutes to 3 seconds :P Can anyone point me in the right direction?

I'm not quite sure what you're talking about, but if you have a useful tip for Hammer I think you want to start a thread in the "Maps and Mapping" area of the forum.

Megadude wrote:
BTW, slightly off-topic I know :oops: not sure exactly where would be the right place to post a small piece about a small wonder of Hammer, that reduced my VVIS time from 35 minutes to 3 seconds :P Can anyone point me in the right direction?

I wonder if by "small wonder" you mean "func_detail" or better yet "proper map optimization".

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Been mapping for a few years now, so I think I know about those things :roll:

What I was meaning was a new entity brought out for OB games, which helps if VVIS is running for ages, even if you have properly optimised your map, (more suited for large open rooms).

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done

post or it didn't happen

EDIT
If VVIS is normally taking 35 minutes, then no, you haven't properly optimized your map. VVIS should take 60 seconds or less to run.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Are you talking about func_viscluster ?
If so, this is not a magic entity and will seriously harm your map if badly used.. Anyway, with the extra-basic structure of Portal maps, BSP and VIS are in wonderland. Any Portal map that takes longer than 1 or 2 minutes to do VIS compilation is clearly poorly optimized. I have an extra-detailed map (VMF file around 10 MB and Engine errors saying that I reached the limits) that only takes 1:20 for VIS (but 2h or so for RAD).

*Regrets even mentioning compiling now :roll: *

I could make some certain brushes func_detail, and reduce VVIS to a few seconds by itself, but I need to keep some brushes as world brushes to keep the lighting from screwing up. Now can we get back on topic here. Had loads of comments here and in the downloads section, but only 1 is related to my map.

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gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
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