[WIP] tube (first map ever)
Quote from MASTER TUBE on September 14, 2008, 10:35 pmI'm new to map making all together and I must say that the only thing that could draw me to it is the creativity that comes with the concept of portals. I have looked around and this seems like the best community I have seen for portal maps so I decided to post here.
Anyway about the map, its nowhere near done I only have the first puzzle working. It looks decent i think, I am currently trying to get the lighting on the hallway floor proper (as you can see its not too pretty). I'm using the vmf of chamber 5 as a reference to make it right.
And thats all i really have to say. Thanks to whomever tries and I'm looking forward to creating a finished product that I'm proud of.
I'm new to map making all together and I must say that the only thing that could draw me to it is the creativity that comes with the concept of portals. I have looked around and this seems like the best community I have seen for portal maps so I decided to post here.
Anyway about the map, its nowhere near done I only have the first puzzle working. It looks decent i think, I am currently trying to get the lighting on the hallway floor proper (as you can see its not too pretty). I'm using the vmf of chamber 5 as a reference to make it right.
And thats all i really have to say. Thanks to whomever tries and I'm looking forward to creating a finished product that I'm proud of.
Quote from MrTwoVideoCards on September 15, 2008, 3:37 amGotta tell you man, for your first map it actually doesn't look to bad. At least there isn't any texture mis-alingment. It also has Lighting! Which, oddly, is something mappers never seem to put in their first map, because who knew a room needed a light! WHOA!
Anyways man good work!
Gotta tell you man, for your first map it actually doesn't look to bad. At least there isn't any texture mis-alingment. It also has Lighting! Which, oddly, is something mappers never seem to put in their first map, because who knew a room needed a light! WHOA!
Anyways man good work!
Quote from reepblue on September 15, 2008, 3:21 pmYeah, the textures look lined up nicely which newcomers really don't pay attention to.
Yeah, the textures look lined up nicely which newcomers really don't pay attention to.
The more you give, the less appreciated it will be received.
Quote from MASTER TUBE on September 15, 2008, 4:35 pmHey thanks,
what do you think of the puzzle?
Do you think its too simple for the first room?
of course I plan on getting more interesting with the rest of the map, i just wanted to get something down that i could work with.
Hey thanks,
what do you think of the puzzle?
Do you think its too simple for the first room?
of course I plan on getting more interesting with the rest of the map, i just wanted to get something down that i could work with.
Quote from MASTER TUBE on September 16, 2008, 5:22 pmAnyone else?
Come on I'd really like to get any advice or criticism that i can.
Anyone else?
Come on I'd really like to get any advice or criticism that i can.
Quote from Mek on September 18, 2008, 8:13 amI didn't seem to find a solution of the puzzle, damn I hate flings... (but that's just me)
Aside from that, it looks good for a first map. Textures are indeed aligned (except from the angled surface and the goo-room).
A few things to improve:
- build cubemaps
- add soundscapes
- the sound of opening the door was kind of weird, you know, the sound "ding" you hear when Glados speaks
- there were two sounds of the lift arriving at its desired position. One is enough
I hope my feedback will be useful to you. Looking forward to more
I didn't seem to find a solution of the puzzle, damn I hate flings... (but that's just me)
Aside from that, it looks good for a first map. Textures are indeed aligned (except from the angled surface and the goo-room).
A few things to improve:
- build cubemaps
- add soundscapes
- the sound of opening the door was kind of weird, you know, the sound "ding" you hear when Glados speaks
- there were two sounds of the lift arriving at its desired position. One is enough
I hope my feedback will be useful to you. Looking forward to more
(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.
Quote from MASTER TUBE on September 18, 2008, 12:11 pm-i do have cubemaps in there, i thought i set it up right but of course theres a good chance i messed something up.
All I did was compile one last time and typed buildcubemaps in console and then uploaded.-I'll look up more about soundscapes since I dont know much about it and add however many I need.
-I just decided to use that sound for some reason while i was fooling around with the doors, just have neglected to remedy it, I'll get right on it.
-Fixed the elevator start up noises
Hey thanks a lot for the suggestions Mek.
-i do have cubemaps in there, i thought i set it up right but of course theres a good chance i messed something up.
All I did was compile one last time and typed buildcubemaps in console and then uploaded.
-I'll look up more about soundscapes since I dont know much about it and add however many I need.
-I just decided to use that sound for some reason while i was fooling around with the doors, just have neglected to remedy it, I'll get right on it.
-Fixed the elevator start up noises
Hey thanks a lot for the suggestions Mek.
Quote from Mek on September 18, 2008, 1:12 pmMASTER TUBE wrote:-i do have cubemaps in there, i thought i set it up right but of course theres a good chance i messed something up.
All I did was compile one last time and typed buildcubemaps in console and then uploaded.really? sorry for confusion then, I am too lazy to check it out again //edit: did you build the cubemaps for both hdr and non-hdr modes?
MASTER TUBE wrote:-I'll look up more about soundscapes since I dont know much about it and add however many I need.One for every room/hallway is enough. Search for "soundscape" at valve developer wiki. Soundscapes are, laically said, the ambient sounds you hear and it is them what creates the atmosphere
MASTER TUBE wrote:-I just decided to use that sound for some reason while i was fooling around with the doors, just have neglected to remedy it, I'll get right on it.-Fixed the elevator start up noises
Hey thanks a lot for the suggestions Mek.
You are welcome
All I did was compile one last time and typed buildcubemaps in console and then uploaded.
really? sorry for confusion then, I am too lazy to check it out again //edit: did you build the cubemaps for both hdr and non-hdr modes?
One for every room/hallway is enough. Search for "soundscape" at valve developer wiki. Soundscapes are, laically said, the ambient sounds you hear and it is them what creates the atmosphere
-Fixed the elevator start up noises
Hey thanks a lot for the suggestions Mek.
You are welcome
(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.
Quote from reepblue on September 18, 2008, 5:17 pmSorry, mate. I get pulled away from stuff. . . Download it now.
EDIT: K Lets go over it
-Love that fling idea, hate timed'
-You have a leak. In hammer load the map pointfile. Read more about leaks at the Valve wiki
-Packaging was wrong. I cant open a .bsp file by itself. i had to use the DL file. Use winrar or Z-zip to package the .bsp file and the .ain file.
-Everything Mek said.
Sorry, mate. I get pulled away from stuff. . . Download it now.
EDIT: K Lets go over it
-Love that fling idea, hate timed'
-You have a leak. In hammer load the map pointfile. Read more about leaks at the Valve wiki
-Packaging was wrong. I cant open a .bsp file by itself. i had to use the DL file. Use winrar or Z-zip to package the .bsp file and the .ain file.
-Everything Mek said.
The more you give, the less appreciated it will be received.
Quote from MASTER TUBE on September 18, 2008, 11:58 pmok i think i fixed the leak, it was just a light that i somehow placed outside the map. I read on in the docs about leaks and it says after compiling there is a .lin file created if there's a leak, there was and i deleted the light and compiled again and there's now a .prt file in its place. Does this mean its fixed?
EDIT:
Almost forgot, so do you think I should get rid of the timed part altogether? or just give a second or two more leeway?
ok i think i fixed the leak, it was just a light that i somehow placed outside the map. I read on in the docs about leaks and it says after compiling there is a .lin file created if there's a leak, there was and i deleted the light and compiled again and there's now a .prt file in its place. Does this mean its fixed?
EDIT:
Almost forgot, so do you think I should get rid of the timed part altogether? or just give a second or two more leeway?