[WIP] portal_journey
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
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 
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
BTW, slightly off-topic I know
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
Can anyone point me in the right direction?
Megadude wrote:
BTW, slightly off-topic I knownot 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
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 knownot 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
Can anyone point me in the right direction?
I wonder if by "small wonder" you mean "func_detail" or better yet "proper map optimization".
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).
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.
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).
*
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.
noclip or noclip 1 in the console does nothing whatsoever.
without the "
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling03.jpg
Started making the next area, and I tried it out with only an observation room for lighting. Got some really cool shadows.
http://i26.photobucket.com/albums/c113/megadude2006/journey/sexy01.jpg
Shame that they will most likely disappear once I add in details and more lighting

http://i26.photobucket.com/albums/c113/megadude2006/journey/fling04.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling05.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling06.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling07.jpg
Just for fun, a couple of shots from inside the observation room.
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling08.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fling09.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fly01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fly02.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fly03.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fly04.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/fly05.jpg
The final pic shows the BTS area where the details are still to be added.
I estimate one more puzzle after this one, and the next beta will be ready.
taco wrote:
You might want to remove/drastically tone down the dust - it looks like its snowing at Aperture Science.
o/~ Its beginning to look alot like everywhere you go o/~
Have got some new pics to show you, of an area I'm calling, "the Bunny Warren".
http://i26.photobucket.com/albums/c113/megadude2006/journey/bunny01.jpg
http://i26.photobucket.com/albums/c113/megadude2006/journey/bunny03.jpg
This beta is seperate from the other betas, (the other betas won't follow/lead into this beta).
Also, I'm looking for ideas for a good name for this map pack. Looking for a name based around the focus of these maps - the second voice of GLaDOS, and what that voice says and does.