[WIP] portal_journey

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Megadude
154 Posts
Posted Feb 01, 2008
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 :smile:

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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Browen
73 Posts
Posted Feb 01, 2008
Replied 14 minutes later
awesome, i cant wait to play it
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Megadude
154 Posts
Posted Feb 04, 2008
Replied 2 days later
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 :confused:

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 :smile:

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Megadude
154 Posts
Posted Feb 06, 2008
Replied 2 days later
Less than 72 hours later, the next beta is ready :biggrin: 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 :redface: 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 :razz: Can anyone point me in the right direction?

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Adair
213 Posts
Posted Feb 07, 2008
Replied 2 hours later

Megadude wrote:
BTW, slightly off-topic I know :redface: 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 :razz: 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.

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msleeper
4,136 Posts
Admin
Posted Feb 07, 2008
Replied 15 hours later

Megadude wrote:
BTW, slightly off-topic I know :redface: 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 :razz: 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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Megadude
154 Posts
Posted Feb 07, 2008
Replied 1 hour later
Been mapping for a few years now, so I think I know about those things :rolleyes:

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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msleeper
4,136 Posts
Admin
Posted Feb 07, 2008
Replied 57 minutes later
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.

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NykO18
183 Posts
Posted Feb 07, 2008
Replied 51 minutes later
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).
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Megadude
154 Posts
Posted Feb 07, 2008
Replied 1 hour later
*Regrets even mentioning compiling now :rolleyes: *

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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Ralen
67 Posts
Posted Feb 08, 2008
Replied 4 hours later
Nice map so far. I had the issues with the elevator that you mentioned in the readme. I think you should add an autosave at the start of the second challenge, but I look forward to seeing the next part.
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foobar9999
5 Posts
Posted Feb 08, 2008
Replied 5 hours later
please give me an hint how I can enter the elevator with noclip. I have no idea.

noclip or noclip 1 in the console does nothing whatsoever.

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Ricotez
738 Posts
Posted Feb 08, 2008
Replied 3 hours later
First type "sv_cheats 1" in console, then "noclip"

without the "

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Megadude
154 Posts
Posted Feb 19, 2008
Replied 11 days later
Only got a few pics to show you this time. Just started on the third puzzle.

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 :cry: :cry: :cry:

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Megadude
154 Posts
Posted Feb 22, 2008
Replied 2 days later
Good thing I manged to compile to get these pics before the SDKs of the world went all weird.

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

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Megadude
154 Posts
Posted Feb 26, 2008
Replied 4 days later
Sorry for the triple post, but it's been a few days since the last post, and I've almost finished the next puzzle in the map, so I'm posting pics for some feedback. Just got a couple of details to add to a BTS area to finish it off.

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.

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taco
504 Posts
Posted Feb 26, 2008
Replied 3 minutes later
You might want to remove/drastically tone down the dust - it looks like its snowing at Aperture Science.
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rellikpd
1,053 Posts
Posted Feb 26, 2008
Replied 28 minutes later

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/~

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Megadude
154 Posts
Posted Feb 27, 2008
Replied 23 hours later
It probably looks a lot because there are 8 func_dustmotes in that area, so you can see a lot of them at the same time. I'll tone it down a bit for the final version.

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

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Megadude
154 Posts
Posted Mar 04, 2008
Replied 5 days later
Next beta is now ready.

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.