[RELEASE] Nevada
. a few textures were misaligned, as was an overlay
. some lights were coming out of nowhere, others were too bright
. general look of the map is meh
but other than the looks of the map, I think it's mostly great. The chemical water thing was very cool, and I think you could take it further in your next map, but like people said, change the texture of the water if you can. also, you may want to have a sign other than the chemical sign, as it's kinda vague. maybe one that has symbols, like "chemical bottle" "+" "Bad water" "=" ":)"
the puzzles were cool, but I didnt like the 3 rocket turrets thing so much. also, there were some inconsistencies like the normal turret broke the glass, but later it cant break the other glass
Very cool. no offense, but I didnt think you had it in you to make such a nice map. I guess you proved me wrong.
I look forward to your next map, and try to work more on the look and have your own style of looks, that's very important. finding a balance between your style and having it fit into the portal universe is one of the most important things, IMO.
P.S. loved the cube talking at the end, and 3 rocket turrets locked on at the same time is possibly the worst sound in the world 
new sign: ill ask doomsday to make one 
lights coming outa nowhere: umm
changing water texture: its impossible mostly
i tried alot.. read above posts
taking chemicals in my future maps: i absolutlty do lolz. my next map is like 98% escape/bts just because i've never made that b4.
turret breaking glass: well. i dont know what else i could do. i could make the other one breakble (but im not going to. i dont wanna update a release map lolz)
EDIT: how could it be a bad thing to prove you wrong in im a bad mapper ? 
nice map liked it alot 
only problem i had is that the lil machine gun units
weren't firing at me when i wanted to break the glass,
but after i reloaded my save it worked
Coookie wrote:
:D nice map liked it alot
only problem i had is that the lil machine gun units
weren't firing at me when i wanted to break the glass,
but after i reloaded my save it worked
thx. o and by the way they are called turrets 
uXs wrote:
Played it, thought it was a bit too easy. You practically don't have to do any smart portal placement, the only thing that was a bit difficult is dancing with gun/rocket turrets. And turrets can be annoying if you just have to be fast or whatever, it's much better if you can avoid them with portals. (Which is the entire point of the game after all.)
actually i never noticed you had to walk right into the door at the end of the turret level (normal you should put dead turrets thru to kill them) but i always do it like that and never seen that i caged the turrets that ur supposed to kill the ending turrets with.
Oh and also, i'm not sure if there were meant to be 2 turrets in that last section, but after i blew open the door to the cake, i noticed a second turret on the ground beside the first.
Some suggestions: Personally I wasn't thrilled by the areas where I apparently had no choice but to rush the turrets - it worked after a couple of tries, but I would have preferred a more puzzle-based solution. I really liked the ending, although again, I wish the cake-room was a little larger, it would seem more like a final goal.
second are you sure you didnt stand on the button do the last door opened?
and the cake room is just an easter egg that you can see o i won the map so i got a cake followed by credits.
i will try to make more room in future maps (ill do my best which isnt very good XD)
it never happened before. the room with the cube needs all three buttons (supposed to
)
2nd button = hazard door
all buttons = cube door, exit door
This may be a bit late but anway...
If you want to have the water change then make 2 func_brushes.
One of these has the posinous texture and the other has a normal water texture, the poisonious one should be enabled and the normal should be disabled. Now, once the chemicals have been put into the posionous liquid have it so that the posionous one become disabled and the normal water one becomes enabled.
And thats should be your interchanging water.
Edit: Now here's a lesson that every mapper should learn before they start mapping.
When you create a light source go into its properties and set the constant option to "200,000" this will make it so that areas are neither overbright or underbright.
Now, for something more portal related:
The standard colour for all portal chambers is "183 204 218"
For BTS areas, buttons and box dropper parts the colour used is "251 159 57"
Now, if you ever forget this, i will murder you.The amount of people i see don't do this is really, really annoying
Kayaia wrote:
When you create a light source go into its properties and set the constant option to "200,000"
Are you using the American punctuation on that one? If so, the European would be 200.000, right?
I only want to be sure, since I have used dots and comma's the European way since I was born, and I don't want you to murder me. It would be pity for you since it will be on your CV.
It's one of those weird things Europeans do: using dots and commas the right... eeuh, wrong way.
Ricotez wrote:
using dots and commas the wrong way.
well its either two-hundred-thousand, or two-hundred. you could try both, if it was SUPPOSED to be 200, and you put two-hundred-thousand, i'm sure you'll see the difference soon


