Portal: Combat Training
Anyway, I just wanted to show off a map I made up, inspired by the GLADOS fight. I updated it a little since this video. What are you thoughts? Constructive critisism is all good.
http://www.youtube.com/watch?v=3odxrULyTKU
Everytime I make a env_sun it screws it all up, so I didnt bother this time. Im making another one that Ill post later, basically escaping Aperture Science after Combine attack.
Anyway I like it, looks a bit hard but I like it.
Hen7 wrote:
Credit me for the music![]()
Anyway I like it, looks a bit hard but I like it.
Were you part of the Flash Version mappack? Ya, I kinda used that music
So, how much of a fine do I get for unlicenced music
Im going to put mines in the water just so Airboating isnt as easy. Any other requests to make it better? If I put in an env_sun, will I see a sun, even if it doesnt emit any light?
I made the Helicopter faster and edited path_tracks so it doesnt collide with the wall. I also changed the water. Conctructive critisism.
Bulska wrote:
Why not use striders and energy ball launchers? If that works...
Yep, Striders work fine. I made a few maps with striders and choppers before, and they were pretty fun, and more action-based than traditional Portal maps.
I never got round to finishing them though, when I realised that the only feasible way to get sounds working was to include a custom game_sounds_manifest file, which presently can't be bspzipped. I could provide the file seperately, but it would take precedence over the original Portal one.
Whilst this wouldn't be an issue if done right, it is still a sloppy method to use, and other maps may overwrite my manifest file with their own, breaking my map.
I considered making a full mod, but I didn't feel I had enough content to make it worthwhile.
The good news is that this issue should be resolved soon, following Valve's SDK rep Tony Sergi's response in this thread on the Steam forum.
Sythes wrote:
Looked pretty cool, but couldn't you just hop out of the area? Or was the grass non-portable?
Grass? Its a big closed in area with a skybox overtop.
Zakatak757 wrote:
Grass? Its a big closed in area with a skybox overtop.
Than what's stopping the helicopter from flying up and crashing?
Sythes wrote:
Than what's stopping the helicopter from flying up and crashing?
it follows path_tracks.
And if you manage to hit its underside, it sometimes goes up a bit high. It has never flown away.
Just make a map and go with it.
Also useful for dropping a 2500lbs propane tank or a meaty explosive object onto the helicopter from above. Simply have the helicpoter chase you thorough some obstacle course that requires some flinging or under-the-door portal until you reach a decent bottleneck that forces you to take cover and the helicopter to become stationary right underneath the tank. Simply aim at the base of whatever holds the tank and let gravity take care of the rest.
Sythes wrote:
Looked pretty cool, but couldn't you just hop out of the area? Or was the grass non-portable?
In the original Portal, if you glitch to the outside area, the grass CAN be portaled. In a custom map, it can have the noportal thing, but the developers at Valve made their grass portalable. But logically, in real life, grass and dirt are just too soft to be portalable.