[WIP] tube (first map ever)
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.
dload.php?action=filefile_id=285
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Anyways man good work!
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.
Come on I'd really like to get any advice or criticism that i can.
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
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.
MASTER 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 
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.
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?
MASTER TUBE wrote:
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?
.prt file is okay.
MASTER TUBE wrote:
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?
Relying on precise timing is generally considered a bad idea. Do as you want.
