[WIP] Chamber 4XE3

Avatar
Stormrain
80 Posts
Posted Feb 03, 2009
This is the first map (Excluding the wake up chamber) of my planned map pack,which takes place in the Enrichment Center 4XE3. As my first real attempt (read: A map consisting of more than 'lulz a box an a buttonz!'), I'd like to know what I'm doing right and wrong, to make the rest of the maps develope quicker.

It includes a BMZ for easy import, and challenges for least time, steps, and portals (Most of which are impossible, as this map won't have challenges in the final version.)

img img

Things left to do:
Voice acting
Cubemaps (They don't seem to want to build)
I think I missed a few Portal bumpers, although some are there.

Any input would be greatly appreciated, Thanks.

Map Link: Download Here

Advertisement
Registered users don’t see ads! Register now!
Avatar
monkeyman
100 Posts
Posted Feb 03, 2009
Replied 2 hours later
not bad, wasnt too hard at all...
few things i noticed:

there is a weird texture on your left a few meteres infront after u get out of the elevator
the lifts dont make any noises...

also, least portals gold was easy... i got 3 for it :p
managed to get 40secs for least time, but im thinking 30 would be quite difficult, especially since u have to wait on the lifts for a few seconds before they rise...

Avatar
Stormrain
80 Posts
Posted Feb 04, 2009
Replied 1 day later
Updated with screenshots!

It shouldn't be hard, it's the first map :smile:
Also, that 'weird texture' is there for a reason :razz:

The challenges arn't really possible (At least, I don't think), as they are direct copies of chamber 13's challenges. I just anted to see if I can get challenges working.

Avatar
sbrown
303 Posts
Posted Feb 04, 2009
Replied 5 hours later

Stormrain wrote:
Updated with screenshots!

It shouldn't be hard, it's the first map :smile:
Also, that 'weird texture' is there for a reason :razz:

The challenges arn't really possible (At least, I don't think), as they are direct copies of chamber 13's challenges. I just anted to see if I can get challenges working.

some constructive criticism:
I thought it was a little too bright. Maybe lower the lighting, and add observation spot lights, and also the import left an extra folder. Also, the moving platform could use some noise :biggrin:

Also, at the end, you can skip the trigger that opens the elevator doors, by shooting a portal. And if you hold forward in the elevator, you'll fall through it!, you can easily fix this by parenting the blocking brush to the elevator.

Wtfs up with that hidden room? :biggrin:

Images 1
Post image 1
Avatar
MrTwoVideoCards
584 Posts
Posted Feb 06, 2009
Replied 1 day later
Needs less fake lighting, and maybe some cowbell.
Avatar
sbrown
303 Posts
Posted Feb 06, 2009
Replied 3 hours later

MrTwoVideoCards wrote:
Needs less fake lighting, and maybe some cowbell.

I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

Avatar
Remmiz
631 Posts
Posted Feb 06, 2009
Replied 35 minutes later

sbrown wrote:
I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

Good Job.
img

Avatar
reepblue
894 Posts
Posted Feb 06, 2009
Replied 2 hours later

sbrown wrote:
I never add standard lights in my map, unless they have a defined point, like a window or something, but then i just use a spotlight

That's how your suppose to do lighting, Cause Light has to have a source.

Avatar
sbrown
303 Posts
Posted Feb 06, 2009
Replied 13 minutes later

reepblue wrote:
That's how your suppose to do lighting, Cause Light has to have a source.

But some noobs just throw them in the middle of the room!

Avatar
monkeyman
100 Posts
Posted Feb 06, 2009
Replied 1 hour later

sbrown wrote:
But some noobs just throw them in the middle of the room!

lol... that'll prob be me...
whats the best way to do normal lighting?? i spent like 2 hours fiddeling around with lighting, andi basically just have a light in the middle of each room dropping off to 50% after a certain distance... all the other ones i tried looked worse or far too dark...

Avatar
sbrown
303 Posts
Posted Feb 06, 2009
Replied 45 minutes later

monkeyman wrote:
lol... that'll prob be me...
whats the best way to do normal lighting?? i spent like 2 hours fiddeling around with lighting, andi basically just have a light in the middle of each room dropping off to 50% after a certain distance... all the other ones i tried looked worse or far too dark...

Recessed lighting and metal wall lighting. Also spotlights coming form observation rooms

Avatar
PortalFan77
432 Posts
Posted Feb 07, 2009
Replied 5 hours later
I LOVE UNORGANIZED LIGHTING!

:smile:

Avatar
Stormrain
80 Posts
Posted Feb 07, 2009
Replied 14 hours later
Thanks for the feedback so far. I've fixed pretty much everything, except for the lighting, which I'm having a little problem with.

I'm trying to put the recessed lighting in, as in here, but for some reason i get leaks, like the lighting texture is staying seethough, no matter what I try. Anyone that can explain to me what (Probably simple) thing I'm missing here?

EDIT: Also, Sbrown, the hidden room is a place where the mappack splits off into different directions (There's going to be three places with optional paths, each having their own maps /story)

Avatar
sbrown
303 Posts
Posted Feb 07, 2009
Replied 2 hours later
Invisible brushes DO NOT seal leaks. I should know, i made that tutorial.

Best thing to do is to make the invisible brush and nodraw brush a prefab, and then carve it in to place, then pull the walls up :biggrin:

img

Avatar
Stormrain
80 Posts
Posted Feb 07, 2009
Replied 31 minutes later
Won't that still end up making the leak?
Avatar
sbrown
303 Posts
Posted Feb 07, 2009
Replied 1 minutes later

Stormrain wrote:
Won't that still end up making the leak?

No. If you are sealing your map with invisible brushes, it will still leak. Thats why there is another strip on the bottom of nodraw. look at your pointfile

Avatar
Stormrain
80 Posts
Posted Feb 07, 2009
Replied 12 minutes later
Sorry for seeming thick here, but I still don't fully understand it. What is being used to seal the map off in the tutorial? I have the Invis brush, then the Nodraw one right above, with the Recessed lighting texture on the bottom face.
------N
------I|
-------|
-------|

Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.

Thanks for being patient with me XD

Avatar
sbrown
303 Posts
Posted Feb 07, 2009
Replied 5 hours later

Stormrain wrote:
Sorry for seeming thick here, but I still don't fully understand it. What is being used to seal the map off in the tutorial? I have the Invis brush, then the Nodraw one right above, with the Recessed lighting texture on the bottom face.
------N
------I|
-------|
-------|

Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.

Thanks for being patient with me XD

Im not sure. check the pointfile :neutral:

Avatar
Aldéz
221 Posts
Posted Feb 08, 2009
Replied 6 hours later
I noticed that the button sounds are swapped (the down-sound is the up-sound and vice versa).
Advertisement
Registered users don’t see ads! Register now!
Avatar
tome449
1 Posts
Posted Feb 08, 2009
Replied 38 minutes later
Are the walls to either side of the recessed lighting strip also high enough to seal the invisible brush?
EG:
img