Gateway - Portal Map Pack Mod-ish thing
I'm starting a Portal Mod... sort of.
It's called, "Gateway". There's nothing fancy to the title.
Gateway is set in a wierd world, where anything is almost possible. There is a certain feel in this world, as almost all walls are unbreakable glass, and you are very high, always or usually on top of each tower trying to reach the highest point. Your portals will help you.
There are certain things to this mappack:
1 - There is no crosshair. Use trial and error to figure out what is portable or not. (If you're a total newbie, you can always go to the console and type: "crosshair 1")
2 - Enemies? Sure. A few combines. Just kill them with turrets. Friendly turrets that is.
Well that's it so far. Here's what the game MIGHT look like. I just kinda experimented:
http://img264.imageshack.us/img264/9558 ... t01fn8.png
Here's a blog:
I only play without a crosshair, so who needs it anyways
.
Really neat visual world. Throw in some inventive puzzles, and this thing will be great.
Lol, each chapter has a different skybox.
I experimented with each skybox and I found this one to be suitable for chapter 1. That skybox which I needed help on will probably used later.
EDIT: I added a blog for this project:
Also, sounds really exciting. I can't wait to play it.
NO, I am not stopping this project.
I just have some compilation problems.
Whenever I compile this map with extra details (such as extra buildings just to give the feel that there's probably more to explore. Floating snowflakes and mid-air objects that signify that there is no such thing as time... etc) hammer crashes at vrad. I have no idea why.
I'm using Vista and vrad would stop working when I try to compile with HDR. If i just stop vrad becuase it crashed, then I can play the map without HDR, or it just would have no lighting at all. Anyone have any clues?
If I must, I'll send a copy of my map to someone so that they can find out the problem.
EDIT: Ah, nevermind, I found out the problem. I had a cubemap entity that I accidentally put in.