(WIP) Minipuzzles 3 - The Late One

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penapappa
186 Posts
Posted May 19, 2009
Hello everybody. You remember my Minipuzzle -series and that I promised to make the third one and more? now one year have passed after that. First I lost my motivation, and I was out of ideas. Then me and Skinnycap started project Aperture Deja Vu, the non-linear medium size map, and it's ready for release (or beta) very soon. So at this point I decided to make Minipuzzles 3 at last. I have spent days on studying the lighting and I/O systems etc, and now my maps will be visually better than the first two was. Much better... I posted one screenshot... So I have nothing more to say, I only wanted to tell you that the Minipuzzles 3 will be released. BTW, it's a little mappack, which will include the remake of PuzzleOne and Cubelogy too. And feel free to tell your ideas if you have some :wink:

EDIT: Okey the first chamber is now 90% ready. It's over four times that big that Cubelogy was and it keeps inside two puzzles, one is how to get something to somewhere, and another is flinging. But fear not, both puzzles are easy to do, but (hopefully) little tricky to solve how to do them! These aren't as clever as the my other maps puzzles (IMO), but this is more visual map that keeps great atmosphere.

Here are improvisations:

-Lighting
-Desing
-Ambient and music
-Details

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compherm
58 Posts
Posted May 19, 2009
Replied 7 minutes later
I see no screenshot...

Edit: Whup, There it is.

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jrlauer
545 Posts
Posted May 21, 2009
Replied 2 days later
I liked the original mini puzzles, I'm sure this one won't disappoint.

:wink:

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monkeyman
100 Posts
Posted May 21, 2009
Replied 2 hours later
looks like it will be great!
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HMW
806 Posts
Posted May 22, 2009
Replied 10 hours later
The design looks great on the screen shot! I have one nit to pick though:
The metal block textures are inconsistent in some places. For example, the big block marked in the image below has smaller blocks on the bottom. It might look better if you put a big block texture there also. (It doesn't matter that the big block texture would be cut off, because it's an inner corner and the rest of the block is presumably hidden behind the other blocks below it.)

It's not such a big deal; if you don't feel like fixing that, that's OK. It looks nice already.

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penapappa
186 Posts
Posted May 22, 2009
Replied 4 hours later
I will watch for it later but I have new screen:
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penapappa
186 Posts
Posted May 22, 2009
Replied 1 minutes later
and one more:
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penapappa
186 Posts
Posted May 22, 2009
Replied 1 minutes later
here
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penapappa
186 Posts
Posted May 22, 2009
Replied 2 minutes later
and here

Sorry for that many messages, but I wasn't managed to get them in one message. But BTW, do you know how to fix that, that I see the seams of the skybox in the reflection?

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Aldéz
221 Posts
Posted May 22, 2009
Replied 3 hours later
You could make the lighting more interesting by having more contrast between bright and dark areas in the larger rooms.
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HMW
806 Posts
Posted May 23, 2009
Replied 18 hours later

penapappa wrote:
[...] But BTW, do you know how to fix that, that I see the seams of the skybox in the reflection?

Did you place cube map sample points in the map? That usually reduces this effect, although it doesn't seem to go away completely, especially on glass textures.
Remember to run "buildcubemaps" in the game after compiling.

(By the way, the second image with all the light beams looks cool!)

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penapappa
186 Posts
Posted May 23, 2009
Replied 8 minutes later
Of course I have cubemaps and builded 'em in hdr and ldr, otherwise I cant get any kind of reflection...
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HMW
806 Posts
Posted May 23, 2009
Replied 18 minutes later
OK great!

Anyway, the edges of the 6 images of a cube map never seem to match up seamlessly. In cases where this effect is really obvious and annoying, you might try to move the sample points around a bit, or change the cube map texture resolution.

(I have once taken the rather radical approach of binding a glass surface to an env_cubemap contained in a black box outside the map, because I couldn't get rid of those seams. This is not ideal of course, as it disables reflection for that surface.)

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penapappa
186 Posts
Posted May 23, 2009
Replied 2 hours later
I will try that. Thanks for your help :smile:
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penapappa
186 Posts
Posted May 23, 2009
Replied 1 minute later
I will try that. Thanks for your help :smile:
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p0rtalplayer
1,366 Posts
Posted May 23, 2009
Replied 3 hours later
:eek: double post :thumbdown:
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kizzycocoa
975 Posts
Posted May 23, 2009
Replied 1 hour later

p0rtalplayer wrote:
:shock: double post :thumbdown:

to be honest, double posts are ok here (mostly)
better than no posts :wink:

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p0rtalplayer
1,366 Posts
Posted May 24, 2009
Replied 13 hours later
lol. this forum = :snooze:
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kizzycocoa
975 Posts
Posted May 24, 2009
Replied 11 minutes later

p0rtalplayer wrote:
lol. this forum = :snooze:

it's normally active.
much moe than MAL :razz:

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msleeper
4,136 Posts
Admin
Posted May 25, 2009
Replied 19 hours later
Seriously, what do you guys expect. Portal is about 2 years old, with no updates or official addons or anything for it. I'm frankly surprised that there's this level of activity still. Most people move on for a game after a year or so, when it's effectively dead to the developers.