Test Chamber 4 - Portal Style (video + Screenies included!)

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Whysopro?
154 Posts
Posted Dec 25, 2010
Replied 3 hours later
Damn I want your textures. >_< They are so much better than the P2C ones.
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p0rtalplayer
1,366 Posts
Posted Dec 25, 2010
Replied 47 minutes later

Groxkiller585 wrote:
Update:

This new, clean bit may/may not stay depending on feedback to it, since it goes from dirty to clean. (the walls do suggest, however, that it is being rebuilt.) hard to see but In this pic I put it in; there's a custom fizzler model both where the fizzler is and (for better viewing purposes) on the middle-right of the pic.

O_O

release

NAOW

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Groxkiller585
652 Posts
Posted Dec 25, 2010
Replied 1 hour later
TBH when I started this I thought i'd get critiqued mostly on the map itself, but so far the majority of my comments are "OMFG I WANT TEXTURES!". I didn't know my textures looked so good...

Well I did try my hardest for quality. I'm GLaD I'm succeeding.

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Whysopro?
154 Posts
Posted Dec 25, 2010
Replied 13 minutes later
Dude! We CAN'T criticize this stuff. What are we going to say?!?! Like....I dunno....."That ledge is not the correct size as it was in portal 1 >=3"

Noooooo It doesn't work that way!

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Mek
459 Posts
Posted Dec 26, 2010
Replied 6 hours later
Oh, I love that picture!
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Groxkiller585
652 Posts
Posted Dec 26, 2010
Replied 3 hours later

Whysopro? wrote:
Dude! We CAN'T criticize this stuff. What are we going to say?!?! Like....I dunno....."That ledge is not the correct size as it was in portal 1 >=3"

Noooooo It doesn't work that way!

Funnily enough, I had screwed the first floor area up before I fixed it. look at the comparison pic I posted here and you will see it. (BTW, I DO want it close to portal 1's, at least in terms of main geometry,so if you DO see something like that, speak up! I don't want to have to remake a map because I screwed up one area.)

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Whysopro?
154 Posts
Posted Dec 26, 2010
Replied 2 hours later
If you honestly want me to be the devils adequate, then yes your ledge looks too high.

HOWEVER: It's not a geometry error...because that ledge is supposed to be one wall tile high.

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yohoat9
274 Posts
Posted Dec 27, 2010
Replied 1 day later
Okay, I've been following this thread for a while, and haven't said anything, but since it seems that everyone has the same opinion as me, I'm just going to say it.

Release the textures...
Release the maps...
Make more maps...

Keep doing what you're doing, it looks great...

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Whysopro?
154 Posts
Posted Dec 27, 2010
Replied 11 minutes later
I second the above post ----^
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Groxkiller585
652 Posts
Posted Dec 28, 2010
Replied 1 day later
Update:

I really gotta stop postin updates or there won't be many surprises in the mappack.

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Whysopro?
154 Posts
Posted Dec 28, 2010
Replied 32 minutes later
Grrr how horrible! The glass needs to be broken or at least think at the bottom! >=3

Jk

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p0rtalplayer
1,366 Posts
Posted Dec 29, 2010
Replied 23 hours later

Awesome work.

You make both good looking dirty and clean environments

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Groxkiller585
652 Posts
Posted Dec 29, 2010
Replied 1 hour later

p0rtalplayer wrote:

Awesome work.

You make both good looking dirty and clean environments

I am really happy i am getting such good feedback, shows my hard work s naught to waste. I have some good news, and a question.

Good news is, I am almost done with the mappack; just two chambers to go. HOWEVER, my question is: Would you like BTS areas (CLEAN BTS areas, like in P2) because I can easily add them, but the time to finish it would rise significantly. So do you want more but the mappck comes later, or less and the mappack comes sooner? (I will release what BTS textures I have made regardless)

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Whysopro?
154 Posts
Posted Dec 29, 2010
Replied 1 hour later
What do you mean by a clean bts area? Do you mean P1 vs P2 textures and colors?

In my opinion you should finish the whole package before releasing it.

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Groxkiller585
652 Posts
Posted Dec 30, 2010
Replied 14 hours later
Like the areas in the second Wheatley trailer (Minus the animated models, Blender is giving me crap hen I attempt to export animation SMD's):

http://www.youtube.com/watch?v=Mz0PvYiH ... re=channel

Speaking of this trailer, anyone notice VALVe did not impliment some of the fixes we discovered for env_projectedtexture (assuming that's what they are using)? For example, we fixed it showing up on viewmodels but VALVe has not. I wonder if they recoded the entity to be more stable/optimized, and that breaks our code fixes or something.

Here's the code fixes BTW:

http://developer.valvesoftware.com/wiki ... _in_Hammer

&

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Whysopro?
154 Posts
Posted Dec 30, 2010
Replied 3 hours later
Looks like they did.

I want the new running animation it feels much more realistic.

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Groxkiller585
652 Posts
Posted Dec 30, 2010
Replied 16 minutes later
On multiple parts of the video, look at the portal gun. While everything is lit up, it remains black. One good place is at the very beginning when wheatley turns on the flashlight for the first time. It is pointed right at you, it should light up the model, but it doesn't.
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Groxkiller585
652 Posts
Posted Jan 03, 2011
Replied 4 days later
Silly me, forgot to post this here:

Just showing off box reskins. Any more of the maps will spoil too much. (This is a seperate recompiled model BTW, it won't replace the ingame one.)

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hanging_rope
435 Posts
Posted Jan 03, 2011
Replied 1 hour later
In case you didn't notice, cubes in portal 2 are smaller. You don't need to change your cubes though, they look fine.
(This is actually really good, as it makes it easier to get the through portals. Cubes will no longer get stuck in the sides of portals, making cube flinging and general other portal techniques a lot easier)
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p0rtalplayer
1,366 Posts
Posted Jan 03, 2011
Replied 18 minutes later

hanging_rope wrote:
In case you didn't notice, cubes in portal 2 are smaller. You don't need to change your cubes though, they look fine.
(This is actually really good, as it makes it easier to get the through portals. Cubes will no longer get stuck in the sides of portals, making cube flinging and general other portal techniques a lot easier)

wait...really? How can you tell?