Test Chamber 4 - Portal Style (video + Screenies included!)
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
Well I did try my hardest for quality. I'm GLaD I'm succeeding. 
Noooooo It doesn't work that way!
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.)
HOWEVER: It's not a geometry error...because that ledge is supposed to be one wall tile high.
Release the textures...
Release the maps...
Make more maps...
Keep doing what you're doing, it looks great...

I really gotta stop postin updates or there won't be many surprises in the mappack.
Jk ![]()
Awesome work.
You make both good looking dirty and clean environments
p0rtalplayer wrote:
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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)
In my opinion you should finish the whole package before releasing it.
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
&
I want the new running animation it feels much more realistic.

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.)
(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)
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?
