[WIP] [WIP] [Beta] Iterator

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Omnicoder
299 Posts
Posted Apr 22, 2011
First room of Iterator.

Put it in common\portal2\portal 2\maps and run in console(~) with map command followed by map name without .bsp.

[Updated to fix 2 portals on blocked panel solution]

File Name: it_beta.bsp
File Size: 1.31 MiB

Click here to download [Beta] Iterator

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Dawger
1 Posts
Posted Apr 22, 2011
Replied 2 hours later
Hmmm.. I think it should be longer.. It was quite easy tbh..
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NoMercy
1 Posts
Posted Apr 22, 2011
Replied 5 hours later
I failed to solve it correctly I fear, without moving the cube just fire two portals behind the force field and jump in... you'll start moving to the exit. I also pinned my cube somewhere unreachable in an earlier attempt.

I would suggest a button to (re)release the cubes, and reducing the size of the portal-able surface behind the field so you can't fit two portals side by side.

Great to see some community maps though! keep up the good work!!

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Phil42
4 Posts
Posted Apr 22, 2011
Replied 3 hours later

I know now the basics of Portal 2 mapping with the Alien Swarm method. But i just can't make toxic correctly. I can do it, that when i jump in, it sounds correct and I die. But it looks like this. =(

http://img844.imageshack.us/img844/5742 ... nntbli.png

Omnicoder, could you please tell me how you made that in your map. I already decompiled it but I don't get it anyway...

PHIL

PS: You're map is great for a pre-SDK map! "thumb up*

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ASBusinessMagnet
490 Posts
Posted Apr 22, 2011
Replied 29 minutes later

Phil42 wrote:
I know now the basics of Portal 2 mapping with the Alien Swarm method. But i just can't make toxic correctly. I can do it, that when i jump in, it sounds correct and I die. But it looks like this. =(
http://img844.imageshack.us/img844/5742 ... nntbli.png

Omnicoder, could you please tell me how you made that in your map. I already decompiled it but I don't get it anyway...

PHIL

PS: You're map is great for a pre-SDK map! "thumb up*

Since Omnicoder made so many threads, people get lost between them.

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Omnicoder
299 Posts
Posted Apr 22, 2011
Replied 54 minutes later

NoMercy wrote:
I failed to solve it correctly I fear, without moving the cube just fire two portals behind the force field and jump in... you'll start moving to the exit.

Fixed.

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Xyresik
2 Posts
Posted Apr 22, 2011
Replied 17 minutes later
Pretty good so far.

The platform where you aim the laser is a bit irritating because if you bump the cube it throws off the aim. Probably intentional. I haven't figured out anyway to break stuff so far.

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WinstonSmith
940 Posts
Posted Apr 22, 2011
Replied 2 hours later

Phil42 wrote:
I know now the basics of Portal 2 mapping with the Alien Swarm method. But i just can't make toxic correctly. I can do it, that when i jump in, it sounds correct and I die. But it looks like this. =(
http://img844.imageshack.us/img844/5742 ... nntbli.png

It looks like either you have the bottom of the pit textured with nodraw or the pit isn't sealed at all. If it's nodraw, change it to the appropriate metal texture. If there's nothing there at all, make a brush sealing the bottom and texture it; that will most likely also improve lighting in the rest of the map (see Leaks on the VDC for more info).

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Phil42
4 Posts
Posted Apr 22, 2011
Replied 44 minutes later

I know what you mean, but there is no Leak in the whole map. I checked it now 2 times. The room is sealed completely.
Because when i remove the liquid, it looks like this (trigger_hurt & trigger_portal_cleanser are still there):

http://img580.imageshack.us/img580/3507/unbenanntsc.png

The liquid has everywhere the nodraw texture, except at the top it has a toxicslime_a2_something texture. Just like the one in the map of Omnicoder. I really don't see the differences of our toxics...

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Beer-Me
137 Posts
Posted Apr 25, 2011
Replied 2 days later
Solid map, like how you've added all the "professional" touches with the chamber lift and exit door.

Looks like your getting the hang of the different gameplay elements, cant wait to see some more

You're going to bomb it in the real SDK

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Nightgunner5
75 Posts
Posted Apr 25, 2011
Replied 12 minutes later
I think someone forgot cubemaps. Other than that, I like the concept, but a few of the textures don't exactly match what they're on. For example, the panel behind the light wall is a texture from the underground section of the game. Instead of making the panel smaller, try using an info_placement_helper.
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PortalCombat
306 Posts
Posted Apr 26, 2011
Replied 14 hours later
hey there.

nice map. thanks for sharing.

  • little bit short... you should add some more room, before exit
  • nice idea with the cube and funnel

I like it!

Regards
PortalCombat

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Nightgunner5
75 Posts
Posted Apr 26, 2011
Replied 10 hours later

To everyone who is complaining that this is too short:

Omnicoder wrote:
First room of Iterator.

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Player1
212 Posts
Posted Apr 26, 2011
Replied 2 minutes later
Liked this. Looking forward to more