What do you have planned?

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espen180
307 Posts
Posted Nov 25, 2007
List your planned projects here, so people will know what to expect from you. If you like, write a short description for your project.

Myself:

Post-Portal
Map-pack of three maps. In every new map, the world will change state in various ways.

After Post-Portal:

These Cold Concrete Walls (idea stage)
Expect the unexpected.

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youme
937 Posts
Posted Nov 25, 2007
Replied 1 hour later
Test Subject #13:
A new portal singleplayer of 20ish maps, hopefully harder than the originals (progressive, first few are easy)

After Test Subject #13:
A loooong rest, just in time to play the official 'Portal 2'

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Korjagun
122 Posts
Posted Nov 25, 2007
Replied 7 minutes later
Test Chamber 23. 2/3 puzzles are complete, then they will all get some polish and optimization, and tweaks. Portal-style puzzles mostly using components already used in Portal.

After that... I don't know.

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Duffers
474 Posts
Posted Nov 25, 2007
Replied 1 hour later
Finishing Infomercial, and currently working on the map I have named Rapid_Dash (will change). Rapid WAS going to be a race against rising water, but as I made the puzzles more complex I decided it would be better to just make it a normal map. Expect it in about a week.
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taco
504 Posts
Posted Nov 25, 2007
Replied 42 minutes later
I am currently working on two unnamed maps:

The first map is a challenging chamber with a few new puzzle ideas, and a few old puzzles reworked into something fresh - hard to talk about this one much right now as I don't want to ruin anyones first play-through with too many details. This map will hopefully be posted as a WIP within the new week or so.

The second map is solved exclusively with Portal Tunneling. One of the three puzzles was going to be in the above mentioned map but with all the varied (and strong) opinions on the technique I thought it would best to place a series of tunneling puzzles in one map so players know what to expect when they download it.

Right now this map consists of three puzzles, with the easiest being the equivalent of Chamber 15's tunnel and the other two being much more difficult. To help alleviate any frustration from advanced-tunneling, the player cannot die in this map.

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MrTwoVideoCards
584 Posts
Posted Nov 25, 2007
Replied 42 minutes later
I'm working with gravity as a staple within puzzles. Effecting how items can be tossed, and float in mid air. I've also nailed down being able to change the direction of the gravity, in all 3d movements. I've also nailed down making each object to have its own gravity, so you might be able to jump higher than a cube for instance or many other things. Mainly all speed, its alot of entity's involved, but so far here is what i have:

http://forums.thinking.withportals.com/dload.php?action=file&file_id=106

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Interitus
145 Posts
Posted Nov 25, 2007
Replied 3 hours later
My project is unnamed right now. A set of three maps. The first map is a pretty standard type test area, the second is a little more reaction-based, but fun. The third map is heavily puzzle-based. You can see the map progress in my sig.

After this set of maps is finished, I might play with the Crysis editor.

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indy
9 Posts
Posted Nov 25, 2007
Replied 7 minutes later
well you prolly heard of stations, well I plan on making 2 or three more maps for it, then Ill most likely move on to tf2 mapping.

station 3 will have so many different ways to die that you might want to suicide a few times just to see the different traps =].

station 4 is the second gauntlet, and will follow in the manner of station1 only much more difficult.

station 5 will be some sort of final boss fight / puzzle.

also theres a secret map that can be unlocked once all the clues have been found throughout the other levels.

btw has anyone found any clues yet?

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Leck
71 Posts
Posted Nov 25, 2007
Replied 2 hours later
Working on my november contest map and hoping I finish in time
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Duffers
474 Posts
Posted Nov 25, 2007
Replied 3 hours later
Some early screenshots of Snake_Pit, earlier called Rapid_Dash.

Note that my video card sucks, and the quality is crappy.

Posted as URLs for people with crappy internet.

http://img515.imageshack.us/img515/6342/portalsnakepitscreen01zx6.jpg
http://img135.imageshack.us/img135/5053/portalsnakepitscreen02mt1.jpg
http://img515.imageshack.us/img515/5505/portalsnakepitscreen03ph5.jpg
http://img135.imageshack.us/img135/249/portalsnakepitscreen04bh6.jpg
http://img515.imageshack.us/img515/9180/portalsnakepitscreen05gv7.jpg

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msleeper
4,095 Posts
Member
Posted Nov 27, 2007
Replied 2 days later
Red Green Blue

I'm working on a map pack centered around color-based puzzles. I have one or two screenshots of one of the puzzles floating around, but nothing I really am wanting to post publically yet. I've been having reskinning the cubes and buttons (not the actual skinning, but importing them in-game), so it isn't at the top of my list of projects to finish.

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MrTwoVideoCards
584 Posts
Posted Nov 28, 2007
Replied 3 hours later

Leck wrote:
Working on my november contest map and hoping I finish in time

Good luck, as we still have time!

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yikkayaya
71 Posts
Posted Nov 28, 2007
Replied 5 hours later

msleeper wrote:
Red Green Blue

I'm working on a map pack centered around color-based puzzles. I have one or two screenshots of one of the puzzles floating around, but nothing I really am wanting to post publically yet. I've been having reskinning the cubes and buttons (not the actual skinning, but importing them in-game), so it isn't at the top of my list of projects to finish.

Do you accidentaly have a pink/purple-ish skin to the button (companion button ). I have a few puzzles that requires only the companion cube to activate a button and not any other, and a different color would separate them from normal buttons quite nicely.

Edit: And yeah, I'm working on something, but it won't be finished for a long time yet.
mmmm...new kinds of puzzles^^

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msleeper
4,095 Posts
Member
Posted Nov 28, 2007
Replied 7 hours later
No, the model won't even finish the recompile, so I can't even get that far.
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yikkayaya
71 Posts
Posted Nov 28, 2007
Replied 3 hours later
Damn. The companion cube sign overlay it is then.
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youme
937 Posts
Posted Dec 08, 2007
Replied 9 days later
cp_station
I've got really into this map for TF2, It's not going to knock TS13 off my priorities but its something to keep my mind fresh - making portal maps every evening does get quite repetative.
I've got the whole level roughed out in developer textures and I'm neatening things up and adding textures right now.

Update on TS13
I'm up to chamber 16, which promises to be a good'n, as long as I can get the turrets to work how I imagine them.

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username
67 Posts
Posted Dec 09, 2007
Replied 19 hours later
I'm now working on the introductory level to my map pack, as well as fleshing out the story. I'm planning on setting it as the 7 hour war starts, with you underground on a tour of aperture labs.
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dfcowell
3 Posts
Posted Dec 09, 2007
Replied 21 minutes later
I'm planning a "Return to Aperture" style thing, consisting of a number of maps. I think that the observation rooms were really underutilised in the game, so mine will be based a lot in the "working" side of Aperture. I'll probably have the player negotiate a couple of test chambers as well though.

Still trying to think of a story.

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MrCow
15 Posts
Posted Dec 09, 2007
Replied 2 hours later

MrTwoVideoCards wrote:
I'm working with gravity as a staple within puzzles. Effecting how items can be tossed, and float in mid air. I've also nailed down being able to change the direction of the gravity, in all 3d movements. I've also nailed down making each object to have its own gravity, so you might be able to jump higher than a cube for instance or many other things. Mainly all speed, its alot of entity's involved, but so far here is what i have:

http://forums.thinking.withportals.com/dload.php?action=file&file_id=106

wow and DAMN - i just read this and realised that my new map uses something similiar but your effects are WAY better than mine .. anyways i hope i finish it today fot the mapping contest

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Techno-Man
26 Posts
Posted Dec 09, 2007
Replied 4 hours later
Aperture Files

I'm working on a map that will have 19 challenges.I'm making new devices in-game too like the Aperture Science Cube Constrainer:
I need to experiment more with the AI Override stuff,since the turret won't shoot at you or at other turrets when overriden,there's not much point.I'll be making challenges in the future that require lasers to be pointed at certain objects to open doors etc.