File Name: sp_emancipated_polarity.rar
File Size: 4.13 MiB
Click here to download emancipated polarity
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File Name: sp_emancipated_polarity.rar
File Size: 4.13 MiB
Click here to download emancipated polarity
&
The mapping isn't very good yet though. There are a lot of misaligned textures, and you suddenly switch from one theme to another. You might want to change that.
I would change the floor to be not-deadly and just a panel to get up. I quicksaved at a very inconvenient location; so I was trapped and had to no-clip out.
But yea; good map but needs a bit more work. 3/5
The two areas didn't seem to fit together though. The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.
zivi7 wrote:
The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.
Forgot to mention that, did you use some sort of custom texture there?
lpfreaky90 wrote:
zivi7 wrote:The switch from clean to dirty came a bit abrupt. Also, the hallway from the first area to the other has a huge part with no wall textures, just blinding white there.
Forgot to mention that, did you use some sort of custom texture there?
Looks like it's lights/light_panel_cool
Never thought of doing that as a form of lighting, might help with a problem area in my next map.
Cheers 
Playthrough
a4ibFd3zekg
lpfreaky90 wrote:
I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)
The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though 
sicklebrick wrote:
lpfreaky90 wrote:I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though
I know that; it's just that I don't like the plain light brushes without a model in front of it. It's just not realistic at all that you have a light-emitting surface.
lpfreaky90 wrote:
sicklebrick wrote:lpfreaky90 wrote:
I personally don't like that kind of lighting.
Only for portal 1 maps this is can be done, but for portal 2 I just prefer instance lights =)The lighting you used in flingtro for example has that material behind the grate (light_panel_32x128 or so). I'm building a parentable version and thought Tanger's looked brighter,turns out it's just the size though
I know that; it's just that I don't like the plain light brushes without a model in front of it. It's just not realistic at all that you have a light-emitting surface.
Aaah, gotcha, yeah. I was half expecting it to be camouflaging a little army of turrets just around the next corner :p
Xg_Z8C1Lkho
(Link: http://www.youtube.com/watch?v=Xg_Z8C1Lkho)
1. The ledge to upper right when you first enter the chamber where you do traditional fling maneuvers has sometimes caused me grief. I sometimes have just enough momentum to go over the edge when placing a portal on the floor panel, dropping me into the toxic water. I suggest lowering the panel above the ledge to be on the same level as the ledge and not one block up.
2. The ledge also has a gap between it and the wall. I have accidentally fallen through this gap. Please extend it.
3. White walls emitting light (everybody is saying that).
4. Excursion Funnel emitters don't show they are emitting the funnel, but the emitters spin. Odd.
5. For whatever reason trying to bring the cube back going through the funnel when in the room where the player will be first introduced to a new way to change the direction of the funnel, I fall through the funnel and fall to my doom as if it was cut off but wasn't. Not sure what causes that but needs fixing.