FelixGriffin wrote:
Thank you! I love the visual style of these maps, and I would love to use some of those materials and brushwork-models in my own levels (with attribution of course).
Thank YOU Felix, I'm glad to hear you're liking something I built! Indeed I'm so happy that you even want to use that stuff
.
Kaleido wrote:
Damn... you're going to destroy everyone. I'm still not even done blocking out my puzzle....
Hahaha... thanks for your trust in me Kal!
However, I trust in MAAAAANY mappers here and I don't think I'll win anyway. I'm taking this very seriously due to the fact that it'll be my very first release ever! And I'm so nervious, that's why I can't stop my brain from continue thinking after I went to bed
Kaleido wrote:
That is, if you can hit the deadline and not be a perfectionist about it 
You have sussed me out already! hahaha... Yeah, I'm trying hard but I can't get my habits away easily! Let's see what I can finish into the deadline... however, what I finish would forcedly has to be well done, even if it's only a couple of chambers.
FourthReaper wrote:
I assume you're going with your own theme, jose? Because that can indeed give you a major advantage. Puzzle-wise, of course, I have no idea how good you are. 
Hehe... thanks for your support on my visuals. I also like much your "penrose" series theme, it's very smooth, friendly and detailed, specially like the lighting! Good job, mate!
If I must be sincere, I will ofc go with my own theme taking the chance that the custom content is allowed... but not anything related to what you've already seen though
I'm taking the chance that I have to map the whole thing from scratch to try a new approach that can be later included into the mod. As I've mmentioned some times, there will be a "Enceladus" themed chambers (warm lights, brownish and sandy textures and such...), and a completely different styled chambers type which will suppose the BTS parts of the mod... the Aperture Labs part, those hidden areas behind my observation rooms. And THAT would be my card for the contest. And to be frank I never started any visual approach until now. I spent a couple of days testing textures and mixing different ones altogether until I found a visul style I like... Let's hope so do you!
Regarding puzzles... well, let's hope you think I'm good at it too! 
FourthReaper wrote:
Kaleido wrote:
I'm still not even done blocking out my puzzle....
What do you consider "blocking out"? Because you only have a week left and while I may not have the best map, I have at least finished detailing the greater part of two maps. "Blocking out" the third.
But then do you mean coming up with a puzzle? Or placing the structural brushes? Or just not detailing yet? 'Cause I'm starting to worry about you.
I believe he is referring to lay out the whole structure of the map without detailing, only making the brushes that will contain the playing areas and puzzles... I'm not sure how everyone does to this regards... but for me, it's very important to decide the visuals first, the textures, lighthing sources, other "ornamental thingies", how will I place/combine them, etc., and to begin from there on... Then go designing each chamber with its structure, corners, floors and ceilings, the buttons in place, fizzlers, portalable panels (watching out the possible angles from which to shoot a portal is possible) and such... To make a puzzle is not that hard once you have it la
Man, you seem to have muuuuuch free time!, blocking out the thrid map??... Maybe you are a faster mapper than me, or Kaleido
I'd better get cracking on this week!!!