Aesthetic Showcase [Version 2]

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FelixGriffin
2,680 Posts
Posted Feb 04, 2013
Replied 42 minutes later
What's the purple force field in the second pic?
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Caden
174 Posts
Posted Feb 04, 2013
Replied 35 minutes later

Lpfreaky90 wrote:
Caden wrote:

Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.

http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453

It's not that we're trying to make you depressed or anything, it's just that we point out things you can improve. That'll only make your maps better! :D

I love the projected textures on the white walls, they look splendid! Personally I'd make the top area with the pipes a bit darker, but it also breaks up the scenery :)

Thank you! Now I actually feel motivated to continue mapping while also knowing how to make it look better :D

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Caden
174 Posts
Posted Feb 04, 2013
Replied 7 minutes later

FelixGriffin wrote:
What's the purple force field in the second pic?

The purple field is my little "Density Field", cubes and other physical objects can pass through it because of their low mass, but as a player you cannot. Credit to Fourth Reaper for the texture. Though we plan on using a different, but still purple, fizzler texture. I had Tom make it way before I even had Hammer, good memories.

Also, behind that field there is a grey button, that's another invention I like to call the "Timer" button (for lack of a more scientific name), meaning that when something hits it, it activates something for a few moments. As you can see it would only be useful on a wall or the ceiling. The player can activate it like a normal button, even though it has the structure of a cube button, so hence the density field in front of it.

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Caden
174 Posts
Posted Feb 04, 2013
Replied 1 minutes later

portal2tenacious wrote:
In the second screenshot, you have a tile texture on the inside of the walls where it broke. It would be better to use a plastic or squarebeam texture there.

The yellow and steel textures do look out of place in that environment. So I'll experiment with those Plastic textures and see how that looks, thanks for the feedback!

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BenVlodgi
633 Posts
Posted Feb 05, 2013
Replied 13 hours later
you know you can edit posts, so that you only have one and not many

If this doesn't take place in aperture, then why does it have all of Aperture's walls?... The only styles I'm familiar with are the standard Portal styles for aperture, so I'm judging these lookalikes the same.

People learn more from their mistakes than from compliments. There are merits to your work, but I feel like you think its the best mapping ever and I like pointing out that its not.

You should also not base your motivation for mapping on the praises of the public, while this can at times be a good motivator, I've seen way too many people only make maps so they can post pictures of it on the forums and moddb pages... these mods and map-packs usually fail. cough "nearly every mod on the moddb for Portal 2" cough

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iWork925
1,080 Posts
Posted Feb 05, 2013
Replied 2 hours later
lol... triple post for victory!
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Caden
174 Posts
Posted Feb 05, 2013
Replied 3 hours later

BenVlodgi wrote:
you know you can edit posts, so that you only have one and not many

If this doesn't take place in aperture, then why does it have all of Aperture's walls?... The only styles I'm familiar with are the standard Portal styles for aperture, so I'm judging these lookalikes the same.

People learn more from their mistakes than from compliments. There are merits to your work, but I feel like you think its the best mapping ever and I like pointing out that its not.

You should also not base your motivation for mapping on the praises of the public, while this can at times be a good motivator, I've seen way too many people only make maps so they can post pictures of it on the forums and moddb pages... these mods and map-packs usually fail. cough "nearly every mod on the moddb for Portal 2" cough

I meant to combine all three posts after I made them, but I couldn't see anyway to delete them.

The facility looks like Aperture because I was based off Aperture, this all has to do with the story to the mod.

I do not think that the stuff I'm mapping is "the best mapping ever", I'm still a little new to using Hammer, and I can recognize that. Hence the purpose of this article was to see what people liked and what people didn't like about how I was mapping, so I know what to change and to keep, also the reason I said I need people to tell me what they like as well as they didn't like.

And I'm aware that pretty much ALL mods that don't have demos and just pictures, end up dying. In fact, it's really annoying to me. That's why I'm attempting to release a couple maps to the public soon- the ones I was working on in the pics.

And anyways, I do thank all of you for your support, just look how far you guys have gotten me since this article was first made:
Before: ** http://steamcommunity.com/sharedfiles/f ... =120283045
After: ** http://steamcommunity.com/sharedfiles/f ... =125108453
I find it funny that when I actually get good at Hammer, I'll be laughing my head off at what I'm doing now just like I'm laughing my head off at what I used to do.

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BenVlodgi
633 Posts
Posted Feb 05, 2013
Replied 4 hours later

Caden wrote:
when I actually get good at Hammer, I'll be laughing my head off at what I'm doing now just like I'm laughing my head off at what I used to do.

Probably

well so far there are only 2 released Portal 2 mods that I know of... both were just short mappacks.
I actually see lots of mods die right after releasing demos... many of the members feel like they've gone far enough, and give up.... Portal Stories: MEL is the only Portal 2 mod which has published a demo and not failed, and that's because LPFreaky90 is awesome.

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Caden
174 Posts
Posted Feb 05, 2013
Replied 10 minutes later

BenVlodgi wrote:
Caden wrote:

when I actually get good at Hammer, I'll be laughing my head off at what I'm doing now just like I'm laughing my head off at what I used to do.

Probably

well so far there are only 2 released Portal 2 mods that I know of... both were just short mappacks.
I actually see lots of mods die right after releasing demos... many of the members feel like they've gone far enough, and give up.... Portal Stories: MEL is the only Portal 2 mod which has published a demo and not failed, and that's because LPFreaky90 is awesome.

Alive & Kicking and Welcome Back released demos and didn't die. But in the case of Alive & Kicking, rHetorical is also awesome.

Speaking of which, the only good released mods that have come out are, Robot Pride, Designed for Danger, Level With Me, and Colours. The rest is all crap, like this: http://www.moddb.com/mods/portal-2-esca ... re-mappack. And most of the good ones are relatively small.

Back on subject... Honestly, to me, creating a demo (in this case a few maps to see what people think about it) doesn't really seem like that bad of an idea to me. But you obviously know a lot more about it than me... perhaps I could just have you test a few levels?

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reepblue
894 Posts
Posted Feb 06, 2013
Replied 2 hours later

BenVlodgi wrote:
Caden wrote:

when I actually get good at Hammer, I'll be laughing my head off at what I'm doing now just like I'm laughing my head off at what I used to do.

Probably

well so far there are only 2 released Portal 2 mods that I know of... both were just short mappacks.
I actually see lots of mods die right after releasing demos... many of the members feel like they've gone far enough, and give up.... Portal Stories: MEL is the only Portal 2 mod which has published a demo and not failed, and that's because LPFreaky90 is awesome.

Yeah, it has nothing to do with the fact that the PTI update broke a lot of things, and Portal 2 is not really the most mod friendly game in existence.

Demo's also remove that surprise factor. Why Colossal wanted a demo for AAK is beyond me, the mod became more work afterwards, and I was the only one working on it at that point. :boring:

Would suggest making mappacks first. Doing smaller projects teaches big lessons and it is not as overwhelming.

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BenVlodgi
633 Posts
Posted Feb 06, 2013
Replied 1 hour later

reepblue wrote:
Yeah, it has nothing to do with the fact that the PTI update broke a lot of things, and Portal 2 is not really the most mod friendly game in existence.

Demo's also remove that surprise factor. Why Colossal wanted a demo for AAK is beyond me, the mod became more work afterwards, and I was the only one working on it at that point. :boring:

Would suggest making mappacks first. Doing smaller projects teaches big lessons and it is not as overwhelming.

There are fixes for all the PTI breaks.... but it sucks nonetheless, and I dont blame you for moving to source2007
I do agree with everything you just said, advertising too much, and demos (usually) greatly decrease want

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Caden
174 Posts
Posted Feb 06, 2013
Replied 6 hours later
Sorry, I didn't actually mean a real demo. Like you said reep, I plan on releasing just a small map-pack with no mod format at all. Also, what PeTI breaks are you talking about? I got Hammer after the Perpetual Testing Initiative was launched, so I guess I wouldn't know.
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reepblue
894 Posts
Posted Feb 06, 2013
Replied 18 minutes later

BenVlodgi wrote:
There are fixes for all the PTI breaks....

Not all of them..

:kermit:

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Caden
174 Posts
Posted Feb 06, 2013
Replied 2 minutes later

reepblue wrote:
BenVlodgi wrote:

There are fixes for all the PTI breaks....

Not all of them..

You mean that wasn't possible to do until the PeTI was released?

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reepblue
894 Posts
Posted Feb 06, 2013
Replied 3 minutes later

Caden wrote:
reepblue wrote:

BenVlodgi wrote:

There are fixes for all the PTI breaks....

Not all of them..

You mean that wasn't possible to do until the PeTI was released?

Valve decided it was a grand slam idea to have some gels share resources. I can remember each gel including sticky having its own particle set and color convar. Now the water and conversion gel shares particles, and the sticky/reflective gel shares stuff from the conversion and propulsion. Makes things like the Electric Gel harder, yet impossible to sell.

I don't blame them, I would have done the same thing. Although I think this was after the DLC1, not so much PTI.

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BenVlodgi
633 Posts
Posted Feb 06, 2013
Replied 18 minutes later

reepblue wrote:
Although I think this was after the DLC1, not so much PTI.

it was =\
DLC1 breaks aren't all fixable =\

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FelixGriffin
2,680 Posts
Posted Feb 06, 2013
Replied 2 hours later
If you fix the particles you can at least use it on its own, though. After DLC1 I was afraid they'd taken the first gel type out entirely.

It's a little sad that I was excited because VALVe didn't break as many things as I had thought they would. :razz:

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Caden
174 Posts
Posted Feb 06, 2013
Replied 4 hours later

reepblue wrote:

Valve decided it was a grand slam idea to have some gels share resources. I can remember each gel including sticky having its own particle set and color convar. Now the water and conversion gel shares particles, and the sticky/reflective gel shares stuff from the conversion and propulsion. Makes things like the Electric Gel harder, yet impossible to sell.

I don't blame them, I would have done the same thing. Although I think this was after the DLC1, not so much PTI.

Ah, I get it now, I figured you were wiping off sticky gel using the Water Redirection Cube, but now I see that it was just screwy particle effects.