[Ideas] For my next level...
josepezdj wrote:
but the truth is that I don't share your opinion that Portal2 is not friendly to do different stuff... I think right the opossite!
Well, I probably ment that Portal 2 is not designed for this stuff. But it seems like it works out for most people.
yishbarr wrote:
josepezdj wrote:but the truth is that I don't share your opinion that Portal2 is not friendly to do different stuff... I think right the opossite!
Well, I probably ment that Portal 2 is not designed for this stuff. But it seems like it works out for most people.
I am inclined to disagree with you about that. Where are you getting this information?? 
josepezdj wrote:
This is one of my favourites:
Whoa, that's awesome 
iWork925 wrote:
yishbarr wrote:josepezdj wrote:
but the truth is that I don't share your opinion that Portal2 is not friendly to do different stuff... I think right the opossite!
Well, I probably ment that Portal 2 is not designed for this stuff. But it seems like it works out for most people.
I am inclined to disagree with you about that. Where are you getting this information??
Isn't it clear information? Portal 2 has mainly puzzle aesthetics.
Obviously this game is build on the source engine, that has a lot more capabilities than just portal. The fact that corresponding models and textures are not included is also quite logical; you don't want to blow your filesize. Technically they could've included all assets from all source games into portal 2, but yeah, then the installation would be a hell of a lot bigger, taking longer to download etc etc etc. So it's just a logical consideration not to put those assets in portal 2. It has nothing to do with the fact that it's not designed for it. It's just not blowing the size.
If you want you can take all kinds of assets from other source games without much effort at all (obviously stay on your guard for copyright infringements!)
FelixGriffin wrote:
VALVe said a while ago that Source SDK Shared files are fair game for Portal 2 mods.
source?
DaMaGepy wrote:
BTW Valve replied:
"After checking with the Portal team, it is fine to use the models."
So can use models from the source shared files.
mapping-help/the-thinkingwithportals-map-showcasing-thread-t3803-645.html
Lpfreaky90 wrote:
Yes, the portal 2 textures and props are limited to testing stuff. But hey; what's stopping you from making your own models and textures?Obviously this game is build on the source engine, that has a lot more capabilities than just portal. The fact that corresponding models and textures are not included is also quite logical; you don't want to blow your filesize. Technically they could've included all assets from all source games into portal 2, but yeah, then the installation would be a hell of a lot bigger, taking longer to download etc etc etc. So it's just a logical consideration not to put those assets in portal 2. It has nothing to do with the fact that it's not designed for it. It's just not blowing the size.
If you want you can take all kinds of assets from other source games without much effort at all (obviously stay on your guard for copyright infringements!)
I'm not sure if it's understood. I'm not saying it's bad to be creative but making tetris would require some big efforts to make it a good P2 map.
Also, one of my favorites from Rand0mnumbers:
http://www.youtube.com/watch?v=UtLptelHZyc&list=PL5A135DB291442A9C&index=11
Are people still looking for more Portal 2 Tower Defense Maps?
I know most people did like the 2nd one very much, but what should a new map include?
Back in 2011 and early 2012 I was thinking of a 3rd Tower Defense Map, but never started
to work on it, because I pretty much used all my ideas in the 2nd map, already...
Brainstorming right now:
- bigger Map, where you actually would have to use your portalgun to move around
- not only one control platform for each player, but many of them around a big map
- no random path of the cubes, but increased difficulty with larger amount of them
- I could work out a way to make the map with two or more floors
-
maybe a certain amount of companion cubes to activate some things
(so you would have to pick some stuff and cant use all stuff at the same time) -
more combo-triggers where both players have to press a button to activate a
big ass combo-cube-killer-thingy... whatever ^^
Well... I am not sure how this all would work out, but probably worth a try.
Do you you have more suggestions?
