[Mod] Turcube - Release Date: ? (paused)

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Collin1971
14 Posts
Posted Jun 14, 2013
Saving this thread for later, thanks for feedback. :smile:
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BenVlodgi
633 Posts
Posted Jun 14, 2013
Replied 54 minutes later
Hammer made I hope and assume, you should try to go for more dynamic lighting, and matching your metal textures... like not dark and light metal in the same room
looking forward to see if you can pull this off
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Collin1971
14 Posts
Posted Jun 15, 2013
Replied 14 hours later
Thanks for the advice BenVlodgi! I've updated the video in the top thread :smile: I would like to point out though, these chambers are still Alpha, and I'm nowhere complete with them. And yes, these maps are made with Source SDK.
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iWork925
1,080 Posts
Posted Jun 16, 2013
Replied 18 hours later
img
This mod sounds boring.
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Lpfreaky90
2,842 Posts
Posted Jun 16, 2013
Replied 45 minutes later
I hope the difficulty of this trailer is representative for the entire mod. Else I would think it's too easy.

Also the first puzzle is about the most basic puzzle you can have in portal 2 and I sincerely hate it, unless you have a nice little twist to it.

Just my two cents; good luck withe the further development of the mod.

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LoneWolf2056
193 Posts
Posted Jun 16, 2013
Replied 2 hours later
You might want to stick some props in the observation room, computers, desks and stuff, looks very bare.
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CamBen
973 Posts
Posted Jun 16, 2013
Replied 2 hours later
I think that if you want it to really look different to portal 2, try playing with hexed cubes, maybe new textures, and have the puzzles get gradually harder as you go on. Also, you might want to experiment with changing up the elevator as well. New styles, good tests, and a story,even if small, really help the success of most mods. Also, I'd like to see any custom elements, just so that we know what to expect later on.
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Habzs
225 Posts
Posted Jun 16, 2013
Replied 57 minutes later
The lighting looks bland in the chambers. No shadows and pure white light makes the chamber looks boring.
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Portal3game83
12 Posts
Posted Jun 17, 2013
Replied 1 day later
Good job technically making Blue Portals 2 except naming it Orange Portals! :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:
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User
630 Posts
Posted Jun 17, 2013
Replied 16 minutes later
*Probably NOT the first map made by a 13 years old non-rich teenager (I dont mean me)

The lighting, naa doesnt looks good. Hmm but good luck with another/more maps ^^

EDIT: I mean not that youre totally badly :biggrin: Just put something in foreground of the light (That gives nice shadows) or use an env_projected_texture, :wink:

Portal3game83 wrote:
Good job technically making Blue Portals 2 except naming it Orange Portals! :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

Please dont spam with smilys.

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Collin1971
14 Posts
Posted Jun 17, 2013
Replied 37 minutes later

Portal3game83 wrote:
Good job technically making Blue Portals 2 except naming it Orange Portals! [SO MANY SMILEYS

You make me want to beat you with a hammer. This has nothing to do with Blue Portals.
See what I did there? Source SDK? Hammer? Beat you with? Fine. Be that way.

Side Note: I should be responding to the more constructive feedback but this just pissed me off. I do appreciate the feedback so far though, even if some of it is negative. I'm trying my
best with the lighting, but it's a pain to work with and I've never really messed with it much.

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RubyCarbuncIe
303 Posts
Posted Jun 17, 2013
Replied 1 hour later
If you don't want it to have any sort of connection with Blue Portals, or be compared to it in anyway whatsoever, you might want to change the name. I did something similar a long while back and called it "Secondary Fire" because the player only had the secondary Portal available to them. I'm not saying use Secondary Fire as your mod's name, (In fact, I'm basically saying please don't use that as your mod's name) but some originality might help people avoid comparing it to Blue Portals.

As for the short, for lack of a better word, demonstration video you provided, it's not very appealing so far. The Chambers you've shown are perhaps the most generic I've seen. Not trying to sound harsh, but the whole, "place a cube on a button" thing really isn't something that will get this mod a lot of followers. Some more interesting detail could also go a long way. For example, look at the walls in your rooms. You use the same white wall texture for everything but the area around the door. In Portal 2 you're given a lot of different white wall tiles that you could be using to add detail to even the simplest of rooms.

The lighting, although difficult to get right, is perhaps the most important thing. If you're having trouble with lighting, I suggest finding tutorials on Youtube to help you out. There are many things to consider when making lighting, like the brightness, the size of the room, and what textures you use for it.

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reepblue
894 Posts
Posted Jun 17, 2013
Replied 3 minutes later
Oh boy, where do I start. I have mixed reactions about this but I'm gonna keep my cool and be supportive as I can.

First off, as a young mapper starting, your head should be overloaded with ideas like mine was when I started in 2008. And like you, Blue Portals was my first project I started to work on. I think there is an old alpha from July 2008 still on the database if you look. Point is, your skill is not equal to the amount of ideas and that will flip around as time goes by. I recommend you working on this in the background while you work on and ship out maps we can play in the near future. This way, we can help improve your skills without you working on a mod all summer and facing us with months of work.

The name is kind of predictable and lame if you ask me. When I first saw your signature, I asked Colossal "How many Orange Portals does that make now?" and he told me four. Using " Portals" will be linked straight to Blue Portals. Ruby called his project Secondary Fire and everything was great.

You know, you COULD just use the primary fire of the Portalgun, I did not patent that idea, nor anyone can. I was actually planning to give the dual portal device some point in Blue Portals but I did not know where to gift it and the elements worked ten times better with just the blue portals. But that will not make your mod different. I actually took that concept from Hurricaaane and just expanded upon it greatly. (He was cool with it in the end.)

Your test chambers are bland and the videos show nothing that we already did not see before. In fact, I did not see a single orange portal yet. a promo video should show what you got above all the rest. What you have different then the other Portal projects and why. I'm sure you saw my Blue Portals 2 video. Noticed I showed a new setting, elements and how they can be used alone and with the sixense. What I'm trying to say, think different! I'm tired of seeing white walls with black tiles from all the PTI maps, and I'm sick of seeing the same ideas used the same ways. Even in my current Portal 2 projects I mix up the art a little, and a bit more in Tornate. Valve has left behind so much unused/little used textures and models that you can use for yourself.

I'm sure you have a ton more idea then just that. But showing off the first training maps in a familiar setting is no good. For future videos, make demo maps to show off what you want to show but without spoiling the rest of the project. Those maps you saw in the BP2 video; yeah they were all demo maps, and where not part of the campaign at all.

Spice it up, give it a new name and I hope to see something great.

Lpfreaky90 wrote:
Also the first puzzle is about the most basic puzzle you can have in portal 2 and I sincerely hate it, unless you have a nice little twist to it.

You need those puzzles to tell the player "THIS IS WHAT A BOX LOOKS LIKE, THIS IS WHAT A BOX DISPENSER LOOKS LIKE AND THIS IS WHAT A BUTTON LOOKS LIKE." If you have a new box, dropper, and button model, a puzzle like that is more important in that regard. But since we already know all of this, it's pointless to have a "Button and Box puzzle without twists".

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Collin1971
14 Posts
Posted Jun 17, 2013
Replied 18 minutes later

reepblue wrote:
Oh boy, where do I start. I have mixed reactions about this but I'm gonna keep my cool and be supportive as I can.

First off, as a young mapper starting, your head should be overloaded with ideas like mine was when I started in 2008. And like you, Blue Portals was my first project I started to work on. I think there is an old alpha from July 2008 still on the database if you look. Point is, your skill is not equal to the amount of ideas and that will flip around as time goes by. I recommend you working on this in the background while you work on and ship out maps we can play in the near future. This way, we can help improve your skills without you working on a mod all summer and facing us with months of work.

The name is kind of predictable and lame if you ask me. When I first saw your signature, I asked Colossal "How many Orange Portals does that make now?" and he told me four. Using " Portals" will be linked straight to Blue Portals. Ruby called his project Secondary Fire and everything was great.

You know, you COULD just use the primary fire of the Portalgun, I did not patent that idea, nor anyone can. I was actually planning to give the dual portal device some point in Blue Portals but I did not know where to gift it and the elements worked ten times better with just the blue portals. But that will not make your mod different. I actually took that concept from Hurricaaane and just expanded upon it greatly. (He was cool with it in the end.)

Your test chambers are bland and the videos show nothing that we already did not see before. In fact, I did not see a single orange portal yet. a promo video should show what you got above all the rest. What you have different then the other Portal projects and why. I'm sure you saw my Blue Portals 2 video. Noticed I showed a new setting, elements and how they can be used alone and with the sixense. What I'm trying to say, think different! I'm tired of seeing white walls with black tiles from all the PTI maps, and I'm sick of seeing the same ideas used the same ways. Even in my current Portal 2 projects I mix up the art a little, and a bit more in Tornate. Valve has left behind so much unused/little used textures and models that you can use for yourself.

I'm sure you have a ton more idea then just that. But showing off the first training maps in a familiar setting is no good. For future videos, make demo maps to show off what you want to show but without spoiling the rest of the project. Those maps you saw in the BP2 video; yeah they were all demo maps, and where not part of the campaign at all.

Spice it up, give it a new name and I hope to see something great.

Lpfreaky90 wrote:

Also the first puzzle is about the most basic puzzle you can have in portal 2 and I sincerely hate it, unless you have a nice little twist to it.

You need those puzzles to tell the player "THIS IS WHAT A BOX LOOKS LIKE, THIS IS WHAT A BOX DISPENSER LOOKS LIKE AND THIS IS WHAT A BUTTON LOOKS LIKE." If you have a new box, dropper, and button model, a puzzle like that is more important in that regard. But since we already know all of this, it's pointless to have a "Button and Box puzzle without twists".

I think you make a very valid point reepblue, right now I just don't have the time to work on [new mod name here], and quite frankly for some of my first maps I shouldn't be already "starting" a mod. I've had much more content but I didn't consider them... "presentable". Too many bugs, and the textures were a little weird. For now I think I'm just going to halt production on [new mod name here], and start with smaller sub-maps.

The idea about me choosing the secondary trigger versus the primary is mainly based upon my own mindset, that blue is entry, and orange is exit.

And for the only video I uploaded, there were quite a few reasons for that:
A. Other chambers took quite a toll on my laptop and, (as some have probably noticed) the framerate isn't too good for video.
B. Some new features only worked occasionally, and I didn't want to show a b0rked feature.
C. The new cube type (gravity) was very difficult to show in a screenshot. (along with others)

I appreciate your feedback very much, and for anyone who is coming up with names for mods: I'm going to ahead and reserve "Turcube".

:thumbup:

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BenVlodgi
633 Posts
Posted Jun 17, 2013
Replied 6 hours later

Collin1971 wrote:
I think you make a very valid point reepblue, right now I just don't have the time to work on [new mod name here], and quite frankly for some of my first maps I shouldn't be already "starting" a mod. I've had much more content but I didn't consider them... "presentable". Too many bugs, and the textures were a little weird. For now I think I'm just going to halt production on [new mod name here], and start with smaller sub-maps.

The idea about me choosing the secondary trigger versus the primary is mainly based upon my own mindset, that blue is entry, and orange is exit.

And for the only video I uploaded, there were quite a few reasons for that:
A. Other chambers took quite a toll on my laptop and, (as some have probably noticed) the framerate isn't too good for video.
B. Some new features only worked occasionally, and I didn't want to show a b0rked feature.
C. The new cube type (gravity) was very difficult to show in a screenshot. (along with others)

I appreciate your feedback very much, and for anyone who is coming up with names for mods: I'm going to ahead and reserve "Turcube".

:thumbup:

It is a great idea to work on smaller maps and gaining skills in hammer before trying to tackle a mod....I've been working on backstock for two years now.
Incase you're wondering, everyone is jumping on you, because this forum gets a lot of youngins who just barely learn hammer and then "Make a mod", which a lot of more experienced hammer users get upset with, because newbs talk about their project like its the next best thing, and they don't even know how to use displacements. Not to mention that not a single full length mod has been released yet for Portal 2, and there have been like 50 advertised ones out there.
I admire your ambition, and I hope you don't give up on your project. Keep at it, learn as much as you can from everything everyone says. Ask questions, and don't lose your drive :thumbup: