[WIP] Portal prefabs

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Aldéz
221 Posts
Posted Feb 17, 2008
I'm working on prefabs for Portal, mainly for myself, and they're almost finished. I know there are some prefabs here already, but I don't think they're as extensive as my collection. There are 45 prefabs in mine. It includes ball launchers (wall, ceiling, floor, rotating), ball catchers (wall, ceiling, floor, caged), buttons, switches, lightrails (corner, end caps), platforms, box dropper, elevators (entry and exit with portal/time/steps counter), incinerator, signs, observation rooms etc. They're automatically named when they're inserted, so you could for example insert two ball catchers and their entities won't get the same names. Let me know if you're interested. Then I even might write instructions for them and upload them to the Download Database.
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Hyakkidouran
84 Posts
Posted Feb 17, 2008
Replied 1 hour later
I completely am, I am one of those guy that think it is a waste of time to reinvent the wheel.

Your prefab collection is more extensive than CP4P, the one that is already pretty popular here. Looks good.

An advice I give you is to make a nice documentation for your prefabs (what is the name of the filter, of the func_door, etc...) so they are easy and instinctive to use.

The documentation of CP4P was excellent, and if you do the same, your package sure should rock!

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Aldéz
221 Posts
Posted Feb 17, 2008
Replied 4 hours later
The reason I ask is that I don't think it would be a good idea to release the prefabs without a proper documentation, as you said Hyakkidouran. But if nobody was interested in them, I wouldn't have liked to write descriptions for 45 prefabs in vain.
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Aldéz
221 Posts
Posted Feb 18, 2008
Replied 1 day later
This is how I plan to make the documentation. Would like some feedback before I continue.

Download demo

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Grudge
307 Posts
Posted Feb 18, 2008
Replied 39 minutes later
I smell the first prefab review.

Or is that my dinner from last night?

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msleeper
4,095 Posts
Member
Posted Feb 18, 2008
Replied 1 minutes later

Grudge wrote:
I smell the first prefab review.

Or is that my dinner from last night?

I think there are some other real maps that could use it, ahem Accident Prone?

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Grudge
307 Posts
Posted Feb 18, 2008
Replied 6 minutes later

msleeper wrote:
I think there are some other real maps that could use it, ahem Accident Prone?

Within time, but I don't think just maps should recieve all the glory. It's just as much hard work to make a model.

But yes, accident prone is pretty.

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NykO18
183 Posts
Posted Feb 18, 2008
Replied 1 hour later

Grudge wrote:
It's just as much hard work to make a model.

In terms of time :
- Source mapping is 75% modeling, 25% texturing.
- Modeling is 25% modeling, 75% texturing.
Choose your favorite side.

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msleeper
4,095 Posts
Member
Posted Feb 18, 2008
Replied 6 minutes later

NykO18 wrote:
In terms of time :
- Source mapping is 75% modeling, 25% texturing.
- Modeling is 25% modeling, 75% texturing.
Choose your favorite side.

Going to assume that by "modeling" you mean "creating brushwork" and not actually modeling. Let's not forget the fun of I/O entities too!

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NykO18
183 Posts
Posted Feb 18, 2008
Replied 18 minutes later
Yes, in fact I was looking for a term saying "brush working, playing with entities and I/O" in vain.
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Hyakkidouran
84 Posts
Posted Feb 19, 2008
Replied 13 hours later
I watched your documentation : it is great!

I'm sure looking forward to the full release of this.

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Aldéz
221 Posts
Posted Feb 25, 2008
Replied 6 days later
I have uploaded a beta version of the collection. Happy mapping!

Download here

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Aldéz
221 Posts
Posted Mar 11, 2008
Replied 14 days later
A new beta version is uploaded to the Download Database. Added 10 more prefabs and made some adjustments.

Download here

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Beer-Me
137 Posts
Posted Mar 12, 2008
Replied 1 day later
Great job, cant wait to use these when I get back to my usual home.