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Community Map Project
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Bulska
Test Supervisor


Joined: 16 Nov 2007
Posts: 170


PostPosted: Fri Jun 06, 2008 3:18 pm    Post subject: Reply with quote

messy, like my map.
nah just kidding, my map aint messy.

How many people are in this so far? Can we make a list?
Plus a small description of how large their piece is going to be and how hard. Just for easier assembly on the end.

Bulska's Addition to this Community Pack:
A long map with medium to hard difficulty. You'll need more brain then reflexes in this map, but bad reflexes won't get you far.

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rellikpd

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Joined: 10 Jan 2008
Posts: 902
Location: South Texas, US

PostPosted: Fri Jun 06, 2008 3:29 pm    Post subject: Reply with quote

Bulska wrote:
...Plus a small description of how large their piece is going to be and how hard.....

Post of the Day

as for me. if i can find the time to do anything. my piece is gunna be small. and medium-to-hard (depending on your skill i guess) i don't want to devote myself to anything large scale for two reasons: 1) i won't finish it, 2) it will be easier to fit into "place"

i'd rather see LOTS of little maps that are appropriately placed in difficulty (ie: easier-to-harder) and progressively getting there, instead of some maps with easy-to-hard built in.

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Bulska
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Joined: 16 Nov 2007
Posts: 170


PostPosted: Fri Jun 06, 2008 4:08 pm    Post subject: Reply with quote

It isn't really easy-to-hard, the map I'm making.

But if you put the difficulty on a graph compared to map progress, it would swing a little up & down.

But overal a fun map to play, not something you could frustate your brains out with. Because you have some simple puzzles along your way to make it more interresting to get from one hard puzzle to another.

Also to settle the mind a bit; If you need to do hard puzzles all the time I get frustrated, but in my map is so that after done one hard puzzle, you have some tiny easier puzzles on your way to the next hard puzzle.

I'll throw in some screenies sometime.
Who all is in this work-together map fest again?

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Portalboat
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Joined: 30 May 2008
Posts: 98
Location: In your pool, drinking your waterz

PostPosted: Fri Jun 06, 2008 5:07 pm    Post subject: Reply with quote

I'm trying I get something, but the orb launcher and doors aren't working.
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Bulska
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Joined: 16 Nov 2007
Posts: 170


PostPosted: Fri Jun 06, 2008 5:55 pm    Post subject: Reply with quote

use the Prefab Package somewhere on this forum.

If you're already doing so, then you've directed the triggers incorrectly. Can happen to anyone.

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Duffedwaffe

I'm why we can't have nice things. Also mod.


Joined: 13 Nov 2007
Posts: 519
Location: Canaduh eh

PostPosted: Fri Jun 06, 2008 5:55 pm    Post subject: Reply with quote

Portalboat wrote:
I'm trying I get something, but the orb launcher and doors aren't working.


Try fixing them.

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bizob

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Joined: 13 Nov 2007
Posts: 184
Location: Florida

PostPosted: Fri Jun 06, 2008 10:05 pm    Post subject: Reply with quote

I think is a great idea and could be used as a promotional tool for the site. I will be making at least one map for submission, hopefully it lives up to the TWP standards. I've been working on some concepts for chamber_02 that should work well for this project.

As far as submitting VMFs go, I have no problems with that. In fact, I'd welcome some constructive criticism on my mapping technique from some of more experienced members if they chose to do so. I know this isn't a mapping clinic but if someone noticed something I could be doing better it'd be cool to know about it.

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Tigger
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Joined: 04 Jan 2008
Posts: 109
Location: SF Bay Area

PostPosted: Fri Jun 06, 2008 10:47 pm    Post subject: Reply with quote

Should all the sequences start and stop with an elevator if we're doing small snipets? Or does that mean each piece should be large enough to support the two elevators? And does that mean every BTS should be self encapsulated inside a segment?

Sorry to be pedantic, but trust me projects like this go a lot smoother with ground rules set up ahead of time.

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Sleepwalker
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Joined: 13 Oct 2007
Posts: 118
Location: Keene, NH

PostPosted: Sat Jun 07, 2008 12:11 am    Post subject: Reply with quote

Also, if there is a lot of maps submitted, we could create multiple ways to win and different courses to take.
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Bulska
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Joined: 16 Nov 2007
Posts: 170


PostPosted: Sat Jun 07, 2008 3:24 am    Post subject: Reply with quote

Good idea, but do make it clearly that there are multiple routes out. Because I don't want my map, or anyone's elses map for that matter, hidden behind some BTS areas.
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MrTwoVideoCards

Loves Cake


Joined: 23 Nov 2007
Posts: 472
Location: Lancaster, CA

PostPosted: Sat Jun 07, 2008 1:07 pm    Post subject: Reply with quote

Holy shit 70 reply's, awesome sauce guys.
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Nameless
Test Participant


Joined: 06 Feb 2008
Posts: 40


PostPosted: Sat Jun 07, 2008 4:48 pm    Post subject: Reply with quote

I would love to make a couple maps for this, but i definately think the maps should be small, it would make stringing them together easyer and we would have more control over the difficulty levels.

I would be up for making any difficulty lvl of the no portal gun maps (with the auto portals) or some of the easy-medium portal gun maps. Making BTS stuff is what i tend to do normaly so I wouldn't mind doing that. I'll post some screens of some of the things I've made but I'll make what ever type of map we need more of for this Smile

ps. I think the original post/guidelines needs to be updated to include some recent ideas...

Tigger wrote:


msleeper wrote:
This is kind of a planning thread, what do you think would be best?


I think knowing what the "story" we're wanting to tell would be good.

Is this an alternative Portal Story, ala the Portal Flash Map Pak? Are we using Glados, or creating new voices for another AI? Is this just a set of maps thrown together to prove we can map, ala a map pak?

Do we want to put this in the HL2 setting the way the Portal Flash Pack did?

Do we want to make this an early setting ala the Hurricane maps?

Do we want to make this a Post Glados map maybe? One where... the AI is gone, self destructed, post Portal, and things are broken? Maybe every map has some lost power or devices that don't work and the player has to figure out how to escape?
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Ricotez
Loves Cake


Joined: 13 Jan 2008
Posts: 498
Location: Somewhere between the 3rd and 4th dimensions.

PostPosted: Sun Jun 08, 2008 5:39 am    Post subject: Reply with quote

Well, maybe it would only be better to have a large selection of smaller maps. You might have to load more often, but it offers more opportunity for variation. You'd play a map of a different author every few minutes, so in case you get bored of, for example, Hurricaaane's maps, you know you'll switch to MrTwoVideoCards' map once you got through it.

It could slightly damage continuity, but it would certainly benefit gameplay.

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Bulska
Test Supervisor


Joined: 16 Nov 2007
Posts: 170


PostPosted: Sun Jun 08, 2008 6:59 am    Post subject: Reply with quote

I've got a fairly large map T_T

I hope it's not a problem, I didn't know we're gonna prefer small maps untill I already got a long way with my map...

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youme
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Joined: 18 Oct 2007
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Location: Suffolk, Uk

PostPosted: Sun Jun 08, 2008 8:37 am    Post subject: Reply with quote

Unless you HAVE to keep it as one level, stick an elevator in it, no one will realise that it isn't two separate maps. and you get to submit the map as one map
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