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gepy Superior Participant
Joined: 26 Oct 2007 Posts: 50 Location: Hungary
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I'm planning to make some pretty hard map, that not just based on portals and flings momentums etc. But I need to make a "learning" map before it to show some trick and logic in preparation. This map will be the training level. Will have 8 room with 12 "puzzle". Atm there are 4 puzzle ready, at 33% done I'll use it for the contest, then will continue making it.
Dont worry, the rest of the maps will not be this easy
More info, download and screenshots here:
http://heroes.hardwired.hu/-/portal/portmap.html
FIXED TEXTURE/SURFACE BUG
DaMaGepy 01:

Last edited by gepy on Thu Nov 01, 2007 3:30 pm; edited 4 times in total |
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Mapster Loves Cake

Joined: 16 Oct 2007 Posts: 432
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I'll check this map out later on when i have the time.
Looks quite interesting i must say  _________________
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roger federer Superior Participant

Joined: 13 Oct 2007 Posts: 82
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| pretty cool, i really like the part where you have to climb the wall for the portal gun i assume the part past the turrets is imcomplete. there are some real nice ideas from your site too. i was hoping someone would do some outdoors portal maps, and maps with more than one portal set (say 4-6 portals open at once), as i've heard people say it's possible. |
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Grudge
 Buenoman?

Joined: 29 Sep 2007 Posts: 369
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Looks awesome, i'm going to play it now. It looks like it deserves a review. _________________ Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.
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Shmitz The cake is a hat.

Joined: 18 Oct 2007 Posts: 173
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| Wait, you review WIPs? Why did I think it was just release maps? |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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Pretty sure he means when it actually is released.  _________________
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gepy Superior Participant
Joined: 26 Oct 2007 Posts: 50 Location: Hungary
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The map in the current form is redy for cotest, ball, snetry + chemical room now completely works. Will only add some content after the last door (fadeout maybe)
After that, I'll just continue the map...
Update: will upload its contest version in 2 hour, will post here the new link... |
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gepy Superior Participant
Joined: 26 Oct 2007 Posts: 50 Location: Hungary
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Artesia Loves Cake

Joined: 13 Oct 2007 Posts: 253 Location: Las Vegas NV
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not more cake
 _________________ [insert visually obtrusive graphic or witty comment here] |
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roger federer Superior Participant

Joined: 13 Oct 2007 Posts: 82
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i'm getting texture errors:
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env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall048a
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this happens on some maps but not most. not sure if it's your problem or mine. also, i think maybe you have some areas at the end that should not be portalable but are. |
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Guitar New Employee
Joined: 24 Oct 2007 Posts: 19
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Haha. The ending is great! Finally something unexpected! 10/10 |
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gepy Superior Participant
Joined: 26 Oct 2007 Posts: 50 Location: Hungary
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| EH, had a bug with textures/surfaces, forgot to rename the txt that bspzip used to include files. Uploaded a fixed version! |
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Player1 Test Supervisor

Joined: 24 Oct 2007 Posts: 144
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I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.)
Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing... |
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gepy Superior Participant
Joined: 26 Oct 2007 Posts: 50 Location: Hungary
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| Player1 wrote: | | I liked it, mostly. Too many places where you break the "what's portable and what's not" rules though. (Many light gray concrete walls that don't accept portals.) |
Please tell me where. I tought they all portable (but the noportal thing sometimes fucks things around and even if they not touching the white wall, their (aura) affects them For example at the end of the chemical room, the gray thing should be portable anywhere near the window but it only accepts portals in the center.
| Player1 wrote: | | Also the ending was annoying. First time I died, ofc, then I reloaded and came back and killed all the turrets. Then what? Nothing... Very disappointing... |
First I just wanted the game to fade out in 2 sec if the player starts to walk to the cake, but then made that HURT trigger to make sure none gets the cake or if crouch behind the table they still die. How could you kill the guards btw?
I should place 2-2 more sentry to the sides then
ah if you can portal on all wal and getting purple textures, download the zip again, had an error in the morning. |
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Shmitz The cake is a hat.

Joined: 18 Oct 2007 Posts: 173
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| I usually arrange my noportal volumes so that they're always 32 units away from any concrete surface. Since the game won't put a portal on anything less than 64 units wide, it's a "safe" margin that you won't be able to put a portal on. |
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