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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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ThinkingWithPortals.com Community Project
What The Project Is
This is an attempt to allow the members of ThinkingWithPortals and Portal/Source mappers alike to work together on a project to develop a large community map project. The final product will be a series of Test Chambers and a (loose) storyline tying them together.
How Do I Get Involved
If you'd like to submit a map for the Community Project, then great! This project will only get off the ground if people are willing to submit to it. All you need to do to be involved is to make a single test chamber (see below), and provide the BSP and the VMF to myself or one of the other Global Moderators here.
Keep in mind that the VMF is required for the inclusion of your map into the project. The map source are not going to be made publicly available, however myself and other staff do need the map source so that we can properly combine and/or alter maps in necessary ways to fit together in the entire project's atmosphere. If this is a problem then, sorry, there's not much we are willing to do about this.
What's In It For Me?
Well that's a terrible attitude, isn't it! We are hoping to attract the attention of the Source community as a whole to showcase what the talented Portal mappers are able to do. We'd also like to try and contact Valve for inclusion as some sort of official map pack - but we're not holding our breath for that.
Quality Standard and Design Rules
- 1.) The maps MUST begin in a test elevator, have a Test Number sign, and end with fizzler and another test elevator. Do not worry about the number on the Test Sign as that will be determined as the map order is setup and may change at a given point. This is the only hard-and-fast rule - not abiding by it may make your map be altered, or not included at all!
- 2.) Visual detail is important! Be sure that you have proper lighting, texture alignment, and other visual issues fixed before submitting. Again, we may fix small problems for you but if your map is totally unaligned you can expect it not to be included!
- 3.) Behind The Scenes areas are great and we MAY include a section like that, but for now don't plan on making one. Short BTS areas (such as in Chamber 16 and 17) are fine, but don't go overboard and have your entire map take place BTS.
Project Map Layout and Contributors
Forthcoming! _________________
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Bulska Test Supervisor

Joined: 16 Nov 2007 Posts: 174
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My map's almost done.
Medium-Long length test chamber, large variaty of game difficulty and regular graphics. Free to be used and altered in whatever means as long as anything based off this map will be used for the Thinking With Portals Community Map Pack.
What excactly do I need to do with the map when it's all finished? _________________ Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet. |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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Send me a PM with the BSP and/or the VMF. The BSP is only required so I don't have to compile it and playtest it to see if there are any obvious visual or gameplay glitches. _________________
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Bulska Test Supervisor

Joined: 16 Nov 2007 Posts: 174
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Remmiz Can't Fight The Man If You Are The Man

Joined: 13 Nov 2007 Posts: 361
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r_drawviewmodel 0
crosshair 0
Those are your friends! |
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msleeper
 digital entertainment design

Joined: 26 Sep 2007 Posts: 1991 Location: Atlanta, Jawjuh
 
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Wow that is hot ass. We need more content like this. _________________
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bizob
 Test Supervisor

Joined: 13 Nov 2007 Posts: 185 Location: Florida
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Here's a few screenies of what I've been working on. Still have some play testing and debugging to do and I'd like to add at least one more puzzle to it. I'm pretty much focusing on the high energy pellet. First puzzle is easy but introduces the concept (I hope) that the rest of the level will use, which is basically using the portals and some timing to solve puzzles.
 _________________
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 532 Location: Canaduh eh
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UGH FINE. I'll get started. _________________
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rellikpd
 GLaDOS Module

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

Joined: 29 Sep 2007 Posts: 173
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I think i'm getting somewhere...
No seriously, I'll think of something. _________________
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Bulska Test Supervisor

Joined: 16 Nov 2007 Posts: 174
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| Remmiz wrote: | r_drawviewmodel 0
crosshair 0
Those are your friends! |
Thanks... I was looking for those
Should I make an advanced version of my map? ^^ _________________ Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet. |
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bizob
 Test Supervisor

Joined: 13 Nov 2007 Posts: 185 Location: Florida
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| Hurricaaane wrote: | I think i'm getting somewhere...
No seriously, I'll think of something. |
That looks intense man, you should go with that. _________________
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pestchamber Loves Cake

Joined: 10 May 2008 Posts: 252 Location: Earth
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| bizob wrote: | | That looks intense man, you should go with that. |
yea but .. it would take a year to complete it.. lolz gl on speedrun infernet  |
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Doomsday192 Swings Both Ways


Joined: 18 Feb 2008 Posts: 395 Location: Michigan, USA
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Duffedwaffe
 I'm why we can't have nice things. Also mod.

Joined: 13 Nov 2007 Posts: 532 Location: Canaduh eh
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I have some fucking awesome ideas that I know you guys will love. Is there a limit on size? (Not data size, actual map size). _________________
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