FAQFAQ   Ban ListBan List   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 NewsNews   DownloadsDownloads   Wiki & TutorialsWiki & Tutorials   IRC ChatIRC Chat 

[WIP] Blue Portal Maps
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    ThinkingWithPortals.com Forum Index -> Work In Progress
View previous topic :: View next topic  
Author Message
dvlstx
Test Supervisor


Joined: 21 Nov 2007
Posts: 130


PostPosted: Thu Jul 17, 2008 12:19 pm    Post subject: Reply with quote

Mek wrote:
use this great tutorial to make your custom chamber signs, it is worth the effort Wink

I"m using this in my map! It's tedious, but adds a very authentic feel to the maps.

_________________
Current Project: Aperture Science!
Percent Complete: 70%
Back to top
View user's profile Send private message
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Thu Jul 17, 2008 1:24 pm    Post subject: Reply with quote

dvlstx wrote:
I"m using this in my map! It's tedious, but adds a very authentic feel to the maps.


Might as well since I plain to use more of those signs without following them.

14 people have downloaded the maps, And I only got two people with feedback. :/

_________________
Back to top
View user's profile Send private message Visit poster's website
taco

Loves Cake


Joined: 30 Oct 2007
Posts: 345
Location: Ontario, Canada.

PostPosted: Thu Jul 17, 2008 2:09 pm    Post subject: Reply with quote

Just did a quick playthough while taking notes (some of these things have been mentioned before, some haven't):
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.
• When you start you map, you get "node graph out of date" - another casualty of sloppy distribution.
• You have light glows on texture lights. They look ugly/distracting.
• The chambers seem to have too much light for the number of light sources: you should add strip lighting.
• No cubemaps.
• Indicator strip corner overlays are used incorrectly in many places. They should ONLY be used at corners (hence the name).
• Stairs are floating - they need pistons.
• Stair pit needs pipes and wires.
• There is a missing floor decal (as pointed out before - yes, i have the materials in the right place).
• Chamber 01 uses a physics exploit as a puzzle solving method. It is sloppy/inconsistent.
• In Chamber 01 there is a large bit of recessed wall lighting that the player can't jump into - it seems to be covered with glass? This is bad. If you don't want the player jumping there, make the recessed area smaller instead.
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.
• Chamber 02: having the words "A.I. Disabled" on the screen needs to be fixed.
• Chamber 02: putting the box in the catcher should open a door, not disable the button and create a new orange portal. The current method seems broken/lame.
• Needs GLaDOS.

Hope that helps.
Back to top
View user's profile Send private message
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Thu Jul 17, 2008 3:05 pm    Post subject: Reply with quote

taco wrote:
Just did a quick playthough while taking notes (some of these things have been mentioned before, some haven't):
• I understand that this is a WIP, but your map distribution is HORRIBLE. If you release your projects set up properly from the start, (ie. bonus map script) every time you update the maps, the new version would just over-write the old ones. Distributing your map like this is a pain - it almost detoured me from playing it.


This is why I released it has a WIP. To learn to fix this and future maps.

Quote:
• When you start you map, you get "node graph out of date" - another casualty of sloppy distribution.


Yeah, how do you remove it then? I thought it was normal since I played maps that had it too.

Quote:
• You have light glows on texture lights. They look ugly/distracting.


Ok, I liked them, but then again they are everywhere in 01. I'll remove plenty!

Quote:
• The chambers seem to have too much light for the number of light sources: you should add strip lighting.


Yes, I agree. I was having trouble with my strips and at the end they looked sloppy (i.e light was coming from the top then the wall.)

Quote:
• No cubemaps.


Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)

Quote:
• Indicator strip corner overlays are used incorrectly in many places. They should ONLY be used at corners (hence the name).


Easy fix...

Quote:
• Stairs are floating - they need pistons.
• Stair pit needs pipes and wires.


As for this WIP, I realy did not pay much attention to extras. I will put them in. Plus 00-01 was my first maps (not ever made) and I was not really sure where to take it.

Quote:
• There is a missing floor decal (as pointed out before - yes, i have the materials in the right place).


In my portal folder, I have my files in ..\portal\portal\materials\reep. Try putting into \portal\portal\materials\reep_materials. dumb the file in to the material folder. EDIT: Try this. rename the folder 'reep' and put it in .. \portal\portal\materials.

Quote:
• Chamber 01 uses a physics exploit as a puzzle solving method. It is sloppy/inconsistent.


Well.. Now I don't have to worry on my texture...

Quote:
• In Chamber 01 there is a large bit of recessed wall lighting that the player can't jump into - it seems to be covered with glass? This is bad. If you don't want the player jumping there, make the recessed area smaller instead.


Where is that?

Quote:
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.


I'll give it a go.

Quote:
• Chamber 02: having the words "A.I. Disabled" on the screen needs to be fixed.


Everyone is having that problem but me. It is useless anyhow. I'll delete the actor and that should fix it.

Quote:
• Chamber 02: putting the box in the catcher should open a door, not disable the button and create a new orange portal. The current method seems broken/lame.


I'll put a door on the water side of the exit room. Besides, it can cause bugs.

Quote:
• Needs GLaDOS.


I read all over here that people is getting sick of overused GLaDOS lines and you want it in? Thats funny to me.

Quote:
Hope that helps.


It does very much. Thank you.

_________________
Back to top
View user's profile Send private message Visit poster's website
Mek
Test Supervisor


Joined: 30 May 2008
Posts: 186
Location: Slovakia

PostPosted: Fri Jul 18, 2008 5:00 am    Post subject: Reply with quote

reepblue wrote:
• No cubemaps.


Hold the phone. I did put cubemaps in my maps, I said in the intro that they are properly placed as what the Valve wiki said to put them (16 units from each brush.)
Did you build the cubemaps in the game? Run the "buildcubemaps" command in the console in both HDR and LDR mode (switch using mat_hdr_level 0 or 2)
_________________
Test Chamber 74:
(percentage calculation sphere self-test failed!)
105.4% done, -5.4% remaining...
Released here!
Back to top
View user's profile Send private message Visit poster's website Yahoo Messenger MSN Messenger
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


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

Mek wrote:
Did you build the cubemaps in the game? Run the "buildcubemaps" command in the console in both HDR and LDR mode (switch using mat_hdr_level 0 or 2)


Thats what I did wrong. I realized that buildcubemaps restarts it. I thought it justs makes temp. cubemaps. I redid 02 (by making a door and remade the A.I hopefully fixing the disabled problem.) and on my last compile I put in buildcubemaps in game and the cubemaps show every start up. I'll will update the WIP file soon.

In 01, I gave you a box and got rid of that jumping puzzle. Still the same layout but a different what to solve it.

BTW: Did anyone noticed that "glass" thing taco was talking about? I can't fix it if I can't see it.

_________________
Back to top
View user's profile Send private message Visit poster's website
taco

Loves Cake


Joined: 30 Oct 2007
Posts: 345
Location: Ontario, Canada.

PostPosted: Fri Jul 18, 2008 3:36 pm    Post subject: Reply with quote

I checked again, and looks like it isn't glass after all, maybe it's a player clip? The hole is large enough to crouch-jump into, but you can't...

Back to top
View user's profile Send private message
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Fri Jul 18, 2008 4:13 pm    Post subject: Reply with quote

Yep, it is a Player clip texture. All, the windows have it.
_________________
Back to top
View user's profile Send private message Visit poster's website
taco

Loves Cake


Joined: 30 Oct 2007
Posts: 345
Location: Ontario, Canada.

PostPosted: Fri Jul 18, 2008 4:19 pm    Post subject: Reply with quote

reepblue wrote:
Yep, it is a Player clip texture. All, the windows have it.


Why? They shouldn't.
Back to top
View user's profile Send private message
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Fri Jul 18, 2008 5:06 pm    Post subject: Reply with quote

taco wrote:
Why? They shouldn't.


Well, why would you want to go in there in the first place. Wink

On a side Note, Chamber 02 is complete. I added a door, reset the ev_ cubemaps, added strips, and fix that button problem.

_________________
Back to top
View user's profile Send private message Visit poster's website
dvlstx
Test Supervisor


Joined: 21 Nov 2007
Posts: 130


PostPosted: Fri Jul 18, 2008 10:31 pm    Post subject: Reply with quote

taco wrote:
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.

I have a question. How will this help fix the shadows around the elevators? Is it because the collision model of the cap goes into the floor brush and messes the standard compile up? (I know very little about this parameter, btw. If you could explain it in more detail then the valve developer wiki does, that'd be great.) Since this compiles shadows by polys instead of collision models, will this have an 'extreme', or 'mild' impact on compile times?

Just being curious, it's what I do best.
dvlstx

_________________
Current Project: Aperture Science!
Percent Complete: 70%
Back to top
View user's profile Send private message
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Fri Jul 18, 2008 10:44 pm    Post subject: Reply with quote

dvlstx wrote:
I have a question. How will this help fix the shadows around the elevators? Is it because the collision model of the cap goes into the floor brush and messes the standard compile up? (I know very little about this parameter, btw. If you could explain it in more detail then the valve developer wiki does, that'd be great.) Since this compiles shadows by polys instead of collision models, will this have an 'extreme', or 'mild' impact on compile times?

Just being curious, it's what I do best.
dvlstx


Yes, I'm trying to figure out that too. I though it was a console command but it checked it as a unknown command. Also, how do I get rid/fix the "Node graph out of date ... Rebuilding" message? I asked this question before and no one told me. I googled it and wikied it and found nothing.

_________________
Back to top
View user's profile Send private message Visit poster's website
Doomsday192
Swings Both Ways
Swings Both Ways


Joined: 18 Feb 2008
Posts: 395
Location: Michigan, USA

PostPosted: Fri Jul 18, 2008 10:54 pm    Post subject: Reply with quote

it means you need the .ain file included in the download
_________________

http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true
Back to top
View user's profile Send private message MSN Messenger
reepblue
Test Supervisor


Joined: 16 Mar 2008
Posts: 193


PostPosted: Fri Jul 18, 2008 11:15 pm    Post subject: Reply with quote

Doomsday192 wrote:
it means you need the .ain file included in the download


Thank you, but how come in my files, I get that message? I have .ain files in my graph files.

_________________
Back to top
View user's profile Send private message Visit poster's website
Doomsday192
Swings Both Ways
Swings Both Ways


Joined: 18 Feb 2008
Posts: 395
Location: Michigan, USA

PostPosted: Fri Jul 18, 2008 11:20 pm    Post subject: Reply with quote

try putting an info_node in the same area as the aperture_ai actor
_________________

http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    ThinkingWithPortals.com Forum Index -> Work In Progress All times are GMT - 5 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 2 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group