• Portal 2 user maps hit 1.3M downloads, celebrates with Steam sale
    32 replies, posted
[url]http://www.shacknews.com/article/73768/portal-2-user-maps-hit-13m-downloads-celebrates-with-steam[/url]
What the fuck how i didnt know there was a map creator for portal 2 until now? Fucking college.
YES I fucking LOVE you Valve.
The first map I made refused to compile so I gave up and played something else
Fuck yeah, was waiting for the next skyrim sale. Done!
Valve won't stop finding excuses to put things on sale.
Great job valve, the potential this thing has is HUGE.
Damn timing of the sale, always wanted to play Portal 2, and now I don't have the money for it :<
I'm still blown away that we're basically getting 10,000 maps [i]a day.[/i] Not too surprised, but still blown away nonetheless.
[QUOTE=Qwerty Bastard;35915184]I'm still blown away that we're basically getting 10,000 maps [i]a day.[/i] Not too surprised, but still blown away nonetheless.[/QUOTE] And how many decent maps?
I remember a time when STEAM sales happened every so often now there is one for a major game every other week!
[QUOTE=dass;35915273]And how many decent maps?[/QUOTE]a lot of them are actually pretty good
[QUOTE=dass;35915273]And how many decent maps?[/QUOTE] All of mine are decent. No more no less.
A lot of them are a million items in one room and maybe a handful of white plates if you're lucky. Actually using portals can cause any number of exploits, so map designers with two brain cells make everything black the player isn't supposed to touch. Very few mappers actually embrace some of these exploits and make them a requirement for the next stage of the puzzle. But that's where the actual fun comes from in my opinion, Portals enable you to go to places you normally couldn't get you. That's why it's so fun to take a look behind the scenes of Aperture, it feels like you're using exploits to get where you're not supposed to be. That's (partly) why escaping from the mad AIs in both games is so much fun. At the moment almost all the really playworthy maps are still made or at least heavily modded in Hammer because it has much fewer restrictions. The ingame map editor has the far superior interface tho. I hope somebody upgrades the ingame map editor with Hammer functionalities, that would be grand.
I wonder how many maps can be created (with that editor) before every gameplay variant has been done once.
[QUOTE=DasMatze;35915658]I wonder how many maps can be created (with that editor) before every gameplay variant has been done once.[/QUOTE] Well. I don't know for sure, but if the editor can use Hammer's whole grid, which is roughly 4096x4096x4096, you gain some sense of perspective.
[QUOTE=Marik Bentusi;35915631]A lot of them are a million items in one room and maybe a handful of white plates if you're lucky. Actually using portals can cause any number of exploits, so map designers with two brain cells make everything black the player isn't supposed to touch.[/QUOTE] This is actually a pitfall I'm actively trying to avoid. Read some advice from some dude and ever since I've kept in the back of my mind the need to include a lot of white walls and keep the number of elements simple. So in my first puzzle I had a ton of one-off elements all over the place and a small spot of white here and there, but my latest one has a good balance between white and black walls and like three elements that are re-used to make for an easier to grasp but more devious puzzle. [editline]11th May 2012[/editline] [QUOTE=Drag0nSnak3;35915691]Well. I don't know for sure, but if the editor can use Hammer's whole grid, which is roughly 4096x4096x4096, you gain some sense of perspective.[/QUOTE] It can't, unfortunately. It's pretty limited but can still get decently big.
I published a maze thats pretty good i think
I think this is the first time I've seen a game I paid full price for get a significant price drop and not really think anything of it. That "PS3 with a free PC copy" deal was really good.
Imagine this style of map in the game: [media]http://www.youtube.com/watch?v=R4N86WL4TvM[/media] I actually tried to create those 3x3x3 rooms but my computer started lagging.
I'm still pissed that I bought Skyrim literally 10 hours before Steam had a Skyrim sale on Christmas.
That was fast.
I can finally afford Portal 2! It's a shame that most maps are centered on the new gameplay elements from portal 2, using portals as a way to interact with them a bit. If you went back to portal 1 design, you'd see how most rooms were pure white, with black on the most obvious portal placements to actually make the player use the items and move around the map, but still giving them freedom to place a portal in around 70% of the map's surface. That's a good puzzle, imo.
[QUOTE=Drag0nSnak3;35915691]Well. I don't know for sure, but if the editor can use Hammer's whole grid, which is roughly 4096x4096x4096, you gain some sense of perspective.[/QUOTE] What? Hammer's grid is 32768 x 32768 x 32768 big. 4096 sounds like GoldSource engine.
[QUOTE=latin_geek;35917390]I can finally afford Portal 2! It's a shame that most maps are centered on the new gameplay elements from portal 2, using portals as a way to interact with them a bit. If you went back to portal 1 design, you'd see how most rooms were pure white, with black on the most obvious portal placements to actually make the player use the items and move around the map, but still giving them freedom to place a portal in around 70% of the map's surface. That's a good puzzle, imo.[/QUOTE] That's what I'm doing currently. That and actually working exploits in. It's what makes portals so appealing to me, you can get almost everywhere you want with it. Because of the same thing it's also so much fun to escape mad AIs and take a look behind the scenes of Aperture. By feeling smarter than the level designer and using exploits you feel just like solving an especially smart puzzle. It's simple to do, too, once you realize an exploit. Oh, you can smuggle a cube over there? Guess I'm recycling that for the next part! Currently withholding release tho until more functionalities are added to the editor. The dotted lines on the ground and a couple of other things are ruining all my map-changing surprises for example. But I mainly want to focus on portals as a gameplay mechanic, not gels and lasers and stuff.
[QUOTE=gta-man12345;35915068]What the fuck how i didnt know there was a map creator for portal 2 until now? Fucking college.[/QUOTE] They released a hammer config a long time ago
Is the ingame map editor worth checking out? I don't know if I'd be up for installing Portal 2 all over again just to check it out :p
yay, i bought portal 2.
make another for cs:go
[QUOTE=El Sito;35925030]make another for cs:go[/QUOTE] Such a thing would be too complex. Stick with the "authoring tools", it's easy enough to learn anyway.
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