• Arctic Escape and Aperture Science; 684
    72 replies, posted
Constructive criticism =/= Positive reply You're just a pre-teen idiot who can't handle constructive criticism. I [b]REALLY[/b] hate people like you. [editline]04:43PM[/editline] And even though not really constructive, this comment is criticism, allowing you to understand how can you improve yourself as an artist. Get over your dickheadness, and listen to what people tell you
Needs more detail.
[QUOTE=FoxMeister;21791481]What Portal Testchamber is made of triangles.[/QUOTE] Touche, but as I said, this was an older part of the BTS labs, in which things were triangular; I just haven't made custom textures yet. [QUOTE=Laserbeams;21794483]Constructive criticism =/= Positive reply You're just a pre-teen idiot who can't handle constructive criticism. I [b]REALLY[/b] hate people like you. [editline]04:43PM[/editline] And even though not really constructive, this comment is criticism, allowing you to understand how can you improve yourself as an artist. Get over your dickheadness, and listen to what people tell you[/QUOTE] Nothing you said helps with mapping. I really don't care what you say. Good job wasting bytes of space that could have been used for something useful. [QUOTE=eatdembeanz;21792143]So if the Arctic Escape video is just a test for a reactor, do you mind showing us what the rest of the level looks like?[/QUOTE] No, no. The Pictures at the top is a combine reactor. The AE vid is the beginning, but I think I'll add a part of GMan taking you out of the hangar into the house or something.
[QUOTE=Pdan4;21801104]Nothing you said helps with mapping. I really don't care what you say. Good job wasting bytes of space that could have been used for something useful.[/QUOTE] What he says does help you with mapping. What he says is; GET YOUR HEAD OUT OF YOUR FUCKING ARSE AND DO SOMETHING WITH WHAT THE PEOPLE SAY If you follow this criticism you will use the tips people gave you and thus create better maps (hopefully).
[QUOTE=BiscuitCookie;21803983]What he says does help you with mapping. What he says is; GET YOUR HEAD OUT OF YOUR FUCKING ARSE AND DO SOMETHING WITH WHAT THE PEOPLE SAY If you follow this criticism you will use the tips people gave you and thus create better maps (hopefully).[/QUOTE] Find one post other than the "blocky, nyuhh" or lew's comment that helps. There aren't any.
Since I'm an experienced portal mapper (2 years of pure portal mapping) I'm only going to review the portal map, as for the hl2 one it looked ok - ish (little quality improvements here and there) Okay, so cons - the UAUAUAA thing is NOT good. If I heard that more than say twice in a map, I would turn off my computer. Second, your textures are all over the place. Metal floors on walls, non portal textures every other place you look, etc etc. Lighting - work on it. No good map has the player in complete darkness. It doesn't help your map at all, period. Next, you should never have the player have to jump directly into a danger (say...a fiew pit?) ever. It's not good level design, the most urgent thing people want to avoid is the fire. Puzzles - you have none. Portal is a puzzle game, not a walk around in dark corridors game. If you forgot this, play through the original game again. It'll help. Guns - Generally not a good idea in a portal map. You have custom skins, great. Again, portal is a puzzle game. Not a shoot-em-up. Overall level design - plan out your levels before you build em. I get that you're promoting triangles, but think what a nightmare that is to fling with. Also, its very hard to see where you're going the whole video. It seems very linear but at the same time like you are trapped in each room. That's partially the lighting, too. So my advice? Stick with what you're good at. Don't bite off more than you can chew. If you think that my suggestions have merit, work on your portal mapping for another year or so, look at some example maps if you have to. And don't blow up at everyone saying "improve your level design," you can improve it some. If anything, just put em off by saying "more stuff soon"
Your opinion on Constructive criticism: "HURR If it isn't positive or 10 pages long, it isn't Constructive criticism. I bet they can't even do better, HURR" Seriously. People are saying it's bad and explaining why it is bad, so grow some balls and take the criticism.
[QUOTE=p0rtalplayer;21806385]Since I'm an experienced portal mapper (2 years of pure portal mapping) I'm only going to review the portal map, as for the hl2 one it looked ok - ish (little quality improvements here and there) Okay, so cons - the UAUAUAA thing is NOT good. If I heard that more than say twice in a map, I would turn off my computer. Second, your textures are all over the place. Metal floors on walls, non portal textures every other place you look, etc etc. Lighting - work on it. No good map has the player in complete darkness. It doesn't help your map at all, period. Next, you should never have the player have to jump directly into a danger (say...a fiew pit?) ever. It's not good level design, the most urgent thing people want to avoid is the fire. Puzzles - you have none. Portal is a puzzle game, not a walk around in dark corridors game. If you forgot this, play through the original game again. It'll help. Guns - Generally not a good idea in a portal map. You have custom skins, great. Again, portal is a puzzle game. Not a shoot-em-up. Overall level design - plan out your levels before you build em. I get that you're promoting triangles, but think what a nightmare that is to fling with. Also, its very hard to see where you're going the whole video. It seems very linear but at the same time like you are trapped in each room. That's partially the lighting, too. So my advice? Stick with what you're good at. Don't bite off more than you can chew. If you think that my suggestions have merit, work on your portal mapping for another year or so, look at some example maps if you have to. And don't blow up at everyone saying "improve your level design," you can improve it some. If anything, just put em off by saying "more stuff soon"[/QUOTE] Thank you. That UUAHHHA was just for my lolz. It won't be in the final version ;)
Hey Pdan4, I too would also like to help you out. I will only be talking about the Portal map. First off, I want to talk about the triangular platforms. While this a unique idea, it was very VERY poorly executed in your map. You have to remember that the facility is famous for there piston powered platforms. So i decided to try and make a triangular type look with original Portal assests. I spent about 30 minutes and this is what i had. [img_thumb]http://img202.imageshack.us/img202/3572/triangleportal02.png[/img_thumb] [img_thumb]http://img163.imageshack.us/img163/7301/triangleportal01.png[/img_thumb] While this is a very crude map and i have never mapped for portal before, I think it shows a way of getting at least triangular type platforms into Portal. The triangles you have done are VERY pointy, and look more like horizontal spikes then triangular platforms. Second is the lighting. If you play through portal you will notice that ANYWHERE in the game (Even in the under belly of the facility) there is PLENTY of lighting. There is no flashlight in the game for one reason, there is no need for it and for the love of god, those round looking things you have as lights ARE NOT LIGHTS. They look terrible with lights coming out of them (Or at least the way you have done it) One thing you might want to also know is that light entities have 4 options under there "Brightness" option. The first three numbers control the Red, Blue and Green amounts in the light, but the fourth is different. The fourth number set controls the actual brightness of the light. For example, in Valves portal maps the fourth option is usually set to around 30, this gives a very ambient light without making it seem obvious there is a light entity there. All the lights you have seem to be on max brightness thus making spots of white where ever they are placed, which look bad. Also note that a lot of portal textures emit light as well! The lava type texture you see under pistols actually emits a orange light it self, same with the light blue strip that separates the wall from the floor. Another thing is the story line for your portal map makes no sense. Like it has been said there seem to be no puzzles. Also there should be NO water in Portal, GlaDOS has said to not submerge the device in liquids, even partially. Also p0rtalplayer makes all very good points. On another note, you really need to learn how to listen to other peoples feedback. As it has been stated in this thread before, you take all the negative criticism as personal insults and refuse to believe that you have a made a very ugly map. I really hope when you get older you learn to take peoples negative feedback and turn it into something possessive by fixing what they tell you. I hope this has helped you in anyway and wish you the best of luck on your future mapping en-devours.
[QUOTE=FoxMeister;21791481]What Portal Testchamber is made of triangles.[/QUOTE] Now do fucking spirals..And walk out of them..My god yes..The perfect horror
[QUOTE=treythepunkid;21808645]Hey Pdan4, I too would also like to help you out. I will only be talking about the Portal map. First off, I want to talk about the triangular platforms. While this a unique idea, it was very VERY poorly executed in your map. You have to remember that the facility is famous for there piston powered platforms. So i decided to try and make a triangular type look with original Portal assests. I spent about 30 minutes and this is what i had. [img_thumb]http://img202.imageshack.us/img202/3572/triangleportal02.png[/img_thumb] [img_thumb]http://img163.imageshack.us/img163/7301/triangleportal01.png[/img_thumb] While this is a very crude map and i have never mapped for portal before, I think it shows a way of getting at least triangular type platforms into Portal. The triangles you have done are VERY pointy, and look more like horizontal spikes then triangular platforms. Second is the lighting. If you play through portal you will notice that ANYWHERE in the game (Even in the under belly of the facility) there is PLENTY of lighting. There is no flashlight in the game for one reason, there is no need for it and for the love of god, those round looking things you have as lights ARE NOT LIGHTS. They look terrible with lights coming out of them (Or at least the way you have done it) One thing you might want to also know is that light entities have 4 options under there "Brightness" option. The first three numbers control the Red, Blue and Green amounts in the light, but the fourth is different. The fourth number set controls the actual brightness of the light. For example, in Valves portal maps the fourth option is usually set to around 30, this gives a very ambient light without making it seem obvious there is a light entity there. All the lights you have seem to be on max brightness thus making spots of white where ever they are placed, which look bad. Also note that a lot of portal textures emit light as well! The lava type texture you see under pistols actually emits a orange light it self, same with the light blue strip that separates the wall from the floor. Another thing is the story line for your portal map makes no sense. Like it has been said there seem to be no puzzles. Also there should be NO water in Portal, GlaDOS has said to not submerge the device in liquids, even partially. Also p0rtalplayer makes all very good points. On another note, you really need to learn how to listen to other peoples feedback. As it has been stated in this thread before, you take all the negative criticism as personal insults and refuse to believe that you have a made a very ugly map. I really hope when you get older you learn to take peoples negative feedback and turn it into something possessive by fixing what they tell you. I hope this has helped you in anyway and wish you the best of luck on your future mapping en-devours.[/QUOTE] Thanks. I never knew that the orange textures were self-illum. The vents have plenty of lighting? 0o By the way... that water... I might make a stripper to remove the portal gun (Glados doesn't want you to escape) and you get it a bit later. Those "light things" are placeholders until I find a better one to replace them/get my modeler to make a new one.
you sound like a 11 year old who is absolutely sure that he does great work because mommy told him he did
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