My first try at Wheatley style chambers and bottomless pits.
[img_thumb]http://cloud.steampowered.com/ugc/594685399043538568/8EA6E2179994278F8EB77E8EFBB4F55CDE92979C/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/594685399043539109/A7F9EE59C5EEDD0BB9754804DA6230B7C648D5BB/[/img_thumb]
I still haven't added a lot of details or all of the elements of the puzzle.
[QUOTE=mike55;29852826]My first try at Wheatley style chambers and bottomless pits.
[img_thumb]http://cloud.steampowered.com/ugc/594685399043538568/8EA6E2179994278F8EB77E8EFBB4F55CDE92979C/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/594685399043539109/A7F9EE59C5EEDD0BB9754804DA6230B7C648D5BB/[/img_thumb]
I still haven't added a lot of details or all of the elements of the puzzle.[/QUOTE]
Correct me if I'm wrong, but the lights/arms are usually on the side of the chambers not the top
[QUOTE=Randdalf;29853050]Correct me if I'm wrong, but the lights/arms are usually on the side of the chambers not the top[/QUOTE]
They are on the tops also.
[QUOTE=mike55;29853168]They are on the tops also.[/QUOTE]
True true, the desktop wallpaper I have is of a Wheatley chamber and it doesn't actually show any of the tops, I just realised.
[QUOTE=redBadger;29851252]I don't feel like a jerk. I went off the assumption that he was not deaf, and I was proven wrong.[/QUOTE]
And that is why you don't assume.
What's the difference between all the different goo textures?
[QUOTE=IrishBandit;29853298]What's the difference between all the different goo textures?[/QUOTE]
They have different flowmaps that were made for the specific map the name mentions.
How the hell do you make a good testchamber doorframe?
[QUOTE=ljdp;29851267]That's not the purpose of an instance. If you want a different texture just save it as a different instance.
Really, if you find you want to change your own instances a lot, you should only be instancing the 'core' function, for example just the door prop and it's entities needed for it to function, then you build your customization around that. If you find you want to change the skin on the door model then set it up as a parameter, you can then set unique skin on every instance.[/QUOTE]
Or you could copy the objects from the vmf, and go about mapping as usual.
They work far better that way, as you can edit everything as you would other parts of the map, instead of using parameters.
Its like getting a lego creation but opening it and finding it has been built for you; seems too easy.
They may become useful in a different game. Especially for left for dead.
So I found this cool little function you can call in a script called ScriptSteamShowURL().
It opens any url in the steam webbrowser, so I thought cool I can put that at the end of my map and send people to my map page on thinkingwithportals.com.
Alas it didn't work in my coop map on ss_map (splitscreen). It does however work on sp maps.
[editline]16th May 2011[/editline]
[QUOTE=bigbadrick;29853840]Or you could copy the objects from the vmf, and go about mapping as usual.
They work far better that way, as you can edit everything as you would other parts of the map, instead of using parameters.[/QUOTE]
Yes but say you now have quite a big detailed map, you've got all these box droppers set to drop normals cubes and then you think 'actually I want them to spawn companion cubes'. You would have to go and edit every box dropper. With instances you just select any, press edit, change to companion cube and save, work done.
Its easier to ctrl+click 5 droppers and apply it in the map, than opening a different map and saving it, then closing your map than re-opening it.
So my beginner map is completed to my satisfaction. I learned ALOT of new stuff making this map :)
[img]http://cloud.steampowered.com/ugc/595811297819000159/06FAB0C6DBFED40E17E3E51FAF8FD9C4B82E724F/[/img]
It contains ruined/new style rooms, gels, lasers, mirrors and reaction puzzles, and some penumatic vents for good measure.
I experimented with sound cues too, without really knowing how they work, so they might be abit meh.. but i liked the atmosphere :3
Here is the video walkthrough : [url]http://www.youtube.com/watch?v=eNQOYiVCaSk[/url]
And here is the download, if interested: [url]http://www.mediafire.com/?mrcmwh14xvu0851[/url]
Change the whole OP to "Download the SDK"
How do I make a proper doorframe? The ones off of valve maps are too thin.
And how do mirrors work?
Every time I try to add one of the Instances that came with the SDK, nothing happens. Do I need to do something special to get it working.
I go to add the entity, then I add a func_instance, then choose the VMF I Want, but the func_instance remains a little floating square.
[QUOTE=Inspector Jones;29856579]Every time I try to add one of the Instances that came with the SDK, nothing happens. Do I need to do something special to get it working.
I go to add the entity, then I add a func_instance, then choose the VMF I Want, but the func_instance remains a little floating square.[/QUOTE]
Reload the map in hammer.
Guys, what's a good design philosophy to use while making puzzles?
Repost because being the last post on a page sucks.
[img]http://cloud.steampowered.com/ugc/595811297819000159/06FAB0C6DBFED40E17E3E51FAF8FD9C4B82E724F/[/img]
So my beginner map is completed to my satisfaction. I learned ALOT of new stuff making this map :)
It contains ruined/new style rooms, gels, lasers, mirrors and reaction puzzles, and some penumatic vents for good measure.
I experimented with sound cues too, without really knowing how they work, so they might be abit meh.. but i liked the atmosphere :3
Here is the video walkthrough : [url]http://www.youtube.com/watch?v=eNQOYiVCaSk[/url]
And here is the download, if interested: [url]http://www.mediafire.com/?mrcmwh14xvu0851[/url]
Thanks for the tip with the func_instance, I'm going to try it soon.
Anyway, I got a little too ambitious with my first mapping project in Hammer, so I decided to scale my efforts back and try to make something simple. I'm just trying to limit myself to flinging and cubes then build up from there.
EDIT:
[img_thumb]http://img808.imageshack.us/img808/531/portal2firstmap.png[/img_thumb]
Too bad I can't make heads or tails out of the optimaztion tutorials I've read, but I have learned how to use the clip tool in instances I would have used carve before.
Does anyone know how to make a wakeup scene similar to that of Portal's? Just the view movement would be sufficient.
[QUOTE=IrishBandit;29857133]Does anyone know how to make a wakeup scene similar to that of Portal's? Just the view movement would be sufficient.[/QUOTE]
[url]http://developer.valvesoftware.com/wiki/Creating_a_wake-up_bed[/url]
try this, it should still work similarly
[QUOTE=IrishBandit;29857133]Does anyone know how to make a wakeup scene similar to that of Portal's? Just the view movement would be sufficient.[/QUOTE]
Custom model with a single bone which is animated and rotated to be exactly how the camera would be ingame. Unless you don't want it custom, in which case use the above method.
[QUOTE=Legend286;29857268]Custom model with a single bone which is animated and rotated to be exactly how the camera would be ingame. Unless you don't want it custom, in which case use the above method.[/QUOTE]
You could also try and parent the camera to a func_tracktrain
[QUOTE=RJK 616;29856731]Repost because being the last post on a page sucks.[/QUOTE]
What kind of logic is this? When you're reading a thread, do you just skip the last 5 posts on a page and go to the next one? No, you don't.
[QUOTE=ConTron123;29851386]Made a Sandbox map, the panels at the back are toggle-able! y/n?
[img_thumb]http://cloud.steampowered.com/ugc/596937197724484192/5CB92CB20B490B931E69AE1C916EA0E9F10B5EA2/[/img_thumb][/QUOTE]
Looks good, but the light from the "light panels" look a bit weird (They seem to be lighting up the wall they're inset into). Are you using the instance versions Valve made, or your own?
[QUOTE=RJK 616;29856731]Repost because being the last post on a page sucks.
[img_thumb]http://cloud.steampowered.com/ugc/595811297819000159/06FAB0C6DBFED40E17E3E51FAF8FD9C4B82E724F/[/img_thumb]
So my beginner map is completed to my satisfaction. I learned ALOT of new stuff making this map :)
It contains ruined/new style rooms, gels, lasers, mirrors and reaction puzzles, and some penumatic vents for good measure.
I experimented with sound cues too, without really knowing how they work, so they might be abit meh.. but i liked the atmosphere :3
Here is the video walkthrough : [url]http://www.youtube.com/watch?v=eNQOYiVCaSk[/url]
And here is the download, if interested: [url]http://www.mediafire.com/?mrcmwh14xvu0851[/url][/QUOTE]
That map is amazing, the night sky needs some work and you can shoot portals at it.
[media]http://www.youtube.com/watch?v=KVHO1wtr-Tk[/media]
The Boss Update.
The part where SHE kills you.
Please note that some of this is still an early beta.
lookin' good man, you need to work on that starting room though
Arg. Does anyone know how to make the circuit breaker levers that act as switches?
Is it possible to make surfaces that start out covered in gel?
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