Here's a few shots of my on-going, first ever map. I'm creating it as I go along, but at the moment - there aren't any real puzzles. So when I create some puzzles, I'll make sure I plan them.
Check them out:
Start:
[img_thumb]http://cloud.steampowered.com/ugc/560909119944837584/4D41649427A0C253F71B0D4CD3491BFEEA2339A3/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/560909119944841744/FD863AB23CDE427FDA5DBEE6940E729A93E048D9/[/img_thumb]
Observation room (Need to fix lighting):
[img_thumb]http://cloud.steampowered.com/ugc/560909119944844349/B14B4C41D2FAD54F9DC97E800257BC617F710BC1/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/560909119944838973/83F53F66BC41428FFEB263DFC55DDA30C4FB6697/[/img_thumb]
(Sorry about the image size...)
[Edit: Thanks for the tips, and yeah - It's still a work-in-progress, so more improvements are needed + I actually need to add some puzzle elements... ]
You should re align the wall panels so that they are even with the floor and ceiling.
protip: Always use 8x8, 16x16 or 32x32 when designing portal maps!
[QUOTE=Jessecar96;29939511]Re-creation progress:
Main room:
[img_thumb]http://gyazo.com/ca0f8897964c453986934761a7f90c17.png[/img_thumb]
2nd room:
[img_thumb]http://gyazo.com/59489f182462d586f2d714f6a50cec10.png[/img_thumb][/QUOTE]
Heh, I was remaking that too. Shame I get bored and end up leaving unfinished vmfs all over the place.
Is there a prefab or an instance of the panel stairs anywhere? :3
So I decided a week before Portal 2 was released I would start to learn the SDK. I did research here and there, so when I finally saw that the SDK was released that I would make a map. Something incredibly simple but had lots of TLC in it's short development. I spent a week or two constantly reworking this map, and ended up looking quite a bit different than it's initial compile.
This is that map, sp_sile, and it's a milestone for me. Why "sile"? My current keyboard has had it's entire bottom row of keys dead for about 3 weeks, so I have to use the onscreen keyboard for some keys including "m" and "p". I quickly named it without the onscreen keyboard and it just said "sile". So I left it that way cause fuck it.
[quote][IMG_thumb]http://i.imgur.com/hRC5k.jpg[/IMG_thumb][/quote]
[quote][IMG_thumb]http://i.imgur.com/npQgp.jpg[/IMG_thumb][/quote]
[quote][IMG_thumb]http://i.imgur.com/GPbHh.jpg[/IMG_thumb][/quote]
[url=http://www.mediafire.com/?9b78m2bf0lr045n]"Might as well download this piece of shit"[/url]
[editline]20th May 2011[/editline]
This is just a compilation of everything I've learned so far in about 5 seconds
why did you use the same white texture every time those yellow squares are annoying
[QUOTE=Gabe Newell;29954114]why did you use the same white texture every time those yellow squares are annoying[/QUOTE]
Would you mind telling me the name of the standard white wall material :v:
How would I go about making a custom test chamber sign? It's not a texture-per-chamber thing, is it?
[QUOTE=Sleepin' Steve;29955218]How would I go about making a custom test chamber sign? It's not a texture-per-chamber thing, is it?[/QUOTE]
Edit the sp_lightboard_icons.txt file in the scripts/vscripts/transitions folder. Just add your map to it and select what you want it to display.
There's a way to test coop maps in SP, but when I try I get this error.
RejectConnection: loopback - #Valve_Reject_Server_Full
#Valve_Reject_Server_Full
Works with Valve maps though. Help? :-(
[QUOTE=turk645;29955505]Edit the sp_lightboard_icons.txt file in the scripts/vscripts/transitions folder. Just add your map to it and select what you want it to display.[/QUOTE]
Can this be done for multiplayer maps?
[QUOTE=Sleepin' Steve;29955639]Can this be done for multiplayer maps?[/QUOTE]
Yes, instead of the transition folder you go to the coop folder and edit the mp version of it.
[QUOTE=Untouch;29955519]There's a way to test coop maps in SP, but when I try I get this error.
RejectConnection: loopback - #Valve_Reject_Server_Full
#Valve_Reject_Server_Full
Works with Valve maps though. Help? :-([/QUOTE]
rename your map to mp_coop_yourmapnamehere
-snip-
[QUOTE=turk645;29955839]Yes, instead of the transition folder you go to the coop folder and edit the mp version of it.[/QUOTE]
Is simply adding:
[code]"mp_coop_chamber1"
{
"drink_water" "1"
"button_stand" "1"
"portal_fling" "1"
"plate_fling" "1"
}[/code]
To the coop_lightboard_icons.txt sufficient?
yup. That should be it and it should work automaticly the next time you load the map.
From the looks of the scripts it should also be "easy" enough to make custom hubs :)
Edit: and if it doesnt work then just use the sp info sign instance and then the sp one will work with the sp sign text file.
has anyone made any cool maps that incorporate world portals in trippy ways
even those test maps will do, i've just been looking for them and cant find
[QUOTE=Kinglah Crab;29956899]has anyone made any cool maps that incorporate world portals in trippy ways
even those test maps will do, i've just been looking for them and cant find[/QUOTE]
[url]http://myaperturelabs.com/file.php?id=577[/url]
[QUOTE=KingKombat;29953973]This is that map, sp_sile, and it's a milestone for me. Why "sile"? My current keyboard has had it's entire bottom row of keys dead for about 3 weeks, so I have to use the onscreen keyboard for some keys including "m" and "p". I quickly named it without the onscreen keyboard and it just said "sile". So I left it that way cause fuck it.[/QUOTE]
Keyboards cost like $10. This is 2011, you don't need to live with a keyboard that has letters that don't work.
[URL="http://imageshack.us/photo/my-images/24/mpcooplobby20001.jpg/"][IMG]http://img24.imageshack.us/img24/1782/mpcooplobby20001.th.jpg[/IMG][/URL]
What is wrong with this picture :P
[QUOTE=turk645;29957941][URL="http://imageshack.us/photo/my-images/24/mpcooplobby20001.jpg/"][img_thumb]http://img24.imageshack.us/img24/1782/mpcooplobby20001.th.jpg[/img_thumb][/URL]
What is wrong with this picture :P[/QUOTE]
fullbright?
My time travel map, Work in progress of course. It's only the first chamber and even that isn't completely done. Which is obvious :P
[media]http://www.youtube.com/watch?v=iQCTamXksjc[/media]
Next chamber i have in mind uses it to fix a broken puzzle.
[QUOTE=Jessecar96;29957970]fullbright?[/QUOTE]
look at the map count for the first stage. Normally there are only 6 levels in the list.
Anyone know how to use the prop_circuit_breaker? I'm using a func_brush for the actual button, but I don't know how to get the lever to animate.
[IMG]http://dl.dropbox.com/u/28522860/1.png[/IMG]
[IMG]http://dl.dropbox.com/u/28522860/2.png[/IMG]
[IMG]http://dl.dropbox.com/u/28522860/3.png[/IMG]
[IMG]http://dl.dropbox.com/u/28522860/4.png[/IMG]
[IMG]http://dl.dropbox.com/u/28522860/5.png[/IMG]
[IMG]http://dl.dropbox.com/u/28522860/6.png[/IMG]
Any lighting ideas/suggestions?
some, would be good.
[img]http://cloud.steampowered.com/ugc/576671718659001201/475195AA5CD6EF8A0D18CE3046C9526DD97ED4AA/[/img]
Its a paint puzzle, anyone want to play it?
[QUOTE=bigbadrick;29960686][img_thumb]http://cloud.steampowered.com/ugc/576671718659001201/475195AA5CD6EF8A0D18CE3046C9526DD97ED4AA/[/img_thumb]
Its a paint puzzle, anyone want to play it?[/QUOTE]
Sure! I will be the part of Adventure!
[QUOTE=Kinglah Crab;29956899]has anyone made any cool maps that incorporate world portals in trippy ways
even those test maps will do, i've just been looking for them and cant find[/QUOTE]
Here's my simple puzzle using world portals to create an anti-gravity field on the ceiling.
[url]http://www.atomicgoose.com/images/misc/Gravity_Inversion.zip[/url]
[editline]21st May 2011[/editline]
I'm experimenting with mounting a faith plate on a func_door_rotating, so the player has to re-aim the faith plate during the puzzle, but shortly after rotating to its new position the func_door_rotating returns to its initial position - any ideas how to stop this? I've already tried locking it .1 seconds after its finished its rotation.
[QUOTE=Lagbert;29961386]Here's my simple puzzle using world portals to create an anti-gravity field on the ceiling.
[url]http://www.atomicgoose.com/images/misc/Gravity_Inversion.zip[/url]
[editline]21st May 2011[/editline]
I'm experimenting with mounting a faith plate on a func_door_rotating, so the player has to re-aim the faith plate during the puzzle, but shortly after rotating to its new position the func_door_rotating returns to its initial position - any ideas how to stop this? I've already tried locking it .1 seconds after its finished its rotation.[/QUOTE]
Set the delay before reset to -1
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