• Portal 2 Mapping II
    998 replies, posted
I made some medicore coop tests. [img]http://dl.dropbox.com/u/1032139/variety/1.jpg[/img] [img]http://dl.dropbox.com/u/1032139/variety/2.jpg[/img] [img]http://dl.dropbox.com/u/1032139/variety/3.jpg[/img] [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=622[/url]
[media]http://www.youtube.com/watch?v=e7xcaS8sJ8c&feature=youtu.be[/media] Map Download (.bsp): [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=670[/url] My 2nd map, I'm still trying to improve so I uploaded the .vmf file for it because I don't care a whole lot for it. People can check out what I did to make it, but it is pretty messy. There's also supposed to be two places where a bit of water is supposed to take up some space (the bouncing part and the cube dispenser part), but water never works for me-- they always leak and I don't know how or why. *I tried doing a trick puzzle, similar to the end of Portal 2, where your objective unexpectedly changes and you begin a new puzzle half-way through. I thought that part was pretty nice.
Just released these two earlier today: [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0006.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp1.jpg[/img][/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0007.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp2.jpg[/img][/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0008.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp3.jpg[/img][/url] [b]File Name:[/b] sp_geardev_infinifling.7z [b]File Size:[/b] 7.17*MiB [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=602[/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/mp_coop_gear_redirections3a.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/mp_coop_gear_redirectionsTWP2.jpg[/img][/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/mp_coop_gear_redirections0000.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/mp_coop_gear_redirectionsTWP1.jpg[/img][/url] [b]File Name:[/b] mp-coop_gear_redirectionsV2.7z [b]File Size:[/b] 5.65*MiB [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=471[/url]
[img_thumb]http://cloud.steampowered.com/ugc/560909772423831426/1DA55429DAE11A325F00F7CD2D80E5A2B19CA7DC/[/img_thumb] Pedobot wants you. In all seriousness, why didnt valve not allow for these two items to be usable together from the getgo. Edit: I thought of an interesting puzzle mechanic idea. The bounc gel gives you a little push when you first bounce. Well what if you have gel on the floor and a low ceiling. You bounce off each other to gain momentum to bounce into a non portalable area.
[QUOTE=Sweet_Water;30151125][media]http://www.youtube.com/watch?v=e7xcaS8sJ8c&feature=youtu.be[/media] Map Download (.bsp): [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=624[/url] Hammer File Download (.vmf): [url]http://www.megaupload.com/?d=74DKDQHH[/url] My 2nd map, I'm still trying to improve so I uploaded the .vmf file for it because I don't care a whole lot for it. People can check out what I did to make it, but it is pretty messy. There's also supposed to be two places where a bit of water is supposed to take up some space (the bouncing part and the cube dispenser part), but water never works for me-- they always leak and I don't know how or why. *I tried doing a trick puzzle, similar to the end of Portal 2, where your objective unexpectedly changes and you begin a new puzzle half-way through. I thought that part was pretty nice.[/QUOTE] Nice! But I do have a few gripes (as usual), your textures are off and some triggers start too late. If this is only your second map, I can't wait to see what comes from you next!
[QUOTE=MrTwoVideoCards;30151326]Just released these two earlier today: [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0006.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp1.jpg[/img][/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0007.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp2.jpg[/img][/url] [url=http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling0008.jpg][img]http://dl.dropbox.com/u/1604397/P2maps/screens/sp_infinifling/sp_geardev_infinifling_twp3.jpg[/img][/url] [b]File Name:[/b] sp_geardev_infinifling.7z [b]File Size:[/b] 7.17*MiB [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=602[/url][/QUOTE] I played the single player one earlier, it was fun. Simple, beautiful and really fun. The puzzle itself wasn't hard to understand or to do, but when you pull it off you get a good feeling, especially when you do the last jump.
Just want to hear some feedback - what style better? [img]http://img269.imageshack.us/img269/5040/2011053100005.jpg[/img] [img]http://img857.imageshack.us/img857/3150/2011053100003x.jpg[/img]
[QUOTE=d3m0l1sh3r;30156925]Just want to hear some feedback - what style better? [img]http://img269.imageshack.us/img269/5040/2011053100005.jpg[/img] [img]http://img857.imageshack.us/img857/3150/2011053100003x.jpg[/img][/QUOTE] Always wondered, how do I get the effect used in the lower picture? I like it better.
Fog
[QUOTE=Joppari;30157018]Always wondered, how do I get the effect used in the lower picture? I like it better.[/QUOTE] Easy! Dynamic light+fog Use Aperture sun&fog simulator
[QUOTE=Butthurter;30157097]second one, please[/QUOTE] No problem, sir. Actually making mappack with that style.
[QUOTE=d3m0l1sh3r;30157044]Easy! Dynamic light+fog Use Aperture sun&fog simulator[/QUOTE] Could I have the correct settings & colours for it?
For the fog, use the "global_ents" instance in the maps/instances folder, name it, and use a logic auto to choose one of the settings on mapspawn. For dynamic lighting, place a projected texture somewhere (window, hole in wall/roof, etc) and enable shadows (it's off by default).
[QUOTE=d3m0l1sh3r;30156925]Just want to hear some feedback - what style better?[/QUOTE] Tough call man, warmer colours seem to suit the natural landscape better. It'd be nice to incorporate both though, for instance, say it was dark and broken initially but as the top section falls away the colour richness, the brightness of the room etc. increases, it'd be a nice way to bridge the two differing kinds of environment, it's entirely your call, it depends on where and why you're using light too, does it signal where to use a testing element? Does it highlight a piece of the environment? etc. Can't wait to see the final map either way.
[QUOTE=ForgottenKane;30152322]Nice! But I do have a few gripes (as usual), your textures are off and some triggers start too late. If this is only your second map, I can't wait to see what comes from you next![/QUOTE] I released a new version and fixed most of the things, now I'm working on a new map.
[QUOTE=Joppari;30157150]Could I have the correct settings & colours for it?[/QUOTE] Well, fog have something like that: Fade start ~128 fade end ~2000 Density 1, interpolate time 2 About light - random Btw more experementing
Zoey makes a good nasely turret [media]http://soundcloud.com/ty-ler/zoeyturret[/media] [editline]31st May 2011[/editline] Vihart [media]http://soundcloud.com/ty-ler/vihart-glad[/media]
Experement (Fast compile btw) [img]http://img35.imageshack.us/img35/2038/expe.jpg[/img] To be honest i like blue colorus and foggy version more then others. Beta pics made be like white/blue colors [img]http://www.blogcdn.com/news.bigdownload.com/media/2010/08/portal2june1-1276102434.jpg[/img] and fog [img]http://img26.imageshack.us/img26/6798/hlinsideruportal2013.jpg[/img] Also want to try make atmosphere like this. Is there variant to make rays? [img]http://img690.imageshack.us/img690/4904/xmecz.jpg[/img] Bonus [img]http://img862.imageshack.us/img862/1839/concept.jpg[/img]
[img]http://dl.dropbox.com/u/4379567/oldscience/mp_oldscience0007.jpg[/img] Doot de doo, pushing along on the project
[QUOTE=Jetamo;30159860][img]http://dl.dropbox.com/u/4379567/oldscience/mp_oldscience0007.jpg[/img] Doot de doo, pushing along on the project[/QUOTE] Needs some kind of metal frames around the metal cage
I realized a cool idea where you can use world portals to make puzzles on the roof , but then realized there was absolutely no puzzles you could do with it
[QUOTE=d3m0l1sh3r;30159506]Experement (Fast compile btw) [/QUOTE] Looking very good man, it looks a little nicer, adds to the decayed effect while retaining portal's distinct...blue...ness. Just realised that it actually makes sense as a colour scheme, blues and greys of the testing environment and the oranges of the sun and landscape, either way you're on the right track. If only valve made the creation of "cinematic physics" a little easier, it'd certainly add to many maps to have big set-piece destruction.
Okay, I've got two problems: #1. The bounce-gel in Portal 2 isn't working in my map, it's just hitting a surface without making it bouncy or covering it in blue. #2. The weeds/foliage on the side of my test chamber are leaving bad shadows and I don't want any shadows coming from them at all (the shadows are not on the prop itself, but the walls around it). How do I remove them? [editline]31st May 2011[/editline] Page Queen.
[QUOTE=ForgottenKane;30169697]Okay, I've got two problems: #1. The bounce-gel in Portal 2 isn't working in my map, it's just hitting a surface without making it bouncy or covering it in blue. #2. The weeds/foliage on the side of my test chamber are leaving bad shadows and I don't want any shadows coming from them at all (the shadows are not on the prop itself, but the walls around it). How do I remove them? [editline]31st May 2011[/editline] Page Queen.[/QUOTE] make sure that allow paint in map is set to yes in the map properties [editline]1st June 2011[/editline] and set disable shadows to yes in the prop keyvalues from what i'm aware
Jesus H christ I can't get these bloody panels to work properly and move the func_brush when a button is pressed and I've followed the tutorial properly. They animate and make sound but the brush doesn't move at all. Anyone spot any errors? [img]http://gyazo.com/edd64085ce436e886a7563ecac8e0dfd.png[/img] [img]http://gyazo.com/596e2b5ff3c20ea82b36a19be3a0b711.png[/img] [img]http://gyazo.com/29de0531d287ebf32e87ea48f402b867.png[/img] [img]http://gyazo.com/34511e7986b01e83eb310339b46bd098.png[/img]
[QUOTE=PX1K;30169762]Jesus H christ I can't get these bloody panels to work properly and move the func_brush when a button is pressed and I've followed the tutorial properly. They animate and make sound but the brush doesn't move at all. Anyone spot any errors? [img]http://gyazo.com/34511e7986b01e83eb310339b46bd098.png[/img][/QUOTE] Someone correct me if I'm wrong, but in that last pic, it looks like you told the panel ARM to attach, instead of the plate to attach.
yeah, you're running SetParentAttachmentMaintainOffset on the wrong entity
Smashman, would it be possible for you to add links to the completed or at least playable maps in this thread a la the various Mod Emporiums? That would be kicking rad.
[QUOTE=PX1K;30169762]Jesus H christ I can't get these bloody panels to work properly and move the func_brush when a button is pressed and I've followed the tutorial properly. They animate and make sound but the brush doesn't move at all. Anyone spot any errors? [img]http://gyazo.com/edd64085ce436e886a7563ecac8e0dfd.png[/img] [img]http://gyazo.com/596e2b5ff3c20ea82b36a19be3a0b711.png[/img] [img]http://gyazo.com/29de0531d287ebf32e87ea48f402b867.png[/img] [img]http://gyazo.com/34511e7986b01e83eb310339b46bd098.png[/img][/QUOTE] Same problem I had before haha. You need to attach the plate, not the arm. [editline]31st May 2011[/editline] :ninja:
[QUOTE=ColossalSoft;30110205][img]http://www.majhost.com/gallery/Colossal/cores/set_02.png[/img][/QUOTE] How about instead of those starburst lights, mix it up on the Curiosity Core by using electroluminescent wiring in the style of neon tubes? [img]http://www.skylineplasticworks.com/files/Neon_Circle.jpg[/img] Different enough from the Space Core, and still implies that effect of dilation.
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