I have no thread to maintain now the collab has sort of died and I had the mod emporium taken from me at the last minute.
Why was the first thread closed, anyway?
[QUOTE=Swiket;29973499]Why was the first thread closed, anyway?[/QUOTE]
Post limit hit.
Smashman i'll smash your backdoors in so hard they fall off their hinges and your arms explode.
Thats odd. 34 posts so far and most of them have nothing to to with Portal 2 mapping.
[QUOTE=Delta616;29973741]Thats odd. 34 posts so far and most of them have nothing to to with Portal 2 mapping.[/QUOTE]
[editline]21st May 2011[/editline]
[QUOTE=Xieneus;29972693]Here is a teaser for my Mini-Campaign. These first 5 chambers were testing element tests and also some lighting tests.
[media]http://www.youtube.com/watch?v=gX2ZR-oqOdA[/media]
Most of the clips were edited to prevent showing how to solve the basic puzzles. Or I'm just lazy. Your call.[/QUOTE]
You were saying? :v:
[QUOTE=Delta616;29973741]Thats odd. 34 posts so far and most of them have nothing to to with Portal 2 mapping.[/QUOTE]
[QUOTE=xpod1;29972950]shit
lets make a box dropper that drops TURRETS
[editline]21st May 2011[/editline]
i will call it the turret dropper[/QUOTE]
this fulfills the thread's "fucking amazing ideas" requirement
[QUOTE=Netsc;29973628]Smashman i'll smash your backdoors in so hard they fall off their hinges and your arms explode.[/QUOTE]
I'm sorry who are you?
[editline]21st May 2011[/editline]
[QUOTE=CakeMaster7;29973769][editline]21st May 2011[/editline]
You were saying? :v:[/QUOTE]
He did say most.
[QUOTE=Netsc;29973628]Smashman i'll smash your backdoors in so hard they fall off their hinges and your arms explode.[/QUOTE]
That was possibly one of the most moronic things I read on FP when it comes to random stupidity.
[QUOTE=Smashman;29973799]I'm sorry who are you?[/QUOTE]
apparently the guy who's gonna make your arms explode by smashing your backdoor in. I assume he's sponsored by Aperture
[QUOTE=Smashman;29973799]I'm sorry who are you?[/QUOTE]
I'm the guy who is going to burn your house down! With the lemons!
For some reason when I add a observation room instance, it doesn't update the func_instance model like it did before(So I could fit the observation rooms in.)
Anyone know why?
[editline]21st May 2011[/editline]
nvm, just had to restart hammer
[quote][img_thumb]http://dl.dropbox.com/u/25867270/2011-05-20_00002.jpg[/img_thumb]
[url]http://dl.dropbox.com/u/25867270/barron_01_standalone.bsp[/url]
Its real fun.[/quote]
[QUOTE=bigbadrick;29974662][/QUOTE]
404 error.
[editline]22nd May 2011[/editline]
You wanted [url]http://dl.dropbox.com/u/25867270/barron_01_standalone.bsp[/url]
while we're quoting shit :~)
[quote]
If you add -hijack to the additional launch parameters and compile your map with "don't run the game after compiling" unchecked, it will automatically load your map ingame if you have it running instead of trying to launch a new copy. Saves you having to go load it from the console each time.[/quote]
[QUOTE=bigbadrick;29974662][/QUOTE]
bigbadrick, The Adventure Core is really rather laggy on the camera, it looks kind of strange.
uh wow now i cant use the cube dropper
[QUOTE=xpod1;29975120]uh wow now i cant use the cube dropper[/QUOTE]
What is your exact problem?
I only had it there cause I was testing to see if I could attach a laser emitter to the camera to make it an enemy
[QUOTE=bigbadrick;29975853]I only had it there cause I was testing to see if I could attach a laser emitter to the camera to make it an enemy[/QUOTE]
I guess that didn't work out? Shame, would have been interesting.
Also, placing the cube on the paint button to make it jump paint didn't seem obvious to me. I guess because the game ingrains that only one type of paint comes from one pipe.
Smashman you already have one thread.
Let someone else take the opportunity.
Here is a teaser of my mini-campaign. These chambers were mainly created to test elements and lighting.
[media]http://www.youtube.com/watch?v=gX2ZR-oqOdA[/media]
[img]http://filesmelt.com/dl/btstest0004.jpg[/img]
testing out the behind the scenes theme
[QUOTE=redBadger;29977116]Smashman you already have one thread.
Let someone else take the opportunity.[/QUOTE]
Whats the difference?
We should have friendly turrets for the droppers
I don't know
We could have them shoot targets which are triggers
[editline]22nd May 2011[/editline]
They don't die when they turn over
[editline]22nd May 2011[/editline]
They shoot other turrets
[editline]22nd May 2011[/editline]
can have a use as a guard of sorts when doing quick actions
Is there any way to make a hard light surface flicker?
I have one that turns on and off, but it looks really boring and a little TOO robotic when it just appears and disappears.
I want to be able to turn the visual bridge on and off, but keep whatever state it is in (on or off).
There is usually an alpha command/output you could edit.
Anyone know how to use the circuit breakers prop things?
[QUOTE=Ninjarooster;29980763]Anyone know how to use the circuit breakers prop things?[/QUOTE]
be more specific, give a picture of the model or something
[img]http://portal.biringa.com/images/thumb/d/d0/Circuit_Breaker.png/670px-Circuit_Breaker.png[/img]
I would like to know how they work.
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