• Portal 2 Mapping II
    998 replies, posted
[QUOTE=ShadoWingh;30324875][media]http://www.youtube.com/watch?v=wRLrfWoOEaY[/media] Introductory map for Gravitation Revision Grills. I'll probably have to redesign it so that the player will see the cube fall from the front. [media]http://www.youtube.com/watch?v=MJKbXKEF1Rw[/media] Some panel action.[/QUOTE] Very cool! Seems like it'd be ridiculously easy to fuck stuff up, though.
[QUOTE=ShadoWingh;30324875][media]http://www.youtube.com/watch?v=wRLrfWoOEaY[/media] Introductory map for Gravitation Revision Grills. I'll probably have to redesign it so that the player will see the cube fall from the front. [media]http://www.youtube.com/watch?v=MJKbXKEF1Rw[/media] Some panel action.[/QUOTE]If you could add arrows that point "up" as the up when you enter the room, it would be great!
[QUOTE=ForgottenKane;30320591]US Eastern.[/QUOTE] Oh well =(
[QUOTE=ShadoWingh;30324875][media]http://www.youtube.com/watch?v=wRLrfWoOEaY[/media] Introductory map for Gravitation Revision Grills. I'll probably have to redesign it so that the player will see the cube fall from the front. [media]http://www.youtube.com/watch?v=MJKbXKEF1Rw[/media] Some panel action.[/QUOTE] I dont like how you have to walk through the field to trigger the gravitation. It should be triggered by the button alone. Or should always be active in the area behind that field.
[QUOTE=Fearlezz;30330021]I dont like how you have to walk through the field to trigger the gravitation. It should be triggered by the button alone. Or should always be active in the area behind that field.[/QUOTE] If the grill only effected the players gravity it would be fine, but since the entire room changes it seems a little un-needed. Fearlezz is right if you plan to have the cube change gravity too.
Started working on small mod More info and pics here if you are interested [url]http://www.moddb.com/mods/portal-2-forgotten-memories[/url] [img]http://img163.imageshack.us/img163/8189/fm1av.jpg[/img] [img]http://img10.imageshack.us/img10/3663/fm2v.jpg[/img] [img]http://img39.imageshack.us/img39/5060/fm1tq.jpg[/img] [img]http://img847.imageshack.us/img847/558/fm2.jpg[/img] [img]http://img585.imageshack.us/img585/8564/lololqe.jpg[/img]
It's both safe and fun! Anyway, I'm working on adding a new core to the game, but I have to use a hacky way to make her talk until we can figure out how to make custom .vcd files..
Holy shit, my map takes like, 20 minutes just to compile. And this is the god damn INTRO map.
[QUOTE=LilRobot;30351817]Holy shit, my map takes like, 20 minutes just to compile. And this is the god damn INTRO map.[/QUOTE] 20 mins? It's very very short time... I would like to see your reaction to 2-3 hours compile
[QUOTE=d3m0l1sh3r;30352105]20 mins? It's very very short time... I would like to see your reaction to 2-3 hours compile[/QUOTE] You're doing something horribly wrong if it takes that long.
[QUOTE=Smasher 006;30352143]You're doing something horribly wrong if it takes that long.[/QUOTE] Possibly because i am a beginer What improves time of compile? Nodraw? Hint? Areaportals?
[url]http://developer.valvesoftware.com/wiki/Visibility_optimization[/url] There was another website that went more in-dept with optimization, but I cant remember it.
Well used some hints, turned some block to func_detail, and changed lightmap scale on some not important things. At least 3x faster
[QUOTE=green bandit;30352364][url]http://developer.valvesoftware.com/wiki/Visibility_optimization[/url] There was another website that went more in-dept with optimization, but I cant remember it.[/QUOTE] You propably mean [url=http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro]this[/url].
[QUOTE=d3m0l1sh3r;30352105]20 mins? It's very very short time... I would like to see your reaction to 2-3 hours compile[/QUOTE] my coop map with three tests and shit took 6 minutes to do a full compile learn to optimise
[QUOTE=Jimbomcb;30358223]my coop map with three tests and shit took 6 minutes to do a full compile learn to optimise[/QUOTE] I am. Already have a progress. From 2 hours to 10 mins
[QUOTE=Jimbomcb;30358223]my coop map with three tests and shit took 6 minutes to do a full compile learn to optimise[/QUOTE] Is it just me or does Valve's underground example map (a3_speedramp) take forever to compile, then spawn you in the centre of the world with glitchy lighting? Or did I break something?
Welcome to.. underwater? [img]http://img8.imageshack.us/img8/9948/waterstuff3.jpg[/img]
[media]http://www.youtube.com/watch?v=Xvw0LDjhP0Q[/media] I made this back when we didn't have an official SDK and I never got around to posting it!
[QUOTE=William777;30370421][media]http://www.youtube.com/watch?v=Xvw0LDjhP0Q[/media] I made this back when we didn't have an official SDK and I never got around to posting it![/QUOTE] Yaouh !! Incredible !!
Fucking awesome. "I'm afraid of heights!"
That was fantastic.
Congratulations, you win at life.
Dear Christ, this could've been an official intro if wheatley wasn't in Portal 2, really reminds me of the tram ride from HL1 as well, so it's kinda nostalgic.
[QUOTE=William777;30370421][media]http://www.youtube.com/watch?v=Xvw0LDjhP0Q[/media] I made this back when we didn't have an official SDK and I never got around to posting it![/QUOTE] That was really well done, kudos.
[QUOTE=William777;30370421][media]http://www.youtube.com/watch?v=Xvw0LDjhP0Q[/media] I made this back when we didn't have an official SDK and I never got around to posting it![/QUOTE] Wow, that's fucking amazing.
I loved the chicken turret! "I'M SCARED! I'M AFRAID OF HEIGHTS!"
The announcer went on a bit, but when the wall opened, I knew amazing things were about to happen.
[QUOTE=William777;30370421][media]http://www.youtube.com/watch?v=Xvw0LDjhP0Q[/media] I made this back when we didn't have an official SDK and I never got around to posting it![/QUOTE] should be a ride at a valve themed theme park.. Only longer.
howly shit that was amazing
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