[Coop] Chell House
Quote from noam2000 on June 4, 2012, 2:59 pmWell,now when i got way better in hammer,i made another scary map,but this time,it IS scary,hope you enjoy it
PS sorry i could upload an image,long story
File Name: Chell House.rar
File Size: 3.26 MiB
Click here to download Chell House
Well,now when i got way better in hammer,i made another scary map,but this time,it IS scary,hope you enjoy it
PS sorry i could upload an image,long story
File Name: Chell House.rar
File Size: 3.26 MiB
Click here to download Chell House
Quote from Lpfreaky90 on June 5, 2012, 10:22 amThe map was a big too big. Specially the ceilings were too high. That took away a creepy feeling.
Also your map was horribly optimized, the biggest flaw was the big box around the level.To show you how bad it was let me post two images:
This one is taken from the corridor leading to the white gel room
This is taken from one of the first rooms.The blue lines you see are the visleaves; everything within all the blue blocks you can see is currently being rendered. I highly recommend to go to http://www.optimization.interlopers.net/ and read that carefully. You can also take a look at the clean mapping style guide I made a while ago.
Doing more awesome looking and scary stuff does require you to know the basics of the game.
Sorry, but we didn't enjoy this.
The map was a big too big. Specially the ceilings were too high. That took away a creepy feeling.
Also your map was horribly optimized, the biggest flaw was the big box around the level.
To show you how bad it was let me post two images:
This one is taken from the corridor leading to the white gel room
This is taken from one of the first rooms.
The blue lines you see are the visleaves; everything within all the blue blocks you can see is currently being rendered. I highly recommend to go to http://www.optimization.interlopers.net/ and read that carefully. You can also take a look at the clean mapping style guide I made a while ago.
Doing more awesome looking and scary stuff does require you to know the basics of the game.
Sorry, but we didn't enjoy this.
Quote from zivi7 on June 5, 2012, 10:37 amLike LP said, we didn't really enjoy ths, sorry.
Let me add some more things that were annoying:
[spoiler]I was playing as Atlas and didn't get a portal gun. I was never sure if that was intended or if I had missed one somewhere.
All the rooms are way too dark and undetailed. I understand you wanted it to be scary, but still the player has to see where he is going. You could place some dimmed lights that illuminate the scene somewhat and still make it look scary.
It was annoying that the buttons gave you a "Atlas missing" or "Connection missing" error. To make sure both players are there, just place two buttons that have to be placed simultaniously.
The very first Chell scary was annoying - you forced me to look at her and made me stand still for at least 5 seconds. Cutting that down to 1 or 2 seconds would totally be enough for a jumpscare.
The room with the broken glass looks bad because the rest of the glass is not made of those glass models. Beter have one 128 units high line of glass made completely of those glass models the obs rooms use and have one of them with the hole.
The ending was very bad. Just a screen message telling you that that's the end is annoying. Get a disassembling room in there instead.[/spoiler]
Like LP said, we didn't really enjoy ths, sorry.
Let me add some more things that were annoying:
All the rooms are way too dark and undetailed. I understand you wanted it to be scary, but still the player has to see where he is going. You could place some dimmed lights that illuminate the scene somewhat and still make it look scary.
It was annoying that the buttons gave you a "Atlas missing" or "Connection missing" error. To make sure both players are there, just place two buttons that have to be placed simultaniously.
The very first Chell scary was annoying - you forced me to look at her and made me stand still for at least 5 seconds. Cutting that down to 1 or 2 seconds would totally be enough for a jumpscare.
The room with the broken glass looks bad because the rest of the glass is not made of those glass models. Beter have one 128 units high line of glass made completely of those glass models the obs rooms use and have one of them with the hole.
The ending was very bad. Just a screen message telling you that that's the end is annoying. Get a disassembling room in there instead.
Quote from kabal on June 9, 2012, 4:43 pmwhy?
why do you feel the need to share those maps?
why do you do that to us?
every single map you released is boring,pointless,totally uncooperative,ugly,filled with hidden portal panels and NOT scary.
stop please,my hard disk is threatening me of burning itself if i install another map from you.
the base of a map,especially coop,must be the puzzle,not some crappy "horror" theme with nothing else in it.
why?
why do you feel the need to share those maps?
why do you do that to us?
every single map you released is boring,pointless,totally uncooperative,ugly,filled with hidden portal panels and NOT scary.
stop please,my hard disk is threatening me of burning itself if i install another map from you.
the base of a map,especially coop,must be the puzzle,not some crappy "horror" theme with nothing else in it.
Quote from Insomnautik on June 18, 2012, 3:07 amI can't be scared if I'm confused, they don't go well together. I started in a dark room with a couple dead bodies (which i have no idea how they died or how they got there, it doesn't look like they were dragged there or anything). And who are these people anyways? Aperture staff members? Well, considering it didn't even look like I was in apurture (more like the inside of a poorly lit shack with the textures you used) I really had absolutely no idea what was going on. The point of horror games is to put your in a situation or plot that is scary, not just a place that is dark with no plot. So unless your the kind of person who is absolutely terrified of the dark then there isn't anything in here that is actually scary.
Chell is not, I repeat, NOT scary. I'm tired of seeing her pop up around every other corner just to try to get a startle out of me. When thats the only scare tactic used in most portal maps it sort of looses its effect.
And the only puzzle i remember was done completely by one person. Not very coop.
I can't be scared if I'm confused, they don't go well together. I started in a dark room with a couple dead bodies (which i have no idea how they died or how they got there, it doesn't look like they were dragged there or anything). And who are these people anyways? Aperture staff members? Well, considering it didn't even look like I was in apurture (more like the inside of a poorly lit shack with the textures you used) I really had absolutely no idea what was going on. The point of horror games is to put your in a situation or plot that is scary, not just a place that is dark with no plot. So unless your the kind of person who is absolutely terrified of the dark then there isn't anything in here that is actually scary.
Chell is not, I repeat, NOT scary. I'm tired of seeing her pop up around every other corner just to try to get a startle out of me. When thats the only scare tactic used in most portal maps it sort of looses its effect.
And the only puzzle i remember was done completely by one person. Not very coop.
Quote from portal2tenacious on June 27, 2012, 10:08 pmThere were a lot of bad textures, and some things weren't obvious, bit you caught the feeling of scaryness. Really guys, he wasn't sending this to valve for their approval, he was making a map and sharing it with the community for them to ENJOY, not criticize. My friend should upload a blind play through soon. Keep making maps. Keeps the coopcrowd working.
There were a lot of bad textures, and some things weren't obvious, bit you caught the feeling of scaryness. Really guys, he wasn't sending this to valve for their approval, he was making a map and sharing it with the community for them to ENJOY, not criticize. My friend should upload a blind play through soon. Keep making maps. Keeps the coopcrowd working.