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Map Pack: Companion Cube Trials

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Why don't we all get together and make a map pack? This isn't some special contest and you don't win anything for signing up.

Requirements:

-Single player only! (Unless lots of people seem interested in it, then we can start some co-op)
-All chambers must be "clean", and not set in a destroyed environment. (This only applies to the main testing area)
-No old style Aperture Science
-All chambers must make use of the Companion Cube
-Can't use a map you've already released.
-You CAN use other styles of cubes to help complete your level, but the map must revolve around the Companion Cube.
-No Wheatley
-No Potato GLaDOS

If you sign up for the map pack, you agree to having your map's .vmf be released along with it, so others make look at it.

Choose a chamber you wish to do. There won't be any "judging" so to speak, so it's first come first serve.
Chamber 01 - slayer (Not Completed)
Chamber 02 -
Chamber 03 -
Chamber 04 -
Chamber 05 -
Chamber 06 -
Chamber 07 -
Chamber 08 -
Chamber 09 -
Chamber 10 -
Chamber 11 -
Chamber 12 -
Chamber 13 -
Chamber 14 -
Chamber 15 -
Chamber 16 -
Chamber 17 -
Chamber 18 -
Chamber 19 -

How to name your map:
All maps should start with "sp_cct_chamber_**", where "**" is the number of your chamber.
Example: sp_cct_chamber_03, sp_cct_chamber_11, etc...
This is to easily make maps transition from one to the next.

Requirements for the Companion Cube:
-No ending the map with the Companion Cube being destroyed.
-The Companion Cube MUST be set into a pneumatic diversity vent before the level can end. (This is to give it the illusion that the Companion Cube is going through all the test chambers with you)
-Companion Cube must be dropped through a diversity vent at the start of every level.

Try to keep in mind that the higher level chambers should be harder than the lower level ones, but this isn't really a big deal.

This map pack is being made for fun! Credit goes where credit is due. I can not and will not take credit for the maps that are made and released in this map pack.

When you finish your level, PM me the compiled version, as well as the .vmf. I will work on making the vscript that shows all the signs in the levels as maps come along.

End Date: There currently isn't an end date. TRY to have your maps completed or near completion by August 5th.

Also, how about a sticky?

Do you have any experience with the Source sdk, or are you the random person that just sets these up then leaves? We do not have any idea who you are or if you even had any sort of experience. You can't necessarily expect anyone to finish this big of a project within a month. You may have to think this out a little more realistically.

First guy tells the second guy, "My head hurts!" The second guy replied, "Stop thinking so much!" Then the first guy says, "I think that what caused my problem in the first place!" The second guy says, "Then stop banging you head against the wall!"

ImageImageVDC User Page

Seems like a good idea but I find one little flaw in the theme. Assuming you want it to feel like the maps have continuous flow regarding the companion cube following you, this also assumes the companion cube can never be killed. It wouldn't really fit the theme for the companion cube to die and simply respawn from the pneumatic diversity vent. It would sort of kill the whole importance of keeping him alive and bringing him along with you. It wouldn't feel like YOUR companion cube.

The solution to this could be having the map restart when your cube dies with some on screen text saying, "You monster, you've killed your companion cube."

That said, it brings up the problem that conflicts with the trial and error mentality a lot of us have. It'll get really frustrating really quick when we are too afraid to fling a companion cube over toxic water to see if it'll get to the other side because we're already 50% into the map.

Maybe I'm just over-thinking it.

Also, to make the flow work out really well between maps, why not create a pneumatic diversity vent instance so that there's a consistency in between maps? It'll also prove to us that you know what you're doing (people are going to be skeptical as you can see in the post above).

I like the idea and I'm hoping it works out.

kwp21 pitts wrote:
sets these up then leaves?

slayer's metadata wrote:
Joined: Jul 1, 2011

:shrug:

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

I know I'm new here, and not experienced as a mapper, but if you can give us something to et rid of our scepticism (and, as mentioned above, a pneumatic vent instance would be nice :D) then I'd gladly help - I could do one of the easier chambers, like 02 or 03. My current map is getting somewhat stale, so this could be interesting as a distraction.

EDIT: Oh, so you're the guy that made that laser box map (sorry, can't recall the actual name). I'm a little more convinced; we know you can map, and I love to see people with your sort of attention to detail...

Image
ImageImageImageImage

At which point do you get the dual portal gun?

kwp21 pitts wrote:
Do you have any experience with the Source sdk, or are you the random person that just sets these up then leaves? We do not have any idea who you are or if you even had any sort of experience. You can't necessarily expect anyone to finish this big of a project within a month. You may have to think this out a little more realistically.

Yes, I have plenty of experience with the Source SDK. I know it's not much to go off of, but I just released a map for Portal 2.

I don't expect everyone to be able to make a map within a month, but from what I've learned, this is generally how long it takes to make a single map.

A diversity vent instance is a good idea. As for the cube being destroyed, I was only thinking about an end-level type thing, like in Portal when you had to destroy the cube to move on to the next level. I figured it'd be pretty hard to make a level without it being destroyed a few times on accident or just to see what happens.

If there any special things you forgot to mention to us about your map, now would be a good time to lets us know since you got the first map done.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Quick question: If you can't upload a map to the site before we PM it to you, how are we supposed to play-test it and iron out the bugs? :?: :?:

MasterLagger wrote:
If there any special things you forgot to mention to us about your map, now would be a good time to lets us know since you got the first map done.

The first map isn't done? It says "Not Completed" right next to it. Just say which chamber number you would like and I'll add your name to the list.

As for ironing out bugs, you can PM members who are working on a part of the map pack. This would also be useful so they can get an idea of who's doing what.

I should also say that you can freely post screenshots of your map, if you want.

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