[RELEASE] Nevada

Quote from msleeper on June 16, 2008, 3:55 pmNot sure what was up exactly, try creating the upload again. I had to delete it entirely.
Not sure what was up exactly, try creating the upload again. I had to delete it entirely.
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Quote from pestchamber on June 17, 2008, 6:50 ammsleeper wrote:Not sure what was up exactly, try creating the upload again. I had to delete it entirely.ok i did that. link above updated. now i hope we could get to talk about the map
ok i did that. link above updated. now i hope we could get to talk about the map

Quote from msleeper on June 17, 2008, 7:26 pmOkay I figured out the problem. The filename for both the WIP and the Release versions are the exact same so it is erroring out. I have delete the Release version again, rename the file to something other than "Nevada.zip" and re-upload it.
Okay I figured out the problem. The filename for both the WIP and the Release versions are the exact same so it is erroring out. I have delete the Release version again, rename the file to something other than "Nevada.zip" and re-upload it.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Mek on June 18, 2008, 7:23 amI guess I will be one of the first to provide you with some feedback
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Well, the map was easy and clear to understand, which is a big plus. Sometimes it was overbright, especially [spoiler]in the mid-passages between the rooms. I remember one situation (before the live fire course chamber) in which glados started to say the second sentence before finishing the first oneThere were some texture glitches, especially in the turret hall where the portalable surfaces were. I recommend to expand the portalable surfaces more so that the concrete texture fits nicely
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At the end of the turret hall where the last turret was, there was a glitch with a particle system coming from the corner (see the screenshot).
The last thing I remember is, that if you want to use your chemicals idea in your future maps, it would be good to change the texture of the water as well to show that it is no longer dangerous to the player.[/spoiler]
Overall, this was a good map with a few little bugs, but I had much fun playing it
I guess I will be one of the first to provide you with some feedback
Well, the map was easy and clear to understand, which is a big plus. Sometimes it was overbright, especially


At the end of the turret hall where the last turret was, there was a glitch with a particle system coming from the corner (see the screenshot).
The last thing I remember is, that if you want to use your chemicals idea in your future maps, it would be good to change the texture of the water as well to show that it is no longer dangerous to the player.
Overall, this was a good map with a few little bugs, but I had much fun playing it

(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from pestchamber on June 18, 2008, 8:05 amthx m8. i think its awesome if you look at my last map it was bad and only got bad feedback and then my second gets so good =)
its prolly because you guys told me what to improve in my maps. like you did so.
chemicals is a good thing but - texture change. NO IDEA
portalble surfaces must fit perfectly DONE (in future maps)
ill try somehow fixing the particle systems. DONE (in future maps)
ok =) thx.have a question: [spoiler]you liked that the WCC said "i dont blame you" in the end?[/spoiler]
thx m8. i think its awesome if you look at my last map it was bad and only got bad feedback and then my second gets so good =)
its prolly because you guys told me what to improve in my maps. like you did so.
chemicals is a good thing but - texture change. NO IDEA
portalble surfaces must fit perfectly DONE (in future maps )
ill try somehow fixing the particle systems. DONE (in future maps )
ok =) thx.
have a question:
Quote from Mek on June 18, 2008, 8:17 ampestchamber wrote:[spoiler]you liked that the WCC said "i dont blame you" in the end?[/spoiler]well that was a bit strange, it said this sentence with a voice of a turret
if there was another voice, it would be cool
well that was a bit strange, it said this sentence with a voice of a turret if there was another voice, it would be cool
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from rellikpd on June 18, 2008, 3:54 pmanother success story. you came here flinging shit around, no offense but i wanted to murder you after playing your first map
but this one (as i said when it was WIP) is pretty damn cool and WTG hard core on the new game mechanic. but as i said (in WIP) and as mek said. a texture change when the chemical process happens would be great. i doubt i'll ever get around to it, but i'll try to help with this part. (if i find time)
you still have a bit to learn about mapping though. for example the fizzlers bleeding through walls and as mek said some areas are overly bright, the fizzler "models" (that hold the fizzler?) are cut off by the ceiling in some parts, this probly wouldn't be that big a deal as long as it looked symetrical. but the bottom IS NOT cut off.and a note here:
[spoiler]the cube saying "I Don't Blame You" was hilarious. nice[/spoiler]
another success story. you came here flinging shit around, no offense but i wanted to murder you after playing your first map
but this one (as i said when it was WIP) is pretty damn cool and WTG hard core on the new game mechanic. but as i said (in WIP) and as mek said. a texture change when the chemical process happens would be great. i doubt i'll ever get around to it, but i'll try to help with this part. (if i find time)
you still have a bit to learn about mapping though. for example the fizzlers bleeding through walls and as mek said some areas are overly bright, the fizzler "models" (that hold the fizzler?) are cut off by the ceiling in some parts, this probly wouldn't be that big a deal as long as it looked symetrical. but the bottom IS NOT cut off.
and a note here:

Quote from pestchamber on June 18, 2008, 4:11 pmthx!
EDIT: i tried making a texture change: first i tried making a custom texture where i could use a texturetoggler thing. i didnt know how to do it so, i tried instead making a hazard wall_toggle and a water wall_toggle it worked perfect exept it was like an passeble wall instead of swimming. so i dont know how else to do it.
thx!
EDIT: i tried making a texture change: first i tried making a custom texture where i could use a texturetoggler thing. i didnt know how to do it so, i tried instead making a hazard wall_toggle and a water wall_toggle it worked perfect exept it was like an passeble wall instead of swimming. so i dont know how else to do it.