[SP] Broken World
Quote from narkfestmojo on July 14, 2012, 9:01 pmHuge open skybox with bts fog.
Does anyone know how to optimise a level like this or is it basically impossible because of the open geometry?
You can run this from command line and you will get something to indicate end of level.
Wandering what people think of my open skybox elevators? good, bad, terrible, worst custom elevator ever... All feedback appreciated and thanks for playing.
Huge open skybox with bts fog.
Does anyone know how to optimise a level like this or is it basically impossible because of the open geometry?
You can run this from command line and you will get something to indicate end of level.
Wandering what people think of my open skybox elevators? good, bad, terrible, worst custom elevator ever... All feedback appreciated and thanks for playing.
Quote from zivi7 on July 15, 2012, 12:45 pmThis is very nice.
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The elevators are very well done and the puzzle is alright. You shouldn't mention "open skybox" that much in your description, I think this might scare people off, thinking this might be another silly playground-like map.
I liked the different environment. Probably some people will miss the usual walls/containers/whatever that visibly limit the room, but I didn't mind it being that open.
Only two small negative things: If you decide to wander around on those beams, you can't get back up and have to jump down. And the death sequence could be cooler. Maybe you could let the player fall a bit deeper and then let the screen fade to black, indicating a fall into a bottomless pit.
This is very nice.
The elevators are very well done and the puzzle is alright. You shouldn't mention "open skybox" that much in your description, I think this might scare people off, thinking this might be another silly playground-like map.
I liked the different environment. Probably some people will miss the usual walls/containers/whatever that visibly limit the room, but I didn't mind it being that open.
Only two small negative things: If you decide to wander around on those beams, you can't get back up and have to jump down. And the death sequence could be cooler. Maybe you could let the player fall a bit deeper and then let the screen fade to black, indicating a fall into a bottomless pit.
Quote from Shakky on July 15, 2012, 1:14 pmNice map. The puzzle was fun but little too easy in my opinion. Everything looked nice.
Custom elevators looked great and worked pretty good. I did get stuck in the exit elevator as I bunny hopped there too fast (see the video below) but I guess that kinda my fault.
About optimising valve uses func_viscluster to merge all surrounding objects into one visleaf which should make stuff run smoother. I'd recommend trying that.
Here is my blindrun:
[spoiler]AchyNXIjQl8[/spoiler]
Nice map. The puzzle was fun but little too easy in my opinion. Everything looked nice.
Custom elevators looked great and worked pretty good. I did get stuck in the exit elevator as I bunny hopped there too fast (see the video below) but I guess that kinda my fault.
About optimising valve uses func_viscluster to merge all surrounding objects into one visleaf which should make stuff run smoother. I'd recommend trying that.
Here is my blindrun:
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from narkfestmojo on July 15, 2012, 8:07 pmAwww Man! I messed up the texture toggles on the tractor beam.
zivi7: I wasn't sure what to do about the beams. Some of them will (as you say) trap the player and force them to reset. This is unprofessional level development, but I wanted it to look visually consistant with the beams you can safely explore. Even as I write this I can see how stupid that sounds. There is a secret area you can get to and back if you explore the beams to the right of central island in front of the arrival elevator
Shakky: The lift trap should be really easy to fix I'll just surround it with an invisible func_brush and engage during lift summons. Unfortunately learning to bunny hop is still on my to do list and I can't test it. Thanks for the advice about func_viscluster, I'll research it today and see how to implement it in my level.
Hopefully it fixes the frame rate problem.
Awww Man! I messed up the texture toggles on the tractor beam.
zivi7: I wasn't sure what to do about the beams. Some of them will (as you say) trap the player and force them to reset. This is unprofessional level development, but I wanted it to look visually consistant with the beams you can safely explore. Even as I write this I can see how stupid that sounds. There is a secret area you can get to and back if you explore the beams to the right of central island in front of the arrival elevator
Shakky: The lift trap should be really easy to fix I'll just surround it with an invisible func_brush and engage during lift summons. Unfortunately learning to bunny hop is still on my to do list and I can't test it. Thanks for the advice about func_viscluster, I'll research it today and see how to implement it in my level.
Hopefully it fixes the frame rate problem.
Quote from narkfestmojo on July 16, 2012, 6:36 amI left it as a link to the workshop.
you can subscribe at the download address being http://steamcommunity.com/sharedfiles/f ... earchtext=
Or search for 'broken world' on the portal 2 workshop page.I can also upload the file directly if you think I should, but I thought this would be a lot easier.
I left it as a link to the workshop.
you can subscribe at the download address being http://steamcommunity.com/sharedfiles/f ... earchtext=
Or search for 'broken world' on the portal 2 workshop page.
I can also upload the file directly if you think I should, but I thought this would be a lot easier.
Quote from rock_n_rage on July 19, 2012, 7:12 pmNot a difficult map but very cool to look at it! Would love to see some more like this with more difficult puzzles.
Not a difficult map but very cool to look at it! Would love to see some more like this with more difficult puzzles.
Quote from sicklebrick on July 30, 2012, 12:37 pmHeheh, I found the secret area almost right away thinking I'd wandered where I shouldnt >.<
The map's super cool though. I like it when someone tries something different and it works. Looks pretty abstract or like one of those old hacker films where they uhh.. "go into the mainframe".. you know what I mean. The puzzle's kinda straightforward, but I really enjoyed playing. Thanks
Heheh, I found the secret area almost right away thinking I'd wandered where I shouldnt >.<
The map's super cool though. I like it when someone tries something different and it works. Looks pretty abstract or like one of those old hacker films where they uhh.. "go into the mainframe".. you know what I mean. The puzzle's kinda straightforward, but I really enjoyed playing. Thanks