[SP] DaMaGepy #4: Cube Training
Quote from DaMaGepy on February 28, 2013, 11:40 pmQuote:-Defective Turret is too annoying >_<Cool, then he works as intended
You wanted to kill him badly, don't you?
Quote:-Secret puzzle's malfunctioning buttons are unclear. You should a little spark to indicate they are malfunctioning.They are not malfunctioning, just not connected. They are just there
Quote:Also, why does the Defective Turret not explode after burning him?Because he is defective
And why should a metal explode from some flame? Plus there is no live ammunition in him that could explode...Quote:-Corridors (After secret puzzle) are too darkThey are abandoned corridors. Save electricity, save the world!
And ye, hallways are cool, this map was about them. I ocassionally inserted some testroom as a transition between hallways so they are not boring
Cool, then he works as intended
You wanted to kill him badly, don't you?
They are not malfunctioning, just not connected. They are just there
Because he is defective
And why should a metal explode from some flame? Plus there is no live ammunition in him that could explode...
They are abandoned corridors. Save electricity, save the world!
And ye, hallways are cool, this map was about them. I ocassionally inserted some testroom as a transition between hallways so they are not boring
Quote from sicklebrick on March 6, 2013, 4:40 amThat was 100% awesome!
Everything was really solid and well throught out I really liked the way areas kept joining up and passing eachother through grates and things. It felt large and mazelike without ever being too confusing or too insanely easy! The main bulk of it was good too; I had some real facepalm moments on those, and the connecting sections felt a lot like QUBE which really added to the atmosphere. The outdoor bit was beautifully detailed and busy, and it's awesome how you let us go OOB and that you left a bunch of Bhop shortcuts to explore! Oh and the secrets- so many secrets! It's just a beautiful map, clearly a labour of love. Thanks for sharing!P.s. where's the skybox tex from?
That was 100% awesome!
Everything was really solid and well throught out I really liked the way areas kept joining up and passing eachother through grates and things. It felt large and mazelike without ever being too confusing or too insanely easy! The main bulk of it was good too; I had some real facepalm moments on those, and the connecting sections felt a lot like QUBE which really added to the atmosphere. The outdoor bit was beautifully detailed and busy, and it's awesome how you let us go OOB and that you left a bunch of Bhop shortcuts to explore! Oh and the secrets- so many secrets! It's just a beautiful map, clearly a labour of love. Thanks for sharing!
P.s. where's the skybox tex from?
Quote from DaMaGepy on March 6, 2013, 11:33 amsicklebrick wrote:P.s. where's the skybox tex from?I downloaded it from a CS website 2-3 year ago, there were at least 50-60 custom skybox, but I forgot where it was and who was the author. I had to tweak it to work with portal.
I downloaded it from a CS website 2-3 year ago, there were at least 50-60 custom skybox, but I forgot where it was and who was the author. I had to tweak it to work with portal.
Quote from sicklebrick on March 11, 2013, 10:04 amDaMaGepy wrote:sicklebrick wrote:P.s. where's the skybox tex from?I downloaded it from a CS website 2-3 year ago, there were at least 50-60 custom skybox, but I forgot where it was and who was the author. I had to tweak it to work with portal.
Aah, thanks ^^ I'll have to steal it sometime!
Anyway, I needed an excuse to replay this over and over, so here's an attempt at finding an alt solution for every chamber. Not 'cause I wanna break the map or anything, just 'cause I wanted an excuse to play it over and over
I downloaded it from a CS website 2-3 year ago, there were at least 50-60 custom skybox, but I forgot where it was and who was the author. I had to tweak it to work with portal.
Aah, thanks ^^ I'll have to steal it sometime!
Anyway, I needed an excuse to replay this over and over, so here's an attempt at finding an alt solution for every chamber. Not 'cause I wanna break the map or anything, just 'cause I wanted an excuse to play it over and over
Quote from sicklebrick on March 12, 2013, 1:23 amHeh, I spent about an hour trying to escape with a cube or something to jump up to that last turret, but it seems he's forever alone :
Heh, I spent about an hour trying to escape with a cube or something to jump up to that last turret, but it seems he's forever alone :

Quote from josepezdj on March 12, 2013, 10:38 amofftopic
[spoiler]sicklebrick wrote:P.s. where's the skybox tex from?Hey Sickle, there are a lot of them in Gamebanana... I'd suggest you to use Komaock's ones (that guy is awesome at skyboxes creation!). Many of them must be slightly modified in order to properly work in Portal2 (I mean the .vmt's mainly). Basically, the following:
1. Most of them use the 'Sky' shader, change it for 'UnlitGeneric'
2. You don't really need the parameter "$ignorez" 1 unless you want to make use of a 3D skybox AND a env_sun entity; just dismiss it.
3. Some of the HDR skyboxes are difficult to implement into Portal2, besides, you don't really need that, so if you find the parameter $hdrbasetexture..., erase it
4. Finally, only if you are building an outside map where the corners of your skybox could be viewed by the player, you'll find some skies with a noticeable thin white line dividing the faces of the skybox (identifying the sewing vertices); to correct that, open each of the 6 .vtf textures with VTFEdit and tick these flags:- Clamp S
- Clamp TIf that wouldn't work just tell me ok?
That said, I already have a lot of already modified and working skyboxes for Portal2, just tell me and I'll send them to you or drop them in dropbox
[/spoiler]
offtopic
Hey Sickle, there are a lot of them in Gamebanana... I'd suggest you to use Komaock's ones (that guy is awesome at skyboxes creation!). Many of them must be slightly modified in order to properly work in Portal2 (I mean the .vmt's mainly). Basically, the following:
1. Most of them use the 'Sky' shader, change it for 'UnlitGeneric'
2. You don't really need the parameter "$ignorez" 1 unless you want to make use of a 3D skybox AND a env_sun entity; just dismiss it.
3. Some of the HDR skyboxes are difficult to implement into Portal2, besides, you don't really need that, so if you find the parameter $hdrbasetexture..., erase it
4. Finally, only if you are building an outside map where the corners of your skybox could be viewed by the player, you'll find some skies with a noticeable thin white line dividing the faces of the skybox (identifying the sewing vertices); to correct that, open each of the 6 .vtf textures with VTFEdit and tick these flags:
- Clamp S
- Clamp T
If that wouldn't work just tell me ok?
That said, I already have a lot of already modified and working skyboxes for Portal2, just tell me and I'll send them to you or drop them in dropbox
Quote from sicklebrick on March 12, 2013, 1:55 pmofftopic thanks
[spoiler]Thanks man! ...specially for so much info^^ I Stole the Portalkart one from L4D2, but more choices = awesome[/spoiler]
offtopic thanks

Quote from Jepp on April 28, 2013, 9:26 amHey!
I made you a blindrun!
Pretty simple and fluent puzzles that felt really solid. Don't think I made anything unintended. The atmosphere were great and the attention to detail is also outstanding! A job very well done!Here you go:
[spoiler]IOaa2xncCXw[/spoiler]
Hey!
I made you a blindrun!
Pretty simple and fluent puzzles that felt really solid. Don't think I made anything unintended. The atmosphere were great and the attention to detail is also outstanding! A job very well done!
Here you go:
Quote from PortalCombat on May 2, 2013, 5:45 pmAwesome map, the level of details and creativity are amazing. Love it!
I already knew most of the cube tricks, and solved it with disabled hints,
without getting stuck, so I guess it was a good reminder to me.![]()
Thank you so much for spending your time and creating such an amazing, good looking
and fun to play map, with usefull puzzles for beginners (and a reminder to the rest ^^).sicklebrick wrote:Holy '#!* !!
Man, this was sick!![]()
I really can not believe what I just saw.![]()
There are so many awesome things, which you do in your video.
![]()
You just made this awesome map, look like your personal playground.
Awesome map, the level of details and creativity are amazing. Love it!
I already knew most of the cube tricks, and solved it with disabled hints,
without getting stuck, so I guess it was a good reminder to me.
Thank you so much for spending your time and creating such an amazing, good looking
and fun to play map, with usefull puzzles for beginners (and a reminder to the rest ^^).
Holy '#!* !!
Man, this was sick!
I really can not believe what I just saw.
There are so many awesome things, which you do in your video.
You just made this awesome map, look like your personal playground.