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[SP] Hotel Aperture

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PLEASE NOTE: The filename of the map has changed since the last update, it is not hotel_aperture so take that into account when playing the map

Changelog (V 1.4.2)

V 1.3: Cubemaps have been correctly built so hopefully no more visual corruption

V 1.3.1: Hopefully thanks to HMW's helpful suggestion the cubemap error should be gone for good.

V 1.4: Fixed the faith plate animation, radio no longer carries on playing after being fizzled, other small visual tweaks and bug fixes

V 1.4.1: Further lighting tweaks

V 1.4.2: Eliminated a potential scenario in which players and objects could fall through the aerial faith plate

V 1.5: Fixed a couple of exploits and made some visual tweaks

File Name: Hotel Aperture.rar
File Size: 4.03 MiB
Click here to download Hotel Aperture

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Well, here's my review of the map...

Spoiler
-Misaligned textures... everywhere
-Very bland texturing... everywhere
-Vertex textures... everywhere
-Misaligned lights
-A heap of possible unintended solutions
-Didn't need the faith plate in the second test
-Didn't need the blue gel, orange gel, laser, and laser catcher in the third test
-Hotel part just... doesn't make sense

Also, here is my (extremely unintended) solution video:
http://youtu.be/WFCN_IABBpg

Not completely bad for a first Hammer map Shane... good luck to more Hammer maps :thumbup:

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

I didn't use Vertex textures, not knowingly anyway. And which lights are misaligned?

Great map really fun i did enjoy it i rated this 5 and for my own rate out o 10 i would say 8.5 lets see what you can do next!

I'm glad you enjoyed it.

I also think I know where I went wrong now, I forgot to enable texture lock whils re-sizing my blocks. D'oh! I think i'll just leave that as is and instead just try to design out some of the exploits, and apply what I learnt to any new maps!

Updated to V 1.1, fixed some of those exploits and realigned a lot of the textures. They're in line with each other now, but out of line with the door frames. I know it still doesn't look pretty but fixing that would require me to completely redo the entire map. However I realise what I did wrong with that one and I will eliminate the mistake in future maps.

Shane wrote:
Updated to V 1.1, fixed some of those exploits and realigned a lot of the textures. They're in line with each other now, but out of line with the door frames. I know it still doesn't look pretty but fixing that would require me to completely redo the entire map. However I realise what I did wrong with that one and I will eliminate the mistake in future maps.

How would it require you to redo the whole map? Just use the texture face tool to reset the values.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

I did reset the values, that's what I changed in the latest update. But they're still out of alignment with the door frame. I believe because I forgot to disable texture lock when I resized my brushes they're slightly messed up and it would mean re-brushing massive areas of the entire map. Rather than do that i'll just remember to account for it in future maps.

As for the lighting: I changed some of the upstairs lighting to direction lights, hopefully it should look better now.

Heh, cheers that was quite a nice varied and fun map :)
Some bits didn't make sense.. like the grassy patches after the acid but I enjoyed it anyhoo, thanks!

My solution:
Q9znYW3QiO4

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