[SP] Hotel Aperture
Quote from Shane on August 17, 2012, 5:35 pmPLEASE 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
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
Quote from UsCobra11 on August 17, 2012, 7:53 pmWell, 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[/spoiler]Also, here is my (extremely unintended) solution video:
http://youtu.be/WFCN_IABBpgNot completely bad for a first Hammer map Shane... good luck to more Hammer maps
Well, here's my review of the map...
-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
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from charliep44 on August 18, 2012, 3:08 amGreat 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!
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!
Quote from Shane on August 18, 2012, 8:08 amI'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!
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!
Quote from Shane on August 18, 2012, 8:47 amUpdated 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.
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.
Quote from UsCobra11 on August 18, 2012, 6:20 pmShane 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.
How would it require you to redo the whole map? Just use the texture face tool to reset the values.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from Shane on August 18, 2012, 10:46 pmI 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.
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.
Quote from sicklebrick on August 20, 2012, 3:51 pmHeh, 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
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