[SP] Moon Map
Quote from Frost on August 30, 2011, 1:37 amMoon map created by Goblin072
File Name: moonfinal21.zip
File Size: 828.82 KiB
Click here to download Moon Map
Moon map created by Goblin072
File Name: moonfinal21.zip
File Size: 828.82 KiB
Click here to download Moon Map
Quote from jamesf141 on August 30, 2011, 5:37 amUh... I think "different" is a word that applies to this map in every possible sense. I'm not going to spoil the ending for those of you who don't want to know, but [spoiler]dropping players into the depths of space[/spoiler] is never really a good idea. Especially when said [spoiler]depths of space[/spoiler] don't disconnect you.
The use of Portal 1 textures was annoying, to say the least, especially as they weren't detailed at all - simply the old, ugly metal squares in plain, boring square grids. Setting the puzzle on the moon might have been the sort of innovative idea Cave Johnson would have loved, but, like most of his ideas, I'm not sure the rest of us agree. The skybox looked... like a skybox, not a sky. Can't really blame you for that, but it really did look cubic.
Large, open rooms served no purpose at all and, though I never did it myself, it is possible for the player to get stuck. It clearly had a structure and a puzzle, but it felt loose - almost as if everything had been thrown together to see what happens - not because that was what happened, because I am sure it's not, but because of the setting, the large, useless rooms and, most importantly, the poster. Who knew that [spoiler]portals could be made on that picture of the palm tree from the motel scene[/spoiler]? I didn't, which is why it took me so long to beat.
A very simple and intuitive puzzle, with visuals that are far off standard and without a disconnect. If it weren't set on the moon, I would dismiss it as nothing. I do realise, though, just how hard making a moonscape puzzle would be - my recommendation is that you stick to indoors puzzles in future, and put the effort that you spent creating that lunar landscape into making detailed, interesting puzzles - I liked the puzzle side of this map - [spoiler]especially the double door[/spoiler] - but it was too ambitious, visually, and it lost a lot because of that.
Uh... I think "different" is a word that applies to this map in every possible sense. I'm not going to spoil the ending for those of you who don't want to know, but
The use of Portal 1 textures was annoying, to say the least, especially as they weren't detailed at all - simply the old, ugly metal squares in plain, boring square grids. Setting the puzzle on the moon might have been the sort of innovative idea Cave Johnson would have loved, but, like most of his ideas, I'm not sure the rest of us agree. The skybox looked... like a skybox, not a sky. Can't really blame you for that, but it really did look cubic.
Large, open rooms served no purpose at all and, though I never did it myself, it is possible for the player to get stuck. It clearly had a structure and a puzzle, but it felt loose - almost as if everything had been thrown together to see what happens - not because that was what happened, because I am sure it's not, but because of the setting, the large, useless rooms and, most importantly, the poster. Who knew that
A very simple and intuitive puzzle, with visuals that are far off standard and without a disconnect. If it weren't set on the moon, I would dismiss it as nothing. I do realise, though, just how hard making a moonscape puzzle would be - my recommendation is that you stick to indoors puzzles in future, and put the effort that you spent creating that lunar landscape into making detailed, interesting puzzles - I liked the puzzle side of this map -
Quote from xdiesp on August 31, 2011, 7:25 pmWords can't describe this map.
It's supposed to be set on the moon, but technically what you get is a collection of fullbright, barren gigarooms themselves contained in a hypermassive world-box (!).
Which you can actually enter and get stuck into. Barely a hint of proper puzzles. Way, way too absurd and unpresentable - but maybe in another game it would have worked.
Words can't describe this map.
It's supposed to be set on the moon, but technically what you get is a collection of fullbright, barren gigarooms themselves contained in a hypermassive world-box (!).
Which you can actually enter and get stuck into. Barely a hint of proper puzzles. Way, way too absurd and unpresentable - but maybe in another game it would have worked.
Quote from Djinndrache on September 9, 2011, 8:53 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:et9HOBhGIvg
(Link: http://www.youtube.com/watch?v=et9HOBhGIvg)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
et9HOBhGIvg
(Link: http://www.youtube.com/watch?v=et9HOBhGIvg)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from MissStabby on September 9, 2011, 9:19 amit looked a bit like a early draft of a map that could be okay.
still many things look unfinished, the enire map was made with just some brushes and some prop_ objects.
I'd say, try to look into using and animating models (prop_dynamic) that will give some livelyness to your room. Also try to look into methods for crating a skybox.Another thing that you have to keep in mind is that you dont just have to put pieces in place to complete the puzzle with. but also put pieces in place that keep players from trying the wrong thing, or making sure that if they try the wong thing that they wont end up having to do a big part again or getting stuck & killed.
Also most of your textures aren't aligned, this means that tilepatterns get cut off halfway or are used in inproper methods (like the circle grate that you used scaled down as a space window/fence)
My suggestion:
Change the title to WIP and start polishing the map until it's really good!
it looked a bit like a early draft of a map that could be okay.
still many things look unfinished, the enire map was made with just some brushes and some prop_ objects.
I'd say, try to look into using and animating models (prop_dynamic) that will give some livelyness to your room. Also try to look into methods for crating a skybox.
Another thing that you have to keep in mind is that you dont just have to put pieces in place to complete the puzzle with. but also put pieces in place that keep players from trying the wrong thing, or making sure that if they try the wong thing that they wont end up having to do a big part again or getting stuck & killed.
Also most of your textures aren't aligned, this means that tilepatterns get cut off halfway or are used in inproper methods (like the circle grate that you used scaled down as a space window/fence)
My suggestion:
Change the title to WIP and start polishing the map until it's really good!
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from goblin072 on September 17, 2011, 8:04 pmThank you very much for you criticism, I really appreciate it and will try to fix these problems. i am making a second map, and will hopefully make a 3+ level campaign. this was my first map and the entire goal of it was to look nice and inspire people to make maps that don't just involve the aperture science facility.
as for the sky box. yes i do realize it was a box, the reason it was like so is because you could portal on to the REAL sky box and i needed something to block it, solution: dome. i will try to work on this.
as for the textures, i am not sure how to create better ones, and aligning them is a real bitch, i would really appreciate help with some of this. I am not sure how to import textures into source, again, i am a beginner.
i do understand the player can get stuck, i was going to add a cube spawner but that seemed to break my game
i will try to remake this better, maybe just edit textures and move around that big black useless building.
anyway, thanks so much for playing my level and i hope you will want to play other levels/updates in the future that are by me
Thank you very much for you criticism, I really appreciate it and will try to fix these problems. i am making a second map, and will hopefully make a 3+ level campaign. this was my first map and the entire goal of it was to look nice and inspire people to make maps that don't just involve the aperture science facility.
as for the sky box. yes i do realize it was a box, the reason it was like so is because you could portal on to the REAL sky box and i needed something to block it, solution: dome. i will try to work on this.
as for the textures, i am not sure how to create better ones, and aligning them is a real bitch, i would really appreciate help with some of this. I am not sure how to import textures into source, again, i am a beginner.
i do understand the player can get stuck, i was going to add a cube spawner but that seemed to break my game
i will try to remake this better, maybe just edit textures and move around that big black useless building.
anyway, thanks so much for playing my level and i hope you will want to play other levels/updates in the future that are by me
Quote from MasterLagger on September 17, 2011, 11:13 pmI know that there are a few glitchs here and there and you used a few textures for the rooms that were also not aligned properly, but I have to say this no matter what everyone else thinks, this is a great piece of work, regardless of the little and big errors in the map. Keep improving your skills and you could make a moon masterpiece. I really like the skybox atmosphere even though it looked a bit "boxy." I look forward to see more of your work.
I know that there are a few glitchs here and there and you used a few textures for the rooms that were also not aligned properly, but I have to say this no matter what everyone else thinks, this is a great piece of work, regardless of the little and big errors in the map. Keep improving your skills and you could make a moon masterpiece. I really like the skybox atmosphere even though it looked a bit "boxy." I look forward to see more of your work.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
Quote from spongylover123 on September 17, 2011, 11:28 pmHere's a few recommendations:
1) first add some light, make sure it doesn't go fullbright
2) add more puzzle elements, the more challenges, the better, add higher difficulty
3) if the player falls to the bottom, they'll be stuck, so try to add a trigger_hurt so that when the player falls down to the bottom, they die.
4) I recommend showing how they got to the moon in the first place
5) at the end, stop the map, disconnect the user, don't let them fall down!
6) align the textures, also the portal 1 texture is old and gloomy, use portal 2 and add some asthetics
7) try not to make the room bigger than it needs to be
8)Chell can't breathe on the moon, so give the player a limited amount of time to live, or at least give them a recovery annex to regain air
BONUS) THIS IS THE MOON, RIGHT!?!? SO ADD ZERO-GRAVITY FOR SOME PIZZAZZ
Here's a few recommendations:
1) first add some light, make sure it doesn't go fullbright
2) add more puzzle elements, the more challenges, the better, add higher difficulty
3) if the player falls to the bottom, they'll be stuck, so try to add a trigger_hurt so that when the player falls down to the bottom, they die.
4) I recommend showing how they got to the moon in the first place
5) at the end, stop the map, disconnect the user, don't let them fall down!
6) align the textures, also the portal 1 texture is old and gloomy, use portal 2 and add some asthetics
7) try not to make the room bigger than it needs to be
8)Chell can't breathe on the moon, so give the player a limited amount of time to live, or at least give them a recovery annex to regain air
BONUS) THIS IS THE MOON, RIGHT!?!? SO ADD ZERO-GRAVITY FOR SOME PIZZAZZ
Quote from goblin072 on September 17, 2011, 11:56 pmSpongylover, your ideas are very great! i really like them, especially the oxygen and the "how they got there"
i vill attemt zees, but no promizes. also, i am not good with mapping/coding so i cant control gravity and do advanced poop like that.
Spongylover, your ideas are very great! i really like them, especially the oxygen and the "how they got there"
i vill attemt zees, but no promizes. also, i am not good with mapping/coding so i cant control gravity and do advanced poop like that.
Quote from spongylover123 on September 18, 2011, 1:02 amgoblin072 wrote:Spongylover, your ideas are very great! i really like them, especially the oxygen and the "how they got there"i vill attemt zees, but no promizes. also, i am not good with mapping/coding so i cant control gravity and do advanced poop like that.
GRAVITY:
Make a trigger_gravity
Set it's gravity to any number you want
EDIT: FORGOT TO MENTION YOU CAN ONLY SET THE NUMBER FROM 0-1
Then make a logic_auto
Then set output to
OnMapSpawn - trigger_gravity - EnableOXYGEN:
Make a logic_timer
Set enough time for player to live
Then set output to
OnTimer - !player - kill
Then make a room, then create a trigger multiple inside it.
Then set the outputs
OnTrigger - logic_timer - ResetTimerHope this works
i vill attemt zees, but no promizes. also, i am not good with mapping/coding so i cant control gravity and do advanced poop like that.
GRAVITY:
Make a trigger_gravity
Set it's gravity to any number you want
EDIT: FORGOT TO MENTION YOU CAN ONLY SET THE NUMBER FROM 0-1
Then make a logic_auto
Then set output to
OnMapSpawn - trigger_gravity - Enable
OXYGEN:
Make a logic_timer
Set enough time for player to live
Then set output to
OnTimer - !player - kill
Then make a room, then create a trigger multiple inside it.
Then set the outputs
OnTrigger - logic_timer - ResetTimer
Hope this works ![]()
