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[SP] Portal: DeJa-Vu [Demo]

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The chamber signs are far too brightly lit. It makes it difficult to see what testing elements are present in the chamber. It is otherwise an amazingly accurate recreation of the original game.

Wow! That was...uh, yeah. Just, yeah.
protoborg wrote:
The chamber signs are far too brightly lit. It makes it difficult to see what testing elements are present in the chamber. It is otherwise an amazingly accurate recreation of the original game.

I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

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When I first saw the title, I thought you stole my idea and my mapname...
After playing it, I know better now: This map is awesome!

Some minor issues:
-The arms in testchamber 5 aren't solid.
-There are missing quite a lot of frames around the checkers.

Thanks for making, by the way.

My map: Deja vu. 1300 downloads!
My contest map: Funnelfling.
audiotrash wrote:
I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

Did you build any cube maps? I always have HDR enabled and my maps never come out that bright. Besides, the rest of the map is not nearly that bright. I recommend going into the properties of your signs and adjusting the light settings.

Wow! That was...uh, yeah. Just, yeah.

If you don't build cubemaps they are just not there. They are just very bright if you renamed the map without rebuilding the cubemaps or if building cubemaps failed.

For my opinion, the maps lighting is perfect. It's hard to handle the right HDR settings in maps with a lot of white walls.

protoborg wrote:
audiotrash wrote:
I did the stupid mistake of compiling with HDR enabled. This makes maps look way better, just not in Portal 2.

Did you build any cube maps? I always have HDR enabled and my maps never come out that bright. Besides, the rest of the map is not nearly that bright. I recommend going into the properties of your signs and adjusting the light settings.

It's because i use custom textures for the signs.

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Great Job! I really loved this. :thumbup: :potd:
Too bad its still not finished. :(
I found some minor bugs: :shrug:
1. Counter in Relaxation Vault counts only seconds. :(
2. In chamber 0, next to a cube dropper, a warning image is only partially visible (the one on ground) (Half-overlay) :roll:
3. There are bit long pauses between GLaDOS lines. :wut:
4. The Portal Gun in Chamber 2 doesnt shoot portals. :!:
5. In the same chamber, when one of the blue portals is moved on the other wall, the previous portal spawner still glows blue after the portal has been moved. :shock:
6. And anotherbug in the same chamber: when you take the Portalgun, and the pedestal "sinks" into the ground, the upper part of it is still visible. :notworthy:
7. In chamber 0, the elevator departs before the door closes. :notwant:
And a small detail: In Portal 1, if you use cheats to destroy the cube in Chamber 0, GLaDOS says that Vital Apparatus Vent will deliver a replacement. I tryed this in you mod, but it isnt there. Its just a small detail, but it would be nice to see it there. :cake:

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Thoroughly enjoyed it. :) Thats all i can say. errors have already been pointed out.

Released content
Withdrawal Symptoms - V2.0.3 (community round-up // 1500 downloads)
Your choice - V2.0 (community round-up // 1000 downloads)
Too Many Variables - V1.0

Work in progress
Project Upgrade

I have the Original Portal and it is ok. But this makes it look AWESOME! 1-up for you! :1up:

Thanks everyone! I'm working hard to keep this project running. Don't forget to thank skotty for helping with some technical stuff. That weirdo finds pleasure in fixing together stuff that would totally rape my brain. :D

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