[SP] Postmodern Puzzle
Quote from Brainstone on June 3, 2011, 4:01 pmAperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful.
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Very first own Portal map. Comments and Critism are requested.
EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.File Name: PostmodernPuzzle.zip
File Size: 1.12 MiB
Click here to download Postmodern Puzzle
Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful.
--------
Very first own Portal map. Comments and Critism are requested.
EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.
File Name: PostmodernPuzzle.zip
File Size: 1.12 MiB
Click here to download Postmodern Puzzle
Quote from gompasta on June 3, 2011, 4:31 pmWhile the concept is nice, and the level design is.. acceptable, there was a few problems. Firstly, the texturing is a bit messy, and there are many cut off tiles. Secondly, the door seemed to be sticking out, exposing nodraw. And third, the map is too bright. Fullbright maps are not good, and this is almost as bright as one, so it seemed like a fullbright map as soon as i stepped into the main chamber.
That problem with the lighting was frustrating to know what is conversion gel, and tiles. Because of that, i kind of quit in the middle of it.
While the concept is nice, and the level design is.. acceptable, there was a few problems. Firstly, the texturing is a bit messy, and there are many cut off tiles. Secondly, the door seemed to be sticking out, exposing nodraw. And third, the map is too bright. Fullbright maps are not good, and this is almost as bright as one, so it seemed like a fullbright map as soon as i stepped into the main chamber.
That problem with the lighting was frustrating to know what is conversion gel, and tiles. Because of that, i kind of quit in the middle of it.
Quote from Brainstone on June 3, 2011, 4:39 pmStrangely with my graphic options none of the problems you described occured. I think I will change the light to linear or quadratic though. I have not much experience, so I don`t know why the chamber seems so bright for you and not for me. Also I think there is a problem with the doorframe, which I copied from ZooMechanics.
Strangely with my graphic options none of the problems you described occured. I think I will change the light to linear or quadratic though. I have not much experience, so I don`t know why the chamber seems so bright for you and not for me. Also I think there is a problem with the doorframe, which I copied from ZooMechanics.
Quote from gompasta on June 3, 2011, 4:53 pmCould you screenshot the room that you see? It might be my portal acting up. The menu music decided to not work recently, so it might need reinstalling/repairing.
Could you screenshot the room that you see? It might be my portal acting up. The menu music decided to not work recently, so it might need reinstalling/repairing.
Quote from Brainstone on June 3, 2011, 5:07 pmHere is what I see:
Here is what I see:
Quote from shamrocktuesday on June 3, 2011, 5:19 pmYes it was very bright for me to so I have yet to finish it.
Yes it was very bright for me to so I have yet to finish it.
Quote from Brainstone on June 3, 2011, 6:00 pmI have updated the map. The light now is a lot darker.
I have updated the map. The light now is a lot darker.
Quote from xdiesp on June 3, 2011, 10:07 pmThe devil is in the details, as in an altogether good map with meticulous skinning errors. I don't think you will have any problems fixing those, as they seem done in purpose.
Other than that, it's the same old story: white paint breaks even the best maps... I didn't even cross the moat (see demo). http://www.mediafire.com/?7culj9cqp8scqsw BTW I fully expected this map to look like a Mondrian's.
The devil is in the details, as in an altogether good map with meticulous skinning errors. I don't think you will have any problems fixing those, as they seem done in purpose. ![]()
Other than that, it's the same old story: white paint breaks even the best maps... I didn't even cross the moat (see demo). http://www.mediafire.com/?7culj9cqp8scqsw BTW I fully expected this map to look like a Mondrian's.
Quote from Enigmaphase on June 4, 2011, 5:33 amI think you should fix being able to stand on the ledge where the light bridges are while the light bridges are activated. I just rode the blue funnel up to the ledge, and then portaled under the cube to activate the button.
I think you should fix being able to stand on the ledge where the light bridges are while the light bridges are activated. I just rode the blue funnel up to the ledge, and then portaled under the cube to activate the button.
Quote from timefiller on June 4, 2011, 5:38 pmHeres my first play-through video: http://www.xfire.com/video/47e888/
Looks like I did what Enigmaphase did :p
Heres my first play-through video: http://www.xfire.com/video/47e888/
Looks like I did what Enigmaphase did :p

