[SP] Shure
Quote from guckzurlinse on October 27, 2011, 6:09 pmThis map Is Updatet And doubled in size and chambers
its new name is cube collector
with 4 chambers and better textur
download it enjoyFile Name: 2mapstart.7z
File Size: 786.15 KiB
Click here to download Take Those Cubes Read Description
This map Is Updatet And doubled in size and chambers
its new name is cube collector
with 4 chambers and better textur
download it enjoy
File Name: 2mapstart.7z
File Size: 786.15 KiB
Click here to download Take Those Cubes Read Description
Quote from Lpfreaky90 on October 27, 2011, 7:01 pmA few things:
1) the first room is way too light
2) there are a lot of misaligned textures
3) the first room really feels too big, specially too high.
4) indoor walkways are not really common, better to use just stairs from textures I think.
5) the | thingy in the first room (i hope you understand what I mean) has fizzlers around it which are too thick and just aren't really looking nice![]()
I didn't finish the level yet because I was just too distracted by these things. So please improve your map and I'd be happy to try it again
~Lp
A few things:
1) the first room is way too light
2) there are a lot of misaligned textures
3) the first room really feels too big, specially too high.
4) indoor walkways are not really common, better to use just stairs from textures I think.
5) the | thingy in the first room (i hope you understand what I mean) has fizzlers around it which are too thick and just aren't really looking nice
I didn't finish the level yet because I was just too distracted by these things. So please improve your map and I'd be happy to try it again ![]()
~Lp
Quote from shawy89 on October 27, 2011, 8:11 pmOK, there's so much wrong with this map, I don't even know where to start...
- Well, first, you need to use proper door frames, don't just cut a square out of the wall.
- firt room is far too bright, second room is too dark!
- rooms are WAY too big
- you need to use fizzler emitters, and change the texture of the fizzlers too, just type in 'fizzler' and use the very first one
- you use the same texture for the walls, floor and ceiling. Looks really bad.
- button half-way into the floor
- for the last part, use indicator panel, 9 X's that turn to ticks when the laser relay is active.I could go on, but I won't. This is far from ready for a full release. Honestly, I didn't finish the map as I was too offput by the looks and general lack of professionalism. Plus, I hate multi-relay laser tests.
You should consider moving this to the WIP section and please take much more time learning to use Hammer before uploading your next map as you clearly have a lot to learn.
OK, there's so much wrong with this map, I don't even know where to start...
- Well, first, you need to use proper door frames, don't just cut a square out of the wall.
- firt room is far too bright, second room is too dark!
- rooms are WAY too big
- you need to use fizzler emitters, and change the texture of the fizzlers too, just type in 'fizzler' and use the very first one
- you use the same texture for the walls, floor and ceiling. Looks really bad.
- button half-way into the floor
- for the last part, use indicator panel, 9 X's that turn to ticks when the laser relay is active.
I could go on, but I won't. This is far from ready for a full release. Honestly, I didn't finish the map as I was too offput by the looks and general lack of professionalism. Plus, I hate multi-relay laser tests.
You should consider moving this to the WIP section and please take much more time learning to use Hammer before uploading your next map as you clearly have a lot to learn.
Quote from guckzurlinse on October 27, 2011, 8:56 pmyou both are right with the first door, only. Everything else is not important, because they are subjevtive opinions. Small,big,dark,bright...whatever. I want to place the indicator lights and the fizzlers in this way. When you don?t like laser tests, why you download this. I mean you can see the laser on the picture.
you both are right with the first door, only. Everything else is not important, because they are subjevtive opinions. Small,big,dark,bright...whatever. I want to place the indicator lights and the fizzlers in this way. When you don?t like laser tests, why you download this. I mean you can see the laser on the picture.
Quote from shawy89 on October 27, 2011, 9:21 pmYou do realise that we're both just trying to help, right?
And I didn't say I didn't like laser tests, just not laser tests which involve multiple relays (at the end of your map, which I could NOT see in the thumbnail)
You cannot say "everything else is not important", because it is. If you want to improve at mapping, please refer to my first post, it's pretty helpful. If not, continue making maps 'your way' and prepare for many more negative comments and bad ratings. It's up to you.
You do realise that we're both just trying to help, right?
And I didn't say I didn't like laser tests, just not laser tests which involve multiple relays (at the end of your map, which I could NOT see in the thumbnail)
You cannot say "everything else is not important", because it is. If you want to improve at mapping, please refer to my first post, it's pretty helpful. If not, continue making maps 'your way' and prepare for many more negative comments and bad ratings. It's up to you.
Quote from Lpfreaky90 on October 27, 2011, 10:02 pmyes, we are indeed both trying to help.
The point is: some small details can be a huge difference. We give these advises so you can make better maps, and we can play better maps! Feedback is THE best way to improve maps. That is also why I often upload maps to the work in progress section first, get some positive feedback, some ideas to improve my maps and when that's done I upload it as a finished singleplayer map. That way my map is better, I will have more positive reactions and people will have more fun playing my maps
More into detail how you could fix some problems:
Misaligned textures can usually be fixed quite easily, just select all the textures on one wall, click the cube with the 3 different colored sides and put x=0 y=0It is true that it's subjective whether a map is too dark or too bright but usually I use these criteria: Do I see a difference with mat_fullbright = 0 if that's not the case, I need less light.
Can I see everything clearly? no? -> too darkFor me a map feels to big if I have to walk a lot, before I get to the test element I need to complete the map. You can try to avoid this by breaking up spaces, forcing people to use portals from point a to point b, in which case you don't get the feeling you have to walk all the way. You can also make the map smaller
I agree that my point on the stairs is personal and can be neglected if you like.
And what shawy said: you need fizzler-emitters
that also makes the map a bit more detailed, and more fun to play.
And I agree again with shawy: I don't really like relay puzzles, didn't see it in the picture, nor in the description and I download and play almost every singleplayer map so I had to try this one too
And there's a lot you can do with lasers without relays. (for example my WIP_2 map has a puzzle where you flip some panels with a laser) 3 lasers in a row don't really give me the impression of a laser-relay puzzle. My point: a description can be quite useful
I hope I don't sound too evil/bad/annoying/whatever, I just want to give you some help
~Lp
yes, we are indeed both trying to help.
The point is: some small details can be a huge difference. We give these advises so you can make better maps, and we can play better maps! Feedback is THE best way to improve maps. That is also why I often upload maps to the work in progress section first, get some positive feedback, some ideas to improve my maps and when that's done I upload it as a finished singleplayer map. That way my map is better, I will have more positive reactions and people will have more fun playing my maps ![]()
More into detail how you could fix some problems:
Misaligned textures can usually be fixed quite easily, just select all the textures on one wall, click the cube with the 3 different colored sides and put x=0 y=0 ![]()
It is true that it's subjective whether a map is too dark or too bright but usually I use these criteria: Do I see a difference with mat_fullbright = 0 if that's not the case, I need less light.
Can I see everything clearly? no? -> too dark ![]()
For me a map feels to big if I have to walk a lot, before I get to the test element I need to complete the map. You can try to avoid this by breaking up spaces, forcing people to use portals from point a to point b, in which case you don't get the feeling you have to walk all the way. You can also make the map smaller ![]()
I agree that my point on the stairs is personal and can be neglected if you like.
And what shawy said: you need fizzler-emitters
that also makes the map a bit more detailed, and more fun to play.
And I agree again with shawy: I don't really like relay puzzles, didn't see it in the picture, nor in the description and I download and play almost every singleplayer map so I had to try this one too
And there's a lot you can do with lasers without relays. (for example my WIP_2 map has a puzzle where you flip some panels with a laser) 3 lasers in a row don't really give me the impression of a laser-relay puzzle. My point: a description can be quite useful ![]()
I hope I don't sound too evil/bad/annoying/whatever, I just want to give you some help ![]()
~Lp
Quote from guckzurlinse on October 28, 2011, 8:41 amok...i?ll try to change one two many things, but how i can put this level to wip. i can?t find a category switch place.
ok...i?ll try to change one two many things, but how i can put this level to wip. i can?t find a category switch place.
Quote from guckzurlinse on October 28, 2011, 7:03 pm
Quote from Djinndrache on October 29, 2011, 1:08 pmThis map seems to lag for no reason and the map is kinda ugly, too huge and has some graphical issues. I canceled my run on this map. Sorry, it's not enjoyable.
This map seems to lag for no reason and the map is kinda ugly, too huge and has some graphical issues. I canceled my run on this map. Sorry, it's not enjoyable.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200

