[SP] Vendetta
Quote from shawy89 on September 21, 2011, 8:39 amThis map is a joint-effort between myself and iWork925. This is my very first map, iWork is an experienced mapper making this map of a professional standard.
The basic mapping and all puzzle elements were done by me. iWork took care of aesthetics, details, lighting, indicator lights and some complex mapping.
Be sure to report any bugs or exploits that you may find in the forum.
Thanks for testing!
THANKS TO:
iWork925 - I asked him to playtest, but he completely fixed up my map for me and made it look professional! He has put so much work into the map, and deserves a huge amount of credit helping a new mapper like me.
xdiesp - for playtesting and offering solutions to fix issues he found.
Chickenmobile - for testing and providing me with a demo.
SolorChorus (http://www.youtube.com/user/SolarChronus) - Excellent beginner's Hammer tutorials which I found very helpful.
File Name: Vendetta.rar
File Size: 2.07?MiB
Vendetta
This map is a joint-effort between myself and iWork925. This is my very first map, iWork is an experienced mapper making this map of a professional standard.
The basic mapping and all puzzle elements were done by me. iWork took care of aesthetics, details, lighting, indicator lights and some complex mapping.
Be sure to report any bugs or exploits that you may find in the forum.
Thanks for testing!
THANKS TO:
iWork925 - I asked him to playtest, but he completely fixed up my map for me and made it look professional! He has put so much work into the map, and deserves a huge amount of credit helping a new mapper like me.
xdiesp - for playtesting and offering solutions to fix issues he found.
Chickenmobile - for testing and providing me with a demo.
SolorChorus (http://www.youtube.com/user/SolarChronus) - Excellent beginner's Hammer tutorials which I found very helpful.

File Name: Vendetta.rar
File Size: 2.07?MiB
Vendetta
Quote from Skerik on September 21, 2011, 1:54 pmNice one! I try for a long time [spoiler]to to make big jump and go back in the first room by jumping high enough to pass upper than the fizzler until I found another solution that was much more easier![/spoiler]
Nice one! I try for a long time
Quote from Djinndrache on September 21, 2011, 2:45 pmI did "not really" need the funnel. I accidentally used it, but I'm almost sure that I didn't need it. I'll post again when the video file is ready.
I did "not really" need the funnel. I accidentally used it, but I'm almost sure that I didn't need it. I'll post again when the video file is ready.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Vordwann on September 21, 2011, 4:53 pmI didn't use the funnel at all. It was a fairly smart puzzle, despite a few overlapping models/brushes and no cubemaps.
I didn't use the funnel at all. It was a fairly smart puzzle, despite a few overlapping models/brushes and no cubemaps.
[spoiler][SP] Alternate[/spoiler]
Quote from Random on September 21, 2011, 5:42 pmAesthetics-wise, the lighting was good, but for such an open space the textures seemed a bit repetitive in that main room... and you either didn't make cubemaps or forgot to build them. EDIT: you definitely forgot to build them because they worked if I built them myself... did you change the name of the file before uploading it?
Neither did I use the funnel at all. You could easily make it necessary to use by [spoiler]making the gel not spray that far; it really never had to in the puzzle.[/spoiler] or cut it out entirely.
It took a few tries for the cube [spoiler]to bounce out of the area. The first few times it just bounced around and stopped near the back or into the water anyway. Not sure if there is anything you can do to fix that.[/spoiler]
No noteworthy problems other than that, it was a decent play.
Aesthetics-wise, the lighting was good, but for such an open space the textures seemed a bit repetitive in that main room... and you either didn't make cubemaps or forgot to build them. EDIT: you definitely forgot to build them because they worked if I built them myself... did you change the name of the file before uploading it?
Neither did I use the funnel at all. You could easily make it necessary to use by
It took a few tries for the cube
No noteworthy problems other than that, it was a decent play.
Quote from shawy89 on September 21, 2011, 5:45 pmThanks for the comments. Not sure what the problem with the cubemaps is, there's one in every room.
As for the funnel, I really tried to make it necessary but whatever I did it always seemed like it was possible to skip it somehow. I thought I had fixed it but I guess not.
EDIT: @Random, it actually wasn't me that compiled the final version of the map. I'm not actually sure how to build cupemaps, I just thought I place an env_cubemap in every room and that's fine? Everything looks perfectly fine for me.
Thanks for the comments. Not sure what the problem with the cubemaps is, there's one in every room.
As for the funnel, I really tried to make it necessary but whatever I did it always seemed like it was possible to skip it somehow. I thought I had fixed it but I guess not.
EDIT: @Random, it actually wasn't me that compiled the final version of the map. I'm not actually sure how to build cupemaps, I just thought I place an env_cubemap in every room and that's fine? Everything looks perfectly fine for me.
Quote from Random on September 21, 2011, 6:10 pmI see. You need to load up the map and type "buildcubemaps" in the console. It wasn't noticeable for most of the map, but I kept getting errors in the console about it, and it was very noticeable in the elevator rooms and the tube where there were many reflective surfaces.
I see. You need to load up the map and type "buildcubemaps" in the console. It wasn't noticeable for most of the map, but I kept getting errors in the console about it, and it was very noticeable in the elevator rooms and the tube where there were many reflective surfaces.
Quote from iWork925 on September 21, 2011, 7:43 pmYeah I am going the have to agree with you about the textures. I tried my best with making it more, portally..? But shawy just a certain tool a little to often, and made it quite difficult to texture properly. But lets not get caught up in semantics, in comparrison to 10 testchambers I think this map look awesome.
Yeah, I forgot to build cubemaps. Big whoop wanna fight about it? Anyway I think shawy might reupload with the cubemaps soon. But if it really bothers you, you can type buildcubempas into the console and it should work out fine for you.
Regarding the fizzler, if you didnt use it, good for you. Finding alternative or 'personal' solutions to puzzles is part of the fun. As many expeirenced mappers say, maps with "one true solution" are quite annoying. Maps need to have a certain amount of non-linear 'playground' appeal. Makes the player think; "I can do whatever I want in here, but I'll need to connect that laser up if I want to get outta here." Maps were you are forced through a series of arduous activitys to complete it feels like more a chore. The map is what it is, take it or leave it.
And about that cube of yours; I don't know how you managed to make a cube covered in blue gel... stop. But congratulations. I was unable to reproduce this effect and I am therefore unable to help you get it resolved. I believe blue gel cube will not stop bouncing under any circumstance until it is clean, or am I mistaken?
Anyway, thanks for the comments! Really appreicate it.
Yeah I am going the have to agree with you about the textures. I tried my best with making it more, portally..? But shawy just a certain tool a little to often, and made it quite difficult to texture properly. But lets not get caught up in semantics, in comparrison to 10 testchambers I think this map look awesome.
Yeah, I forgot to build cubemaps. Big whoop wanna fight about it? Anyway I think shawy might reupload with the cubemaps soon. But if it really bothers you, you can type buildcubempas into the console and it should work out fine for you.
Regarding the fizzler, if you didnt use it, good for you. Finding alternative or 'personal' solutions to puzzles is part of the fun. As many expeirenced mappers say, maps with "one true solution" are quite annoying. Maps need to have a certain amount of non-linear 'playground' appeal. Makes the player think; "I can do whatever I want in here, but I'll need to connect that laser up if I want to get outta here." Maps were you are forced through a series of arduous activitys to complete it feels like more a chore. The map is what it is, take it or leave it.
And about that cube of yours; I don't know how you managed to make a cube covered in blue gel... stop. But congratulations. I was unable to reproduce this effect and I am therefore unable to help you get it resolved. I believe blue gel cube will not stop bouncing under any circumstance until it is clean, or am I mistaken?
Anyway, thanks for the comments! Really appreicate it.
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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Vordwann on September 21, 2011, 8:32 pmJust a small point: When you close the emancipation grills in the first room part of their model sticks through the brush. Other than that, a few more texture variations and it would look complete. The big chamber may have been a little too big, but it worked. I didn't use any of the disc. field portal surfaces or the funnel, and (solution question) [spoiler]was I supposed to stand on the laser cube back in the first room to be able to jump into a portal shot on the surface with a target on it?[/spoiler]
Just a small point: When you close the emancipation grills in the first room part of their model sticks through the brush. Other than that, a few more texture variations and it would look complete. The big chamber may have been a little too big, but it worked. I didn't use any of the disc. field portal surfaces or the funnel, and (solution question)
[spoiler][SP] Alternate[/spoiler]
Quote from iWork925 on September 21, 2011, 8:59 pmVordwann wrote:Just a small point: When you close the emancipation grills in the first room part of their model sticks through the brush.Mainly attributed to the brush work by shawy. The wall there is only about 14 units think. The model I believe is about 32 units thick. You can draw your own conclusions from that. As I stated previously; as this is his first map, lets not dwell on semantics.
Vordwann wrote:Other than that, a few more texture variations and it would look complete. The big chamber may have been a little too big, but it worked.We were not going for a "complete" look. We understand there are serious visual flaws with this map. It would be more beneficial for shawy to put the lessons he has learnt from this map into creating a new one rather then aimlessly fixing his first, which for most mappers, first isnt best.
Vordwann wrote:I didn't use any of the disc. field portal surfaces or the funnel
Vordwann wrote:[spoiler]was I supposed to stand on the laser cube back in the first room to be able to jump into a portal shot on the surface with a target on it?[/spoiler]Yes.
Mainly attributed to the brush work by shawy. The wall there is only about 14 units think. The model I believe is about 32 units thick. You can draw your own conclusions from that. As I stated previously; as this is his first map, lets not dwell on semantics.
We were not going for a "complete" look. We understand there are serious visual flaws with this map. It would be more beneficial for shawy to put the lessons he has learnt from this map into creating a new one rather then aimlessly fixing his first, which for most mappers, first isnt best.
Yes.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
