[SP] verticalprojection
Quote from goosegous on July 15, 2011, 12:08 pmSP map. I made in the destruction theme. Enjoy the skybridges excursion funnels etc. any comment appreciated!! New version released. Thanks to all commenting on my map! enjoy! As always any comments much appreciated!
File Name: verticalprojection1.2.rar
File Size: 6.88 MiB
Click here to download verticalprojection
SP map. I made in the destruction theme. Enjoy the skybridges excursion funnels etc. any comment appreciated!! New version released. Thanks to all commenting on my map! enjoy! As always any comments much appreciated!
File Name: verticalprojection1.2.rar
File Size: 6.88 MiB
Click here to download verticalprojection
Quote from Phitt on July 15, 2011, 2:40 pmDon't know what to say...there was a strange lighting error in the first room (some walls fading to black when far away) and when I used the funnel to go up I ended up in a completely bugged room with walls missing. I'd really like to say something positive about this map, but right now it seems like it needs a lot of fixing.
Don't know what to say...there was a strange lighting error in the first room (some walls fading to black when far away) and when I used the funnel to go up I ended up in a completely bugged room with walls missing. I'd really like to say something positive about this map, but right now it seems like it needs a lot of fixing.
Quote from xdiesp on July 15, 2011, 3:28 pmThis one's layout would actually be ok, if on the technical side it wasn't trying to bite more than it can chew. Right now, that Wheatley + Broken mixup is just too underdeveloped. Those empty, oversized interiors and sparse structures in the externals could use a second coat of paint. Ideed the puzzle network stand out correctly convoluted, but the lack of fizzlers shows:
Bugs: the buttons room has severe lightning issues, panels turning lighdark as you move. Both the gel pipe and the holed wall (to the lightbridge) are not solid. See if you can make the dotted line of the funnel activator stay on (yellow) afterwards.
This one's layout would actually be ok, if on the technical side it wasn't trying to bite more than it can chew. Right now, that Wheatley + Broken mixup is just too underdeveloped. Those empty, oversized interiors and sparse structures in the externals could use a second coat of paint. Ideed the puzzle network stand out correctly convoluted, but the lack of fizzlers shows:
Bugs: the buttons room has severe lightning issues, panels turning lighdark as you move. Both the gel pipe and the holed wall (to the lightbridge) are not solid. See if you can make the dotted line of the funnel activator stay on (yellow) afterwards.
Quote from quatrus on July 15, 2011, 6:57 pmLighting, not an issue for me, whatever you did I actually liked the lighting to change to darker when I backed away - kind of a live chamber feeling...Puzzle was not out of the easy range yet. Effects worked fine for me - thanks for creating....
Lighting, not an issue for me, whatever you did I actually liked the lighting to change to darker when I backed away - kind of a live chamber feeling...Puzzle was not out of the easy range yet. Effects worked fine for me - thanks for creating....
Quote from goosegous on July 16, 2011, 3:02 amThanks guys for the contribution, i'll have a look and fix some of the issues. The lighting issue in the first room i got as well, cant seem to get it right though.
btw. PHITT the walls thats missing in the second chamber is actually part of the map. Please notice I mentioned "destruction theme"
Thanks guys for the contribution, i'll have a look and fix some of the issues. The lighting issue in the first room i got as well, cant seem to get it right though.
btw. PHITT the walls thats missing in the second chamber is actually part of the map. Please notice I mentioned "destruction theme"
Quote from Djinndrache on July 16, 2011, 1:13 pmI'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:BsofJjJRoAs
(Link: http://www.youtube.com/watch?v=BsofJjJRoAs)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:
BsofJjJRoAs
(Link: http://www.youtube.com/watch?v=BsofJjJRoAs)
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 goosegous on July 18, 2011, 1:04 pmThank you Djin. Fun 2 watch. I have uploaded the new version which sorted most of my issues including the lighting. I used different textures. Thanks for pointing that out xdiesp.
Thank you Djin. Fun 2 watch. I have uploaded the new version which sorted most of my issues including the lighting. I used different textures. Thanks for pointing that out xdiesp.
Quote from wismeril on July 19, 2011, 5:46 amNice map. A bit easy and basic though. But it was good. Careful, there are missing textures, and all is black outside the rooms. A bit strange and gives the sentiment you did'nt finish your map.
I especially liked the vertical design of the beginning. Nice.
Keep going with more sofisticated map. Thanks !
Nice map. A bit easy and basic though. But it was good. Careful, there are missing textures, and all is black outside the rooms. A bit strange and gives the sentiment you did'nt finish your map.
I especially liked the vertical design of the beginning. Nice.
Keep going with more sofisticated map. Thanks !
Quote from goosegous on July 20, 2011, 4:56 amThanks wismeril. I hear you. The black outside should have some ambient feeling which i failed to achieve. I did incorporate a skybox. Not sure how to give it that abient feeling at the exterior....
Thanks wismeril. I hear you. The black outside should have some ambient feeling which i failed to achieve. I did incorporate a skybox. Not sure how to give it that abient feeling at the exterior....
Quote from protoborg on July 24, 2011, 11:50 amThe skybox needs lighting too. In order to achieve that you have to have a cubemap object that points to your skybox faces. You may also need to put a light object somewhere in the "void" to light the skybox.
The skybox needs lighting too. In order to achieve that you have to have a cubemap object that points to your skybox faces. You may also need to put a light object somewhere in the "void" to light the skybox.
