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[WIP] [WIP] A very aperture adventure

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I loved the bts exploration of Portal2, and I wanted to re-imagine and expand upon the 1970s sections, so here's what I've been working on for the last six months:

Screenshots here (dated September 04):

http://steamcommunity.com/id/RufusThorne/screenshots/

Map 3 in a series, featuring (soon) a daring escape from the test track, some great open exploration of my idea of a 1970s themed bts area. This is more an aesthetic excercise than a playable map with puzzles, but it has an entrance and an exit all the same. Hopefully I will find a way to incorporate some puzzles in the next beta.

Please take time to explore (nearly ALL DOORS will open!!) and you'll know when you get to the exit, because the door closes behind you (it's up top)

There's a current issue with missing brushes depending on look-angle (fog_controller issue I'm still sorting out) and some areas are overly bright or overly dark. Again, I'm working on this.

Once again, please check the screenshots, explore the map, and I'm eagerly awaiting your comments in the discussion thread.

*** NEW IN BETA 4

FIXED: Missing reception floor area (thanks tehkasl)
FIXED: Replaced some trigger_once doors with trigger_multiple
Removed some vitrified doors, replaced with better ones.
Large amounts of detail work, reworking of some areas
Very large area has been made larger (!)
Visibility optimisation
Tweaked fog controller

*** NEW IN BETA 3

FIXED: Non-Solid railings
Tweaked fog controller some more
Completely new start area
Fire! and moving things!
Liberally added Areaportals and HINT brushes

*** NEW IN BETA 2

FIXED: Dissappearing wall bug
Tweaked fog controller (still needs more tweaking)

File Name: moth03_beta4.zip
File Size: 18.6 MiB
Click here to download [BETA 4] A very Aperture adventure

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"Such monstrous sucking-constructions aren't built within one afternoon"

A very nice exploration map with some great attention to detail, but its riddled with bugs. :( I've atttached a demo that should show all of the bugs I found.

Most of them can be fixed with advanced compile and some more clipping. The fog was alright, but It would defiantly be better if you used gobal_ents. Send an output to the instance with BTS on or something. Heres the demo: (I noclip alot in it.)

Thanks very much, I will take a look at the demo as soon as I figure out the console command for doing so...

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"Such monstrous sucking-constructions aren't built within one afternoon"

The console command is playdemo. :thumbup:

Ah fankoo. Does it need to go in /demos ?

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"Such monstrous sucking-constructions aren't built within one afternoon"

No, just put it in: computer > Local Disk > Program Files(x86) > Steam > steamapps > common > portal2 > portal2. (Note: You will only have Program Files (x86) if you have 86 bit windows.)

OK I've watched it. Thanks for taking the time to point these things out. I'll start work on beta2 immediately.

Spoiler
Watching you carry those cubes for ages, then realising they were of no use whatsoever was hugely funny.

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"Such monstrous sucking-constructions aren't built within one afternoon"

It could be very nice to have animation. I have seen many tube, but nothing in.

OK, next beta is incoming, with tube stuff!!
Can anyone point me in the direction of a good tutorial for making moving objects fly through vac tubes? I've been experimenting with func_wind brushes, but it didn't seem to work.

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"Such monstrous sucking-constructions aren't built within one afternoon"

This is very impressive, I really like it.

I did notice a glitch around the big office area, one of the walls kept disappearing/reappearing. I didn't get a screenshot, I'll try to next time I play it.

"Okay, I'll take that as a no, then. Fine. Well. May the best man win.
Sphere. May the best sphere win. Swap that in. Much more clever. Books."

Check me out on deviantART! http://cookieninja8.deviantart.com/
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