[WIP] [WIP] A very aperture adventure
Quote from tehkasl on September 8, 2011, 7:20 pmOooh, a bts map! Those were my favorite bits of the game! It's very interesting, and I can't wait to see you flesh it out.
It was a bit buggy, though. I was on the second floor, and what I believed to be a transport pipe wasn't showing for me, all I could see were the cubes and balls going through it.
And were the laser cubes supposed to fizzle when you pressed a button for a new one? I-I got bored and made a mountain of them...
And I really hate to be nitpicky, but some of the vitrified doors did have an odd/unrealistic placement. The ones on the opposite side of the starting room of the level are what come to mind.
But I really can't wait to see where this goes! Keep up the great work!
Oooh, a bts map! Those were my favorite bits of the game! It's very interesting, and I can't wait to see you flesh it out.
It was a bit buggy, though. I was on the second floor, and what I believed to be a transport pipe wasn't showing for me, all I could see were the cubes and balls going through it.
And were the laser cubes supposed to fizzle when you pressed a button for a new one? I-I got bored and made a mountain of them...
And I really hate to be nitpicky, but some of the vitrified doors did have an odd/unrealistic placement. The ones on the opposite side of the starting room of the level are what come to mind.
But I really can't wait to see where this goes! Keep up the great work!
Quote from Moth on September 9, 2011, 8:48 am*PLEASE* be as nit-picky as you like!! I too am a nit-picky person, and I appreciate comments like this HUGELY, as immersion and realism are what I'm going for here. Consider the vitrified doors up for review. I shall create an area especially for them where they'll look better.
The 'disaapearing wall' trick is an unwanted effect of my lazy fast VIS compile, So I'm doing a full one right now, and by the time you read this, I'll have updated to beta2. beta3 is coming soon after, since after this compile I can get on with sorting those doors...
Keep the comments coming please.
*PLEASE* be as nit-picky as you like!! I too am a nit-picky person, and I appreciate comments like this HUGELY, as immersion and realism are what I'm going for here. Consider the vitrified doors up for review. I shall create an area especially for them where they'll look better.
The 'disaapearing wall' trick is an unwanted effect of my lazy fast VIS compile, So I'm doing a full one right now, and by the time you read this, I'll have updated to beta2. beta3 is coming soon after, since after this compile I can get on with sorting those doors...
Keep the comments coming please.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from tehkasl on September 9, 2011, 9:09 amAh! Okay! Sorry, I just see a lot of potential in this map.
Maybe consider adding some rubble to the opening test chamber for some added realism? It did feel kind of odd starting off in such an empty room. Maybe some girders or fallen panels would do?
And I did clip through a railing in the bts portion. I believe it was near the factory door behind the main lobby. It was closer to the right. When I'm done with university for the day I'll test it out again and show you where it's located.
But I can't wait to see this! And are you going to be able to explore the test chambers in later builds?
Ah! Okay! Sorry, I just see a lot of potential in this map.
Maybe consider adding some rubble to the opening test chamber for some added realism? It did feel kind of odd starting off in such an empty room. Maybe some girders or fallen panels would do?
And I did clip through a railing in the bts portion. I believe it was near the factory door behind the main lobby. It was closer to the right. When I'm done with university for the day I'll test it out again and show you where it's located.
But I can't wait to see this! And are you going to be able to explore the test chambers in later builds?
Quote from Moth on September 9, 2011, 11:37 amMost definitely! The plan is for this first map to feature offices and a sort of 'fringe' area - huge elevators, server farms, admin, etc. I'm planning a twist, for the second map (after this one) will 'peek back' into some of this maps areas, following a series of tests inside the very same test chambers that are visible in THIS map. Hope that makes sense.
Beta 2 is now uploaded. Please check it out.
Most definitely! The plan is for this first map to feature offices and a sort of 'fringe' area - huge elevators, server farms, admin, etc. I'm planning a twist, for the second map (after this one) will 'peek back' into some of this maps areas, following a series of tests inside the very same test chambers that are visible in THIS map. Hope that makes sense.
Beta 2 is now uploaded. Please check it out.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from tehkasl on September 10, 2011, 12:18 pmLiking the added fog in beta 2! Looks much better.
Here's a video with that clipping issue with the railing I was talking about http://www.youtube.com/watch?v=lVhHi2MwowoSorry about how choppy the video is. The program I used to record it sucks.
Liking the added fog in beta 2! Looks much better.
Here's a video with that clipping issue with the railing I was talking about http://www.youtube.com/watch?v=lVhHi2Mwowo
Sorry about how choppy the video is. The program I used to record it sucks.
Quote from tehkasl on September 13, 2011, 1:44 pmI really like the new opening area!
I'm having a problem with a lot of the new doors, though. They seem to lock after the first time they open, so if I walk past one while checking out an area and it opens as a pass it, I'll be screwed since it'll lock on me.
Also, these
http://steamcommunity.com/profiles/7656 ... 0009036917
I really like the new opening area!
I'm having a problem with a lot of the new doors, though. They seem to lock after the first time they open, so if I walk past one while checking out an area and it opens as a pass it, I'll be screwed since it'll lock on me.
Also, these
http://steamcommunity.com/profiles/7656 ... 0009036917
http://steamcommunity.com/profiles/7656 ... 0009035748
Quote from Moth on September 16, 2011, 5:28 pmThanks man!
I've just released Beta 4 and have addressed the first issue above, but can't seem to find the area in your second pic. Can you let me know if it's still there in this latest release?I've gone bit crazy with the detail, and I hope you like it. Looking forward to reading feedback...
Thanks man!
I've just released Beta 4 and have addressed the first issue above, but can't seem to find the area in your second pic. Can you let me know if it's still there in this latest release?
I've gone bit crazy with the detail, and I hope you like it. Looking forward to reading feedback...

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from ChickenMobile on September 17, 2011, 8:10 amVery nice stuff Moth. Other than a little work on ambience it looks fantastic!
Very nice stuff Moth. Other than a little work on ambience it looks fantastic!
Quote from Moth on September 17, 2011, 8:43 pmWow! a comment from the famous chickenmobile!
I would welcome any suggestions you may have regarding ambience, lighting and sounds, etc.
My VMF is included, this is very much an open source project, my only request is help me with it and further maps
I'm looking for suggestions as to what should go in the vast pog pit between the test chambers. I'm thinking a test of some kind, possibly involving flying spheres very much like the coop bts.
Wow! a comment from the famous chickenmobile!
I would welcome any suggestions you may have regarding ambience, lighting and sounds, etc.
My VMF is included, this is very much an open source project, my only request is help me with it and further maps ![]()
I'm looking for suggestions as to what should go in the vast pog pit between the test chambers. I'm thinking a test of some kind, possibly involving flying spheres very much like the coop bts.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from Tyronis3 on September 19, 2011, 8:55 pmFound a couple bugs. My main suggestions are to put invisible walls around the scaffolds. You can get on top of almost every single one of them, whihc allows you to go to lots of different place you shouldn't be able to go.
Found a couple bugs. My main suggestions are to put invisible walls around the scaffolds. You can get on top of almost every single one of them, whihc allows you to go to lots of different place you shouldn't be able to go.
