[WIP] [WIP] A1_awake
Quote from jordan1m on January 16, 2013, 10:06 amWIP 1st level - destruction tileset.
File Name: a1_awake.rar
File Size: 18.96 MiB
Click here to download A1_awake
WIP 1st level - destruction tileset.
File Name: a1_awake.rar
File Size: 18.96 MiB
Click here to download A1_awake

Quote from josepezdj on January 16, 2013, 5:31 pmDude, your reflections are missing. You must build cubemaps. Other than that it's frankly a good job
Nice detailing and great awaking part. I have to go now so I'll finish it later... but I can't figure out by now... that portal switching is a bit strange....
If you can't buildcubemaps tell us and we'll explain it
Dude, your reflections are missing. You must build cubemaps. Other than that it's frankly a good job Nice detailing and great awaking part. I have to go now so I'll finish it later... but I can't figure out by now... that portal switching is a bit strange....
If you can't buildcubemaps tell us and we'll explain it
Quote from Lpfreaky90 on January 16, 2013, 10:52 pmThe map was fun, looked good but, totally cool but man.... the optimization is a disaster.
It's all in one big box. That's a very bad habit, try to avoid that in the future if possible, it tends to create huge compile times, huge file sizes huge lags.For a good read: check http://www.optimization.interlopers.net/ !
Good luck with the further mapping endeavors!
The map was fun, looked good but, totally cool but man.... the optimization is a disaster.
It's all in one big box. That's a very bad habit, try to avoid that in the future if possible, it tends to create huge compile times, huge file sizes huge lags.
For a good read: check http://www.optimization.interlopers.net/ !
Good luck with the further mapping endeavors!
Quote from El Farmerino on January 17, 2013, 10:50 amAs Jose said, you need to build the cubemaps or all your reflective surfaces act like they're outside on Mars. Otherwise it's a great-looking map, though the puzzle's a little too simple for the space - I kind of felt bad as a player that you went to so much effort to create an area I spent less than five minutes in, so I spent a little while walking round after solving it...
As Jose said, you need to build the cubemaps or all your reflective surfaces act like they're outside on Mars. Otherwise it's a great-looking map, though the puzzle's a little too simple for the space - I kind of felt bad as a player that you went to so much effort to create an area I spent less than five minutes in, so I spent a little while walking round after solving it...
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from srs bsnss on January 20, 2013, 7:36 amI have to say, for a first map that was pretty good. The attention to detail was pretty good and the destroyed theme was done really well. But inevitably there were a few hitches.
Firstly, cubemaps. Their importance cannot be understated. If you're unsure about how to build cubemaps, just ask around/read around.
Secondly, optimization. Like josepezdj said, the Interlopers guide is a great way to learn optimization, and I strongly recommend a readthrough of that.
I'll mention in advance that optimization is fairly tricky, and it took me a while to really get the hang of it (and I still have trouble with it)
And thirdly, there were a couple of glitches I encountered:
Glitches listed here
[spoiler]The first one I encountered was the stairs staying up after I got off the button.Check your inputs and outputs for the button and stairs and make sure the close animations are actually being triggered.
The second was something I didn't even know was possible. There were two blue portals at once. I'm not even joking.
Once again, check the outputs for the laser catcher.And the third one was the map not ending and me falling through the elevator. Not quite sure what happened there, but make sure you've got the proper arrival/departure instances.[/spoiler]
But those aside, the map was actually pretty good. Once again, nice details and very pretty. I think it'd be a 3.5/5 if that existed, but TWP doesn't deal in decimals. So I'll be a bit generous and give it a 4, but don't forget cubemaps and optimization!
I have to say, for a first map that was pretty good. The attention to detail was pretty good and the destroyed theme was done really well. But inevitably there were a few hitches.
Firstly, cubemaps. Their importance cannot be understated. If you're unsure about how to build cubemaps, just ask around/read around.
Secondly, optimization. Like josepezdj said, the Interlopers guide is a great way to learn optimization, and I strongly recommend a readthrough of that.
I'll mention in advance that optimization is fairly tricky, and it took me a while to really get the hang of it (and I still have trouble with it )
And thirdly, there were a couple of glitches I encountered:
Glitches listed here

Check your inputs and outputs for the button and stairs and make sure the close animations are actually being triggered.
The second was something I didn't even know was possible. There were two blue portals at once. I'm not even joking.
Once again, check the outputs for the laser catcher.
And the third one was the map not ending and me falling through the elevator. Not quite sure what happened there, but make sure you've got the proper arrival/departure instances.
But those aside, the map was actually pretty good. Once again, nice details and very pretty. I think it'd be a 3.5/5 if that existed, but TWP doesn't deal in decimals. So I'll be a bit generous and give it a 4, but don't forget cubemaps and optimization!
Quote from FelixGriffin on January 20, 2013, 10:15 amThe blue portal thing happens when you use P1-style autoportals in P2. You can still use that method, because it's easier, but you have to make sure you close your old portal before you open the new one.
The blue portal thing happens when you use P1-style autoportals in P2. You can still use that method, because it's easier, but you have to make sure you close your old portal before you open the new one.