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[WIP] [WIP] Currently Untitled

Currently Untitled, a map in the old decaying aperture style, with the following features:

* overgrowth! and water!
* laser-burning-turret madness.
* cubes, a sphere, a funnel, and a light-bridge.
* HDR lighting
* Relaxation vault for when it all gets a bit much.

See here for screenshots:

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

I'm looking for some help with optimisation:
The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc.

I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated.

Thank you

File Name: moth02_beta1.zip
File Size: 8.41 MiB
Click here to download Currently Untitled

Image

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

I actually rather enjoyed this. It's by no means polished - the lighting on all of the reflective surfaces was off (which probably means you forgot to compile cubemaps or something like that); in fact the lighting in general throughout the map was strange. Lights on the walls were pure white, whilst bits of rubble stood out as black against their brightly lit surroundings.
Several sounds were also missing, namely the door at the start opening/closing, and the faith plate launch sound. It seemed that you also had some sort of fizzler in the water, because when I threw turrets in they were vaporised and made the "burning up" sound (normally they just disappear once they're out of sight). A lot of textures also were either repeated too much (such as on the ceiling of the large chamber) or scaled oddly. Usually portalable panel textures are scaled to roughly the size of a portal in other maps.

What I liked though, was the amount of detail put into the ruined theme of the map. I think this is the first time I've seen a completely tilted room in a decay style chamber, which really added a lot to the immersion for me. The part where several floor panels broke away from the rest on the edge of a water pit was also something unique.

As for the puzzle, it was sufficiently long yet straightforward. I didn't have any "stuck" moment, but nor did I have any "aha!" moments. I also managed to bypass use of the laser receptor near the end (

Spoiler
I was able to simply aim a portal inside the relaxation room whilst falling from a ceiling portal nearby
), so you may want to go about fixing that.

Overall though, it's looking good, if unrefined.

Thanks for your reply, NuclearDucky, thaks for your helpful comments :-)
There is indeed a fizzler in the water, which is used for 'onFizzle' for many items, as I'm still trying to work out a better way of respawning destroyed cubes.

The ceiling square by the relaxation vault is there to ensure players can get out of the vault if they trap themselves inside. Not sure how to change it, I'll put some thought in and work on Beta2...

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