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[WIP] [WIP] Gotta Start Somewhere

This is my first Portal 2 map that I made with Portal 2 SDK. If there are any "loop-holes" around what you are supposed to do please say so, and I will fix them. Please keep in mind that I was learning as I went while making this chamber. This is also the first time I have ever used the Hammer Editor, so go easy on me, I'm a beginner. Have fun. :)

File Name: Gotta Start Somewhere - Portal 2 Map.rar
File Size: 1.47 MiB
Click here to download Gotta Start Somewhere

Very nice map from a guy that just started mapping.

A couple of things to point out, though:
- You should start and end a level with an elevator.
- There isn't much detail in the levels, as there were only 3 textures.
- I recommend to put Glados/Wheatley's voice in there.
- Maybe more features from just Light Bridges and cubes? Prehaps Gels? Panels?

Practice, and keep on mapping!
You can find everything about Portal 2 Mapping here: http://developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design

PS
I'm new to mapping too.

Image
More information Here

"Pretty is better than ugly, but if it doesn't work, ugly is better than pretty"
-Phyton

Hey,
As cake is a spy already said, very nice map from a person who just started mapping!

A few things I found:
* The map is really really really really big (40mb) unzipped. that seems very odd to me, since the map itself isn't that big.
* The doors and funnels don't have a nice casing around it. I just uploaded my two prefabs for them, so you can use them: Frames prefabs
* The glass around the hard light bridge in the last room before the end is very hard to see.
* In room one there's a small misalignment of textures http://steamcommunity.com/profiles/7656 ... 9434720008
* Overall some of your rooms (specially room 1 and two) feel too big
* The crushers in the final room look black for me.
* The faithplates have cubemap issues it might be an idea to place some env_cubemaps on stragic points.
* The turret army at the end lags my computer to hell :S
* The end is very odd, because

Spoiler
when you die from the turret army, you load the last autosave again.

And I agree with cake's point: you should start and end a level with an elevator

If you have any other questions: feel free to pm me :)
But once again, nice first map :D

d_o_n_t_u_s_e_s_p_a_c_e_s_i_n_t_h_e_n_a_m_e

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:

5zYq43nHUJw
(Link: http://www.youtube.com/watch?v=5zYq43nHUJw)

Also note the video description for more feedback and my signature for additional project information.

TheCakeIsASpy wrote:
Very nice map from a guy that just started mapping.

A couple of things to point out, though:
- You should start and end a level with an elevator.
- There isn't much detail in the levels, as there were only 3 textures.
- I recommend to put Glados/Wheatley's voice in there.
- Maybe more features from just Light Bridges and cubes? Prehaps Gels? Panels?

Practice, and keep on mapping!
You can find everything about Portal 2 Mapping here: http://developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design

PS
I'm new to mapping too.

Yeah, this map was basically a test to see if i could make an ok, simple map with a transition from clean to outside the test chambers. I'll keep those things in mind when revamping this map/making a new one. Thanks for the feedback though!

lpfreaky90 wrote:
Hey,
As cake is a spy already said, very nice map from a person who just started mapping!

A few things I found:
* The map is really really really really big (40mb) unzipped. that seems very odd to me, since the map itself isn't that big.
* The doors and funnels don't have a nice casing around it. I just uploaded my two prefabs for them, so you can use them: Frames prefabs
* The glass around the hard light bridge in the last room before the end is very hard to see.
* In room one there's a small misalignment of textures http://steamcommunity.com/profiles/7656 ... 9434720008
* Overall some of your rooms (specially room 1 and two) feel too big
* The crushers in the final room look black for me.
* The faithplates have cubemap issues it might be an idea to place some env_cubemaps on stragic points.
* The turret army at the end lags my computer to hell :S
* The end is very odd, because

Spoiler
when you die from the turret army, you load the last autosave again.

And I agree with cake's point: you should start and end a level with an elevator

If you have any other questions: feel free to pm me :)
But once again, nice first map :D

Thanks for the feedback! I'm not sure why the map is so large in file size. Maybe it was because of all the turrets at the end, and sorry if it lagged. I had a friend test it before I released it and he got through the turrets, so i doubled them. And the autosave, I'll work on that. As with the elevator, I'm not sure of how to do that, but I will find out and do that in my next map/when I revamp this one (if I do). And something I noticed myself, the background music probably needs a better transition, and I will do something about that, too (hopefully). Thanks for the feedback and I will try to gain from this. Thanks for the funnel and door frames, too! :)

Thanks for the feedback!
- You're welcome :)

I'm not sure why the map is so large in file size.
- Do you have a big box around it?

Maybe it was because of all the turrets at the end, and sorry if it lagged.
- The turrets at the end shouldn't cause that amount of lag.

I had a friend test it before I released it and he got through the turrets, so i doubled them.
- You could use super damage ;) that way they'll do more damage and will most likely kill you

And the autosave, I'll work on that.
- Great!

As with the elevator, I'm not sure of how to do that, but I will find out and do that in my next map/when I revamp this one (if I do).
- Just add a couple of func_instances:
instances/turbine_elevator/arrival_elevator_a4_base.vmf and instances/turbine_elevator/arrival_elevator_logic the center of these instances should be the very same pixel.
Then add a instances/global_ents.vmf somewhere in your level and finish by adding a instances/turbin_elevator/arrival_departure_transition_ents.vmf.

If you spawn in a big black box also add instances/turbine_elevator/departure_elevator_a4_logic.vmf and instances/turbine_elevator/departure_elevator_a4_base.vmf at the end of the map. (note, these two instances should also be on the same pixel!!!)

And something I noticed myself, the background music probably needs a better transition, and I will do something about that, too (hopefully).
:thumbup:

Thanks for the feedback and I will try to gain from this. Thanks for the funnel and door frames, too! :)
You're welcome :)

~Lp