[WIP] [WIP] Light Activation
Quote from Habzs on April 7, 2012, 9:00 amDescription
Light Activation. The 'Light' as in 'Weightless'.
A simple map consisting of laser activators.
This map isn't completed. I kind of want 4 - 6 puzzles in this map.
---
Features:
Light activator ( DONE ).
Weightless or Light Cube ( Work in progress, not in release )---
Installing:Place the file into "steamsteamappscommonportal 2portal2maps"
---
Change log:v0.5a
- Release---
Any feedback is welcomed.NOTE: I did not know about the other map that contains the light activator.
- Habzs.
File Name: sp_lightactivation_1.zip
File Size: 1.95 MiB
Click here to download Light Activation
Description
Light Activation. The 'Light' as in 'Weightless'.
A simple map consisting of laser activators.
This map isn't completed. I kind of want 4 - 6 puzzles in this map.
---
Features:
Light activator ( DONE ).
Weightless or Light Cube ( Work in progress, not in release )
---
Installing:
Place the file into "steamsteamappscommonportal 2portal2maps"
---
Change log:
v0.5a
- Release
---
Any feedback is welcomed.
NOTE: I did not know about the other map that contains the light activator.
- Habzs.
File Name: sp_lightactivation_1.zip
File Size: 1.95 MiB
Click here to download Light Activation
Quote from FourthReaper on April 7, 2012, 10:12 amCool concept. I can see some good use with this, as unlike lasers these can be used to block turrets/exits/flings or keep cubes up at the same time. The emitted light looked nice, especially upon activation. The brushwork could use some work, though, if you ask me. Right now it's just a lumpy black box.
I would be delighted to see more - and harder - puzzles with this. The level of detail is now ofcourse a standard you should maintain (so tough luck
) and I'm wondering what the Light Cube will turn out to do exactly.
PS: Noticed you're not the only one to come up with light catchers. If you want to represent yourself as the premier innovator or something in this area, you should step it up and make fairly hard, nice-looking maps with interesting concepts. Good luck, rooting for ya'!
Cool concept. I can see some good use with this, as unlike lasers these can be used to block turrets/exits/flings or keep cubes up at the same time. The emitted light looked nice, especially upon activation. The brushwork could use some work, though, if you ask me. Right now it's just a lumpy black box.
I would be delighted to see more - and harder - puzzles with this. The level of detail is now ofcourse a standard you should maintain (so tough luck
) and I'm wondering what the Light Cube will turn out to do exactly.
PS: Noticed you're not the only one to come up with light catchers. If you want to represent yourself as the premier innovator or something in this area, you should step it up and make fairly hard, nice-looking maps with interesting concepts. Good luck, rooting for ya'! ![]()
Quote from Habzs on April 7, 2012, 10:22 amFourthReaper wrote:Cool concept. I can see some good use with this, as unlike lasers these can be used to block turrets/exits/flings or keep cubes up at the same time. The emitted light looked nice, especially upon activation. The brushwork could use some work, though, if you ask me. Right now it's just a lumpy black box.I would be delighted to see more - and harder - puzzles with this. The level of detail is now ofcourse a standard you should maintain (so tough luck
) and I'm wondering what the Light Cube will turn out to do exactly.
PS: Noticed you're not the only one to come up with light catchers. If you want to represent yourself as the premier innovator or something in this area, you should step it up and make fairly hard, nice-looking maps with interesting concepts. Good luck, rooting for ya'!
Thanks! Though I don't really know what to do with brushwork of the activator.
I would be delighted to see more - and harder - puzzles with this. The level of detail is now ofcourse a standard you should maintain (so tough luck
) and I'm wondering what the Light Cube will turn out to do exactly.
PS: Noticed you're not the only one to come up with light catchers. If you want to represent yourself as the premier innovator or something in this area, you should step it up and make fairly hard, nice-looking maps with interesting concepts. Good luck, rooting for ya'! ![]()
Thanks! Though I don't really know what to do with brushwork of the activator.
Quote from FourthReaper on April 7, 2012, 1:21 pmHabzs wrote:Thanks! Though I don't really know what to do with brushwork of the activator.Well, let me see... It's not that easy, but try to make it look a bit like the Hard Light Emitter, perhaps even 'steal' the model and make it non-solid (to keep that nice light and bridge catching effect you have). Of course this is all optional, you could try clipping the edges, retexturing, or doing nothing at all.
Well, let me see... It's not that easy, but try to make it look a bit like the Hard Light Emitter, perhaps even 'steal' the model and make it non-solid (to keep that nice light and bridge catching effect you have). Of course this is all optional, you could try clipping the edges, retexturing, or doing nothing at all. ![]()
Quote from KennKong on April 7, 2012, 2:55 pmI recorded my blind playthrough, although in a map this short and simple I doubt that it will show you anything you didn't already know.
Lightbridge Activation v0.5a blind playthroughEmbedded
[spoiler]rCdCNVEsCH8[/spoiler]This mechanic has good potential for puzzle-making. I'm looking forward to seeing a proper puzzle with this.
I recorded my blind playthrough, although in a map this short and simple I doubt that it will show you anything you didn't already know.
Lightbridge Activation v0.5a blind playthroughEmbedded
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from RubyCarbuncIe on April 7, 2012, 8:42 pmI love this concept. I hope to see some very unique maps made in the future with this element.
I love this concept. I hope to see some very unique maps made in the future with this element.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Lpfreaky90 on April 7, 2012, 8:48 pmI have to agree with RubyCarbuncle: I love this concept.
I can see some interesting puzzles with this in singleplayer but I think it's gonna be the best in multiplayer! Can't wait to see a mp map with thisEDIT:
One thing I didn't really like is the high contrast between the dark metal and light metal textures. I would have preferred having only one of the two.
I have to agree with RubyCarbuncle: I love this concept.
I can see some interesting puzzles with this in singleplayer but I think it's gonna be the best in multiplayer! Can't wait to see a mp map with this ![]()
EDIT:
One thing I didn't really like is the high contrast between the dark metal and light metal textures. I would have preferred having only one of the two.
Quote from Djinndrache on April 7, 2012, 10:41 pmNice concept, I'd like to see some more complex puzzles with this element.
AGJhjucdqPs
(Link: http://www.youtube.com/watch?v=AGJhjucdqPs)
Nice concept, I'd like to see some more complex puzzles with this element.
AGJhjucdqPs
(Link: http://www.youtube.com/watch?v=AGJhjucdqPs)
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