1. Post #5241
    Maybe add some faint red lights for the lasers.
    Ok I will check it out

    Edited:

    Hey there I've been working hard lately to get this promo/trailer up for my P2 mod Repercussions:
    Hope you guys like this!

    Official thread: http://www.facepunch.com/showthread....6#post37293726
    Amazing .. Just Amazing.... How long are you using Hammer ? I would like to have a few tips to create such awesome work like that
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  2. Post #5242
    Gold Member
    Lamarr's Avatar
    July 2006
    1,342 Posts
    Ok I will check it out

    Edited:



    Amazing .. Just Amazing.... How long are you using Hammer ? I would like to have a few tips to create such awesome work like that
    I've been using it since the days of worldcraft.
    Feel free to add me on steam.
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  3. Post #5243
    Feel free to add me on steam.
    Added *
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  4. Post #5244
    I Updated my map

    http://steamcommunity.com/sharedfile...s/?id=90082473

    Changelog:

    Added red Lights
    Fixed some bug
    Not possible to get stuck the other side of the heavy door

    Screenshot:


    What you think ?
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  5. Post #5245
    LewyJudge12's Avatar
    October 2009
    1,385 Posts
    I Updated my map

    http://steamcommunity.com/sharedfile...s/?id=90082473

    Changelog:

    Added red Lights
    Fixed some bug
    Not possible to get stuck the other side of the heavy door

    Screenshot:


    What you think ?
    Much better dude
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  6. Post #5246
    Much better dude
    Thanks I am still working on it .. adding some details on the walls etc
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  7. Post #5247
    samuel2213's Avatar
    May 2011
    1,253 Posts
    The random vine, and the hole in the wall look a bit out of place compared to the pristine walls.
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  8. Post #5248
    The random vine, and the hole in the wall look a bit out of place compared to the pristine walls.
    I agree with the Vine. what you mean about the hole in the wall ?

    Edited:



    I added a few more details I will probably remove the Vine later if i cant figure out a better thing for it
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  9. Post #5249
    I JERK MY COCK UNTIL IT'S SORE TO MLP RULE 34
    nomad1's Avatar
    July 2010
    2,400 Posts
    How are you getting maps from the in game editor to work in hammer? I thought it was sort of hacky to do it and that you would be getting errors.
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  10. Post #5250
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,476 Posts
    I agree with the Vine. what you mean about the hole in the wall ?

    Edited:



    I added a few more details I will probably remove the Vine later if i cant figure out a better thing for it
    It looks like you're going for a 'Wheatley Laboratories' look. If you are, you need to make it less pristine.
    Instead of toxic waste, add bottomless pits. Put some holes in the walls that show off the vast gulf of space that fills the Enrichment Center, as well as a few test chambers.

    Also, compare the test chambers of GLaDOS's work to Wheatley's operations. While GLaDOS's chambers are meant to be more sterilized and Big Brother-esque, Wheatley's are much more informal. Instead of cameras, there's giant screens of Wheatley. Various pieces of the gel pipeline are jutting through the walls and ceilings, and dozens of cables are dangling around.

    If you need more inspiration, go play some Portal 2 and take some screenshots while playing. Once you're done, start mapping again, but start glancing at some of the screenshots. You'll start developing a sense for the themes in the game.
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  11. Post #5251
    It looks like you're going for a 'Wheatley Laboratories' look. If you are, you need to make it less pristine.
    Instead of toxic waste, add bottomless pits. Put some holes in the walls that show off the vast gulf of space that fills the Enrichment Center, as well as a few test chambers.

    Also, compare the test chambers of GLaDOS's work to Wheatley's operations. While GLaDOS's chambers are meant to be more sterilized and Big Brother-esque, Wheatley's are much more informal. Instead of cameras, there's giant screens of Wheatley. Various pieces of the gel pipeline are jutting through the walls and ceilings, and dozens of cables are dangling around.

    If you need more inspiration, go play some Portal 2 and take some screenshots while playing. Once you're done, start mapping again, but start glancing at some of the screenshots. You'll start developing a sense for the themes in the game.
    Thanks I will Work on that

    I was Thinking about the Bottomless pit but idk how to create a detailed one.

    I am actually working with the tips from Valve developer Wiki https://developer.valvesoftware.com/...2_Level_Design

    And yes I need more inspiration. Sometime i just play other's level but i cant figure out what i really want :O.. My next Goal will be to create a Cave with the Old Aperture
    I dont know where to start... I figured out by myself how to create the same effect on the Slime that in the Old aperture ( Fading out and reloading the game instead of hurting ) I need the Good Fading collor

    In the Cave i will Make bottomless Pit for sure.

    Where can I get good Tips and Information about building a Cave ?

    Anyone here Know if i can Move up / Down the Slime ? The only way ive been able to was to Move the entire Room up down to make it look like Flooding If i Can get a Custom Gel Color I Would make some kind of Scene where There is a Big Flooding of the Slime thing and you must Escape .. with the brown / Green Gel it would look like Flooding it for real..

    Scenario Example : An entire Part of the Facility Fell into the Slime Lake underground then you have to Escape because its Sinking and dissolving itself ... i have in mind many place where there is Scripted event where the place just Fall Apart

    I have Ideas but i dont know where to start them ...
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  12. Post #5252
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,476 Posts
    Thanks I will Work on that

    I was Thinking about the Bottomless pit but idk how to create a detailed one.

    I am actually working with the tips from Valve developer Wiki https://developer.valvesoftware.com/...2_Level_Design

    And yes I need more inspiration. Sometime i just play other's level but i cant figure out what i really want :O.. My next Goal will be to create a Cave with the Old Aperture
    I dont know where to start... I figured out by myself how to create the same effect on the Slime that in the Old aperture ( Fading out and reloading the game instead of hurting ) I need the Good Fading collor

    In the Cave i will Make bottomless Pit for sure.

    Where can I get good Tips and Information about building a Cave ?

    Anyone here Know if i can Move up / Down the Slime ? The only way ive been able to was to Move the entire Room up down to make it look like Flooding If i Can get a Custom Gel Color I Would make some kind of Scene where There is a Big Flooding of the Slime thing and you must Escape .. with the brown / Green Gel it would look like Flooding it for real..

    Scenario Example : An entire Part of the Facility Fell into the Slime Lake underground then you have to Escape because its Sinking and dissolving itself ... i have in mind many place where there is Scripted event where the place just Fall Apart

    I have Ideas but i dont know where to start them ...
    If you could please spell properly, I would really appreciate that. This isn't GameFAQs.
    You might want to wait a little bit and get more experience before taking on a huge project, but to answer your question, you might need a model - or several - that could fall into the slime.
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  13. Post #5253
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    Thanks I will Work on that

    I was Thinking about the Bottomless pit but idk how to create a detailed one.

    I am actually working with the tips from Valve developer Wiki https://developer.valvesoftware.com/...2_Level_Design

    And yes I need more inspiration. Sometime i just play other's level but i cant figure out what i really want :O.. My next Goal will be to create a Cave with the Old Aperture
    I dont know where to start... I figured out by myself how to create the same effect on the Slime that in the Old aperture ( Fading out and reloading the game instead of hurting ) I need the Good Fading collor

    In the Cave i will Make bottomless Pit for sure.

    Where can I get good Tips and Information about building a Cave ?

    Anyone here Know if i can Move up / Down the Slime ? The only way ive been able to was to Move the entire Room up down to make it look like Flooding If i Can get a Custom Gel Color I Would make some kind of Scene where There is a Big Flooding of the Slime thing and you must Escape .. with the brown / Green Gel it would look like Flooding it for real..

    Scenario Example : An entire Part of the Facility Fell into the Slime Lake underground then you have to Escape because its Sinking and dissolving itself ... i have in mind many place where there is Scripted event where the place just Fall Apart

    I have Ideas but i dont know where to start them ...
    Do you just randomly capitalize or is there a system?
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  14. Post #5254

    September 2011
    32 Posts
    Func_water_analog can move. Sections of the level can also be func_physboxes with disabled motion. Have a timer enable motion to coincide with the height of the slime. If you want moving cave walls you can use a track system. If you don't want to use a timer you can use multiple points on the track to control events.

    Cheshire_cat mad that I help people.
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  15. Post #5255
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,476 Posts
    Func_water_analog can move. Sections of the level can also be func_physboxes with disabled motion. Have a timer enable motion to coincide with the height of the slime. If you want moving cave walls you can use a track system. If you don't want to use a timer you can use multiple points on the track to control events.

    Cheshire_cat mad that I help people.
    No, you're just rating people for no particular reason.
    You could use func_water_analog, but you would probably need custom models to make the level change properly, because func_physboxes can only go so far.
    Plus, if the water rose instead of the buildings falling into the slime, then everything would look off, because the background wouldn't move. Thus, it would appear that the slime water was rising instead of the level, which isn't what Pac wants.
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  16. Post #5256

    September 2011
    32 Posts
    Portals can't be put on a moving surface as far as I know. I wrote about the track system because you can use it for the background.(Though you can't use displacements) Throw in some screen shakes and sound effects and it can be convincing. Physboxes work fine for something like this but models would look a lot better in the end. Also I rated you because English isn't everyone's first language.
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  17. Post #5257
    Func_water_analog can move.
    When i set the water a Func_water_analog The water just Glitch out .. I dont know why
    I just can't see it anymore


    If you could please spell properly, I would really appreciate that. This isn't GameFAQs.
    Sry english is not my first language and i learned it while playing games and watching Tv.. I do what i can
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  18. Post #5258
    mdeceiver79's Avatar
    March 2012
    995 Posts
    cave tutorial for wannabe cave guy.

    http://twhl.info/tutorial.php?id=165
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  19. Post #5259
    Portals can't be put on a moving surface as far as I know
    I think its possible


    Or even in the Single Player Story when you cut down the Neurotoxine generator with the Laser


    cave tutorial for wannabe cave guy.

    http://twhl.info/tutorial.php?id=165
    Yeah i seen a video that was talking about that on youtube. Thanks For the link It will help me a lot
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  20. Post #5260

    September 2011
    32 Posts
    Making an entire level move would probably cause problems but if you can, go for it. Player movement is kinda funky on moving surfaces but if its slow enough it could work.
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  21. Post #5261
    Making an entire level move would probably cause problems but if you can, go for it. Player movement is kinda funky on moving surfaces but if its slow enough it could work.
    Yeah you have right, what i wanted is just a few part of it moving. Not the entire thing. Just moving slowy if possible and ive already experimented what happen with source .... "You just get stuck and cant move etc its pretty bad".. For now my project is to build up a Cave that look good with a Test chamber with the Old Aperture design ..

    Edited:

    By the way, what is the dirt texture i should use for the cave ?
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  22. Post #5262
    MarcoPixel's Avatar
    April 2012
    202 Posts


    Got bored and wanted to make a scene for SFM
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  23. Post #5263
    Gold Member
    Kane245's Avatar
    July 2007
    220 Posts
    Made some more progress on my hl2 map, fixed the lighting in the stairwell, started the trainstation type area, and the nexus of course. Any suggestions are appreciated.






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  24. Post #5264
    How are you getting maps from the in game editor to work in hammer? I thought it was sort of hacky to do it and that you would be getting errors.
    There is a Command " Puzzlemaker_export MAPNAME " or something like that

    I didnt have any problem by editing it up but everything is made of Cube 128x128
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  25. Post #5265
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,476 Posts
    Made some more progress on my hl2 map, fixed the lighting in the stairwell, started the trainstation type area, and the nexus of course. Any suggestions are appreciated.
    I. The ceiling textures on the second-to-last screenshot are really misaligned.
    II. The warehouse-style metal beams everywhere definitely do not blend with the fancy marble of the train station.
    III. Going back to the ceiling, you might want to add some crown molding at the top. I would also suggest some detail to the walls, like banisters and such. Simple little details that could be func_detail-ed.
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  26. Post #5266
    Hey guys I was looking at The Design of many Design about the Old Aperture

    I Seen Similarity with all of them ... There is some kind of Far away Fog how do i make it ? ( The fog and a good color for it)

    Is it a normal fog like you can make on every Source based map or its something different only for portal ?


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  27. Post #5267
    Need something hosted?
    glitchvid's Avatar
    December 2008
    2,386 Posts
    Made some more progress on my hl2 map, fixed the lighting in the stairwell, started the trainstation type area, and the nexus of course. Any suggestions are appreciated.

    (pictures)
    I really love the art-style, but most of the HL2 beta stuff had this really subtle ambient orange glow, usually coming from small fires; odd combine machines, or even the odd light.
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  28. Post #5268
    Gold Member
    Stiveno's Avatar
    July 2011
    413 Posts
    The bank is starting to piece together.

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  29. Post #5269
    Mkadeshkode's Avatar
    September 2009
    901 Posts
    I hope to NEVER ever work with archways in Source again.



    However it does look pretty.

    Should I continue this?

    If so, how?
    I'm at a loss for ideas with this.
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  30. Post #5270
    paulisdead18's Avatar
    March 2010
    923 Posts
    I hope to NEVER ever work with archways in Source again.



    However it does look pretty.

    Should I continue this?
    I'd say yes, but if you're not interested in it, and would see it as a hassle, then I wouldn't. No reason to make something you don't want to, because then it won't really show your full potential.
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  31. Post #5271
    Mkadeshkode's Avatar
    September 2009
    901 Posts
    I'd say yes, but if you're not interested in it, and would see it as a hassle, then I wouldn't. No reason to make something you don't want to, because then it won't really show your full potential.
    Lighting is where I like to hold my pride.
    I'm interested in it, and I view it as more of a challenge than anything, I'm just at a loss at which direction to bring it in, which is why I've posted it here.

    This is my reference:

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  32. Post #5272
    MadPro119's Avatar
    January 2010
    5,482 Posts
    I'd say yes, but if you're not interested in it, and would see it as a hassle, then I wouldn't. No reason to make something you don't want to, because then it won't really show your full potential.
    If I stopped working on everything I lost interest in I would never finish anything.

    Edited:

    Not that I have ever actually finished anything though.
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  33. Post #5273
    Gold Member
    zurf3r's Avatar
    June 2010
    1,049 Posts


    Pretty happy with the map so far, started working on the landscape and details.
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  34. Post #5274

    September 2011
    32 Posts
    Add more floors.
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  35. Post #5275
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    Dat lighting, hot daymn.
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  36. Post #5276
    Gold Member
    SABS001's Avatar
    September 2006
    955 Posts
    It's untitled for the mean time, but it's Rise Of The Triad inspired.

    Note:The materials are not final, just a filler till I find the right one. It's still empty since I've only been working on it for three days now. The displacements are also not final...so is the lighting.




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  37. Post #5277
    Zero Hour's Avatar
    July 2011
    810 Posts
    Skydome test, looks pretty nice if I dont say so myself.

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  38. Post #5278
    Gold Member
    Miigga's Avatar
    October 2006
    1,684 Posts
    Some WIP shit I've got going on




    And yeah I know the cubemaps are fucking up
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  39. Post #5279
    Bitch Plzzz!
    NicoleEmilid's Avatar
    September 2011
    768 Posts
    If you could please spell properly, I would really appreciate that. This isn't GameFAQs.
    You might want to wait a little bit and get more experience before taking on a huge project, but to answer your question, you might need a model - or several - that could fall into the slime.
    Don't be an asshole. He's ESL.

    I added a few more details I will probably remove the Vine later if i cant figure out a better thing for it
    I really like it. When I saw it, I was like "oh shit, awesome".
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  40. Post #5280
    Gold Member
    kaine123's Avatar
    February 2010
    7,270 Posts
    Some WIP shit I've got going on




    And yeah I know the cubemaps are fucking up
    It's all sitting on big flat plane. you need more variation on the height of the ground to make it less monotonous.
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