I Updated my map
Added red Lights
Fixed some bug
Not possible to get stuck the other side of the heavy door
What you think ?
The random vine, and the hole in the wall look a bit out of place compared to the pristine walls.
I added a few more details I will probably remove the Vine later if i cant figure out a better thing for it
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.
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.
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 ...
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.
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.
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.
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.
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.
By the way, what is the dirt texture i should use for the cave ?
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.
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.
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 ?
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.
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:
Add more floors.
Dat lighting, hot daymn.
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.
Skydome test, looks pretty nice if I dont say so myself.