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
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.
Added *
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
Thanks I am still working on it .. adding some details on the walls etc
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
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.
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 ...
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.
Do you just randomly capitalize or is there a system?
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.
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.
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
Sry english is not my first language and i learned it while playing games and watching Tv.. I do what i can
cave tutorial for wannabe cave guy.
http://twhl.info/tutorial.php?id=165
I think its possible
Or even in the Single Player Story when you cut down the Neurotoxine generator with the Laser
Yeah i seen a video that was talking about that on youtube. Thanks For the link It will help me a lot
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 ?
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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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
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.
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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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.
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'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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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.
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.
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Skydome test, looks pretty nice if I dont say so myself.
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Don't be an asshole. He's ESL.
I really like it. When I saw it, I was like "oh shit, awesome".
It's all sitting on big flat plane. you need more variation on the height of the ground to make it less monotonous.