I'll be honest. The main thing preventing me from just tossing up my nightly build of the map for you all to download is a bug that no one on earth seems to have had before.
If anyone can solve this for me, nightly builds for everyone.
I'll edit this post in a bit with a video of the bug.
Is it bad my compile time is just short of 6 minutes? 5:59. Although that could be due to the fact i don't have the best processor.
If you could throw me a copy, bugs or not, that'd be great. This map looks fun how it is.
Whatever the default settings are.. Oh, i think a while back someone told me to compile it with HDR on.. So there's that. Ad as far as i know, there are no area portals in my map.
DO ITS NOW. :D
you can do it in the pretty color room. Instead of pretty colors. :)
Also, Are you func_detailing your crap?
You really should func_detail or something to convex curves. They hit vvis hard. also you can click "map" at the top and go down to "Show (or is it Load?) Area Portals" and load up the .prt file. The blue boxes show your leafs. https://developer.valvesoftware.com/wiki/Visleafs yay. Also. use func_viscluster over a large area. That will give vvis a heck of a jumpstart. It basically says. "All these brushes can see each other, so don't bother" http://www.youtube.com/watch?v=TzUBDMuVQmA
Thanks for the viscluster tip. Haven't used it ever, and right now, I'm suffering from crappy compile times. Unfortunately, it won't actually optimize my map (right?), so it's useless for that.I need to make sure is actually good, because right now, it's crap. At least I can know it's crap faster
And to anyone wanting to beta test this for me, you need to message me on steam to get a copy. or add me on skype
On another note, here are the bugs preventing me from releasing the map. Any help in resolving them will be greatly appreciated.
I'd like to try the map out, if you could allow it.
I had an idea of tying certain elements in the map to func_physboxes, so you could literally pick them up and carry them around. Thoughts?
func_physboxes can be good with certain things, but don't forget that the lighting is very odd on them.
actually, I'm quite curious on how you made those portal gate...things...
This is absolutely incredible! Half the stuff in this map I didn't even know where possible in Hammer, very impressive!
They're like giant portals tied to doors.. That you can shoot portals through!
Also. I'll be adding a video of a redesign soon.. Changed an area of the map, moved some testing elements around. Other things.
Sorry I havent added that new demo footage. Personal matters popped up which distracted me from the map. That's all done now, so i should have the footage up and recorded sometime soon.
Make one for old aperture as well
New footage. Bit of a redesign, improved the cube spawners. Added captions for this video.
Oh! I got my compile time down to 4 minutes.
Thanks for putting pipe decals behind the gel.
You still need to align those textures, but still, good job. Keep it up!
I had an idea for two little boxes. They both contain world portals. You can carry them around and such... Of course being world portals, they only update themselves when you drop them... Thoughts?
Scratch that.. They dont work properly.
Oh... Added a buton to toggle low gravity in the main area of the map.
You know how in the portal 2 campaign, when you do certain things, it starts little sounds?
Like when you first pick up the companion cube, it sings a little. Or when you go in the speed gel, it plays this music,
Or really interacting with any test element causes a little musical cue to play..
Does anyone know how to case that to happen in hammer? I've got no clue, and would love to implement these.
Anyone? Does anyone have any idea how to implement the dynamic music? I'll give you an early copy of the map if you can figure it out. I have no clue.
I assume they'll be helpful, the articles sound like what you're looking for.
So I did a little more looking around.
That sounds about right.
I guess. But it doesn't say how to implement the specific things i need.
In semi related news, but awesome nonetheless. I managed to snag one of these: