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POLL: Mappingcontest

  • ⌐■_■
  • July 8, 2008 at 6:52 PM
  • Jetsetlemming
    • July 16, 2008 at 2:40 PM
    • #41

    I'm pretty sure a Portal map not set in the Aperture Science labs will take custom content to make portal-able and nonportal-able texture distinctions.

  • insta
    • July 16, 2008 at 4:35 PM
    • #42

    All textures are portal-able by default, and you can define what surfaces shouldn't be portal-able by using a func_noportal_volume brush touching the surface.

  • Sentura
    • July 16, 2008 at 9:49 PM
    • #43

    false. textures with the metal property cannot be portalized.

    i seriously do not want a non aperture science map though, since it will be hard to teach the user/player to use which surfaces and how. it might just be a question of syntax, but still, if we're doing portal, we're doing it for the gameplay, NOT the visuals. else we might as well go for hl2ep2 or something entirely different.

    i reckon it's about time we have one of these. i see many good looking maps posted here almost every day, but i feel that people here (and especially YOU, artists) seem to underestimate how important good gameplay is.

    Images

    • 6.webp
      • 191.42 kB
      • 1,060 × 781
  • Buddy
    • July 16, 2008 at 9:58 PM
    • #44
    Quote from Sentura

    false. textures with the metal property cannot be portalized.i seriously do not want a non aperture science map though, since it will be hard to teach the user/player to use which surfaces and how. it might just be a question of syntax, but still, if we're doing portal, we're doing it for the gameplay, NOT the visuals. else we might as well go for hl2ep2 or something entirely different.

    i reckon it's about time we have one of these. i see many good looking maps posted here almost every day, but i feel that people here (and especially YOU, artists) seem to underestimate how important good gameplay is.

    Environment Aritsts are not LDs anymore in most cases so this is a false statement imo.

  • insta
    • July 17, 2008 at 1:00 PM
    • #45
    Quote from Sentura

    false. textures with the metal property cannot be portalized.

    Ok, so put a func_brush textured with nodraw over the metal surfaces you want to be portal-able, that will fix it.

  • Deathy
    • July 17, 2008 at 1:17 PM
    • #46

    Nope.. Every texture is still portable.. The difference is this line in the metal textures in portal (in the .vmt file):

    Code
    "%noportal" 1
  • Sentura
    • July 19, 2008 at 1:49 AM
    • #47
    Quote from Buddy

    Environment Aritsts are not LDs anymore in most cases so this is a false statement imo.

    even so, if you are to make a level for a game you would want that level to be as enjoyable as possible, regardless of your given title, no? i think limiting yourself to a title is the worst thing you can do for a company; it's like you're passing your responsibility to another person who is supposed to make whatever you conjure up fun. there is a point to that you see game companies give up their employee titles in favor of a more liquid mass, where everyone has a shared responsibility for an object/level/game.

    also, yeah, my bad about the noportal thing. i actually thought it was built-in to the "metal" surface type.

  • dux
    • July 19, 2008 at 5:02 PM
    • #48

    Are you guys still discussing this? jesus you take longer to do anything than 3d realms.

  • Psy
    • July 19, 2008 at 6:18 PM
    • #49

    So is there going to be a Portal design contest or not?

  • Seldoon182
    • July 19, 2008 at 6:24 PM
    • #50

    Instead of Making a Mapping contest on a commercial game why not making a Mapping contest on free modification such as Insurgency, PVK II, ... ?

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