I wand to test the shit out of it ! ![]()
WIP in WIP, post your level screenshots!
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The screenshots seen bellow are concept or level design ideas from an early stage development. Many of which may change over time or never be released in the final product. [Blocked Image: http://cloud-3.steampowered.com/ugc/598155063427896073/DA8579EE53EFEBF1A6A5E92DCC0A28484C6FB0BC/][Blocked Image: http://cloud-2.steampowered.com/ugc/598155063427895216/6378D8131A4069854E883D53344C644A8F838530/][Blocked Image: http://cloud-2.steampowered.com/ugc/598155063427893575/7D166AA4DB01A748109C7386AA188B3EAF2DDA53/][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2014-02-28_00001.jpg][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2014-01-25_00002.jpg][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2014-01-26_00001.jpg][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2014-01-22_00013.jpg][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2014-01-22_00003.jpg][Blocked Image: http://media.moddb.com/images/mods/1/24/23331/2013-11-14_00006.jpg]
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Working on a series of Portal 2 levels involving time travel. These are images of the first level.
[Blocked Image: https://dl.dropboxusercontent.com/u/33230442/Portfolio/PTT/3_24/ptt_intro_v40007.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/33230442/Portfolio/PTT/3_24/ptt_intro_v40006.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/33230442/Portfolio/PTT/3_24/ptt_intro_v40005.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/33230442/Portfolio/PTT/3_24/ptt_intro_v40003.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/33230442/Portfolio/PTT/3_24/ptt_intro_v40002.jpg]
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You disgut me, I do not succeed to make good lighting on hammer for L4D2

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Eesh I've been slacking. Thought I'd post some pics for my map de_fracture to make me more accountable. Map is designed to encourage newer players to learn mechanics like long jump, bhop, surfing, and boosting! Not so much catered for competitive play but I made the decision to prioritize fun.

EDIT: Feel free to post some suggestions/advice since I haven't really tested the map for balance yet.
[Blocked Image: http://i.imgur.com/2GYIm3u.jpg]
MID: [Blocked Image: http://i.imgur.com/ThUnAFM.jpg]
A site: [Blocked Image: http://i.imgur.com/6KxN4jA.jpg]
B site (from above):
[Blocked Image: http://i.imgur.com/qXTjNE8.jpg]
B site (from below):
[Blocked Image: http://i.imgur.com/ClLnB9B.jpg]
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Looks pretty crazy to me XD
Should playtest it to make sure you're on the right track, IMO
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I'm so thrilled to show you sneakpeak of my project

[Blocked Image: http://puu.sh/7Lv0i.jpg][Blocked Image: http://puu.sh/7Lv16.jpg]
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Looks like an interesting theme, though I would suggest doing a full lighting compile to get the best from the images. It will improve the look dramatically.
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Some interesting ideas for the theme. I really like the displacement work/detail used in the second image with the broken in concrete. The first image could use some more variety of the props, plus the tile floor seems a little out of place for the concrete road. Just me I guess, but a nice sneak peak there sir. Looking forward to even more progress on the map.
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I've been working on an airport map for a while, but haven't been happy with the way it's been playing. I wanted to make use of the plane asset, though, because it's been really fun to build and work with, so I built a hangar to house it yesterday and did some more work on it this afternoon. Early days, though.
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/2014-03-27_00001.jpg]
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Make the plane like this = instant classic!
[Blocked Image: http://users.telenet.be/gus/mapcore_plane.jpg]
What are the gameplay problems? Is it defusal or hostage? Looks really cool so far

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Yeah, the new banner reminds me I need to change the livery/branding textures....I think an MP-EOT registration tag is necessary

Both have been hostage-based. I can illustrate many of the problems of the other map with a few images:
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/terminal/tm_routes.jpg]
This is an overview with the routes drawn in (there are probably a few I forgot, because there's too many at the moment). The arrowheads denote that the routes go up into the second floor of the terminal; there are also routes underneath the middle part of the terminal that link into the ground-level paths, the most prominent one being the route drawn in basically the exact middle of the image. You can already see that there is a very circular/roundabout pattern here and this often led to one of two outcomes: either everyone met at one of the chokepoints, or everyone ran to the right at the start and ended up going in an anti-clockwise circle for the duration of the match until they killed each other by chance, or until the CTs grabbed one of the hostages - when they did they generally were able to escape undetected by the left or right 'long' routes around the ground level while the T's were wandering around upstairs or hanging out in the shorter routes waiting for someone to come their way.
I don't think these issues are anything some refinement to the routes couldn't fix. The lower-left and upper-right 'quadrants' of the ramp area could easily be blocked off and this might improve a lot of these problems, particularly these long sight lines on the 'long' routes:
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/terminal/longway.jpg]
One of the other really big issues is partially related to the abundance of routes but also the design of the terminal itself. Most airport buildings are very airy and have lots of windows, which makes it really overwhelming to anyone manoeuvring along the ground level and makes these areas very risky. See below:
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/terminal/overwhelm.jpg]
There's just so many areas to watch for enemy players. My solution was to block some of them off with stacks of cover so people can't hang out in front of every window and watch the lower level. It stops players in the terminal from doing so, but it doesn't help players on the ground level to read which windows are a threat and which aren't.
These issues aside, it also was feeling a bit plain graphically after fleshing it out a bit. The terminal design was really boring IMO and tweaking the skylight so that it didn't cause shadowing artifacts on the plane but also had an interesting angle inside the terminal was getting really annoying (changing pitch/angles by 1-2 degrees and recompiling gets tiring, fast
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Oh, didn't realise you had two maps with planes in the making. Both look cool! Any chance to have a look at them ingame? Would be easier to come up with suggestions/ideas.
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Yeah I agree that looks really cool, also want to see it in-game before I can comment further.
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At the moment it looks like you have at least 7 main routes, which is more fitting of a demolition map. To make it work better as a hostage map, I think reducing the number of main paths down to 3 (like most good hostage maps), and blocking off as many windows as possible would help things massively. Once you do this, you can then focus on refining the chokes, and work on balance/fun/sightlines etc.
Just from the overview, it does not look like anything that cannot be solved, or at least radically improved by some simple changes.
Assuming all the necessary entities are in the map to get it working, it totally looks like it is worth a playtest on the server so that people can give meaningful more feedback. There is too much work here to let the map go to waste!
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Did a lighting and detail pass on my intro level. Finally figured out how to get the lighting to look good.
External Content vimeo.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Looks cool. The overgrown/abandoned test chambers were my favourite areas from P2. I must admit that I skimmed through as to not spoil the puzzles so much, but the theming looks really faithful to the stock levels/style which is a good thing
Quote from OrnateBaboonAt the moment it looks like you have at least 7 main routes, which is more fitting of a demolition map. To make it work better as a hostage map, I think reducing the number of main paths down to 3 (like most good hostage maps), and blocking off as many windows as possible would help things massively. Once you do this, you can then focus on refining the chokes, and work on balance/fun/sightlines etc.
Just from the overview, it does not look like anything that cannot be solved, or at least radically improved by some simple changes.
Assuming all the necessary entities are in the map to get it working, it totally looks like it is worth a playtest on the server so that people can give meaningful more feedback. There is too much work here to let the map go to waste!
Solid suggestions, cheers! I think you're spot on; 3 seems to be the magic number when it comes to hostage rescue maps.
I'll try and sort something out for a playtest on the server soon to collect some more in-depth feedback as I would really appreciate it. Probably towards the end of April as I'm going on holiday next week and won't have time to sink my teeth into any meaningful changes or join in with testing.
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Quote from Setin
Did a lighting and detail pass on my intro level. Finally figured out how to get the lighting to look good.External Content vimeo.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.I think you need to sell that time travel transition a lot better, especially if that's your main conceit here... apply screen overlay, add a quick screen fade, etc. right now it's just a straight-up teleport that almost looks like a bug with how sudden it is... I'm not saying to make it into a 60 second Final Fantasy summon sequence, but, you know, at least make it juicier.
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Quote from Setin
Did a lighting and detail pass on my intro level. Finally figured out how to get the lighting to look good.
External Content vimeo.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Looks cool, it's a bit late to say that I know, but the pacing is really weird, it's like you have to open 20 doors, without really understanding what you do ...
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