It's out! Rev up those Steam ... engines.
http://steamcommunity.com/workshop/browse?appid=620 it begins
It's out! Rev up those Steam ... engines.
http://steamcommunity.com/workshop/browse?appid=620 it begins
Quote from ZyndromeIt's out! Rev up those Steam ... engines.http://steamcommunity.com/workshop/browse?appid=620 it begins
Thanks for the heads up!
The game didn't update here, but after trying to play it, the update started.
I'm excited. ![]()
Here's my first decent one: http://steamcommunity.com/sharedfiles/f ... d=68507378
Huh... I am able to load my map into Hammer (Portal 2 Authoring Tools) but won't compile at all, just says finished .. turns out the tools are missing VBSP.exe
EDIT: Actually never mind, verified the files once and it turns out all files were there ... EXCEPT for vbsp
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Employee of the month moment club!
Here is the first one created in PeTI, "Competurn":
http://steamcommunity.com/sharedfiles/f ... d=68497033
Feedbacks, please!
And I will probably create lots and lots more test chambers until the last day of submission to the contest. So, I don't know if this one will be one of my officials. Let's see.
Tested peti before bed yesterday, very quick to use
But there is no extra door ? I suppose they will add some element..
I have my first up as well: http://steamcommunity.com/sharedfiles/f ... d=68539657
Let me know what you think.
I really like the editor. Nice to immediately see results and make changes on the fly.
I feel like a moron, I cant seem to find the editor. Can someone help me out?
Quote from Al AnselmoUpdate the game.
Open it.
At the Main Menu, choose the Community Test Chambers (I believe it is the third button).
Click on Create Test Chambers
Have fun
Much thanks, don't know why I was looking in the authoring tools...
New one from me:
[Blocked Image: http://cloud.steampowered.com/ugc/5958443440…37.resizedimage]
i dont know, right now it really feels like creating levels for portal 2 is much less about portals and much more about funnels and gel and shit. it's just not the same, and it makes the portals feel gimmicky.
Went and reworked my first chamber into something more sensible. Then I put it into a collection: http://steamcommunity.com/sharedfiles/f ... d=68663625
Quote from Senturai dont know, right now it really feels like creating levels for portal 2 is much less about portals and much more about funnels and gel and shit. it's just not the same, and it makes the portals feel gimmicky.
Well, Portal 2 needed some new puzzle elements to make an impact after the huge success of the first game. Gels of different properties (a mechanic brought after the student game "Tag: the power of paint"), funnels and others were designed to that purpose.
In fact, they diminish a little the importance of using portals, as the player has a lot more tools to play with. But, it's fair to consider that a good chamber will demand thinking with portals.
Quote from YoumeWent and reworked my first chamber into something more sensible. Then I put it into a collection: http://statcounter.com/project/standard ... id=5938497
What's this stat counter thing? I couldn't access your collection.
i disagree, portal didn't need new puzzle elements, and especially not in test chambers. portal would have been fine without the sequel; they even wouldn't have to retcon the ending of portal one then. personally back when i had hopes that episode 3 would be released at some point in time, i was also hoping that it woulc contain the portal gun, and in that way make a semi-sequel in the game. portals in a hl2 setting would be awesome, and would lead to some interesting puzzles or ways of thinking. but best of all, it wouldn't feel gimmicky or trite, because the focus would still be on portals, and not on test chamber 2.0 bullshit.
and i know how they incorporated a student game to make portal 2, it doesn't justify what they did with the game.
Portals are still the vessels for all other puzzle mechanics and portal surfaces still define the puzzles heavily. I can tell you without a doubt that a Portal 2-length game would definitely fall short if no new mechanics were added to the mix. There's only so much you can do with flinging etc...
But let's argue taste!
I'm with Sentura on this one. I don't like all this mumbo jumbo either, or rather... I dislike people going overboard with it. Not every puzzle needs every mechanic in the game. Sometimes it's fun when one of these new mechanics are the focus of a puzzle though, but I don't think it needs to be mixed with everything. Most vanilla maps do it right because of the progression and all that.
The player made maps tend to just be overly complex (not necessarily more challenging) because well... you can.
The puzzle I'm gonna make is gonna be portal 1-ish, one of the movement based ones. I think Portal 2 really lacked in this department, you know... infi-loops to gain speed, shoot portal somewhere else and catapult yourself across the map. Perhaps they got rid of that concept because of the motion-sickness?
Might not win in the complexity/originality department but I don't care, this is what I think is fun
In the end, it's all about taste...
You have good taste xD
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