Photoshop.
Use a blend texture for that grass. Especially near that water.
I understand this is supposed to be a joke - but couldn't you guys have misaligned the textures on the walls and crap to make it extra crap?
"are you reade to return again?"
Truly inspirational words.
There is no glass in this room.
...because it's a grate.
Oh crap, here I was thinking that I was the first person to port over caged turrets.
Feels quite empty to me, try adding some detail to that ceiling. That'll do the trick.
Wouldn't fit correctly, but thanks for the feedback.
It doesn't really need that many black textures.
The potato-gun is a problem with the way levels are ordered in Portal 2, until I get it it's own executable and game files I can't remove it without modifying the instances.
You need to work on your detailing before you release a mod like this.
What do you mean by you like this one better? As in the fully detailed one is worse?
Try using a projectedtexture with a cool setting, and back those wall lights to the cool versions.
Oh, and by the way. I think those broken tiles would look better on the ceiling and some of the upper areas of the walls. That way if you wanted you could shine a projectedtexture through them as an alternate light source, just make sure to set the length to something short or it'll look odd.
Type snd_rebuildaudiocache in the console.
Oh yeah and a side note, this is a very unfinished chamber. I just wanted to show off the gel.
The entire compiled BSP size of this little observation room is 256 KB. The entire size of this chamber is 5 MB.
No demo release planned, that could change though.
Nope, it's of absolutely no importance than just eye candy. You got a problem with that? :P
It's just low-resolution detailing, so it shouldn't clog up the game files with space. You'll see when you play the mod.
Please don't release a mod using your first maps.
Try putting a cubemap dead centre in the room. The reflections on that wall looks weird.
Looking sweet! Those panels on the left should be on some rails, though.
Try using the 'arm_interior_128_paneltop.mdl' model for the piston lift.
Thank you so much for the positive feedback! The chamber has already gone through another revision, I've put up another photo of it.
Thank you for the feedback, I'm not actually good at puzzle creation at all. I'm currently looking for some people to help me out with that, I mostly do detailing.
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