Source mapper, musician, and indie developer.
The lighting doesn't quite make sense. The shadows cast on the ceiling imply that there's an individual light source behind each window - if that was sunlight, the shadows should all be going in the same direction.
Otherwise, this looks really slick.
I love how the computer is running Hammer.
If you're looking for someone, I offer my services in making a soundtrack for you. Here's my portfolio: Soundcloud.com
Check the download page for special instructions on playing co-op maps by yourself.
I agree with everything in this review except the score. The entire mod was well done, but the whole thing was just finger-numbingly impossible without several retries. Yes, this game was aimed at a hard-core audience, but does that really give the level designers an excuse to throw everything at you at once in hopes that you'll catch it all? If I make hard levels in a game, I make it obvious what you need to do so you CAN do it. It's hard to do something if you don't know what it is you're even supposed to do! I'd write my own review, but I can't be bothered to rewrite this paragraph and extend it with silly metaphors.
Anyhow, nice looking, although that is a HUGE pileup.
He's saying that, despite the Alive and Kicking mod, this mod is still around. I think.
Also, energy balls! Yay!
How would you do it? To my knowledge this is the only way to play custom co-op maps with your friends.
Is the trail effect the same one used when you fire an orange portal?
I saw the list of developers and seriously gasped with excitement. This looking pretty dapper already.
Looks ok, but your map really needs lighting.
Nice. I like the fog.
From the looks of it, the map is fullbright and I don't think that paint will render on surfaces when the map is fullbright. In other words, add lights and the paint should render.
He is, don't worry. I've seen a screenshot. :D
The mod/mappack is cooperative only.
Thanks everyone for the feedback! Knowing people appreciate my effort certainly fuels the creative flames.
Incredible. You just earned yourself a mod watch.
Looking nice. Certainly better than what I can do with the destroyed theme (thus far)!
NOTE: The room behind the ASSEG is a work in progress.
Excellent. My only suggestion is to maybe vary the glitches a little.
I didn't think much of it at first, but when I saw 'Skinnycap' I knew this would be good.
I'm very scatterbrained.
EDIT: Dangit ModDB, I hit "reply to comment." Oh well. you get my point. Hopefully.
An energy ball! I also spy the spotlight of a catcher off-screen. Very nice, liking the trees as well.
I was looking at the picture for a while and realized there was drool running down my chin. The style is just so AMAZING.
Don't you mean the other way around?
Portal 2. I remember trying to play Portal 1 after playing Portal 2, and it felt incredibly sluggish and unprofessional.
Also, the Portal 1 map there has a light in the middle of room. NEVER DO THAT.
Never mind this.
Metal walls need more variance and the redirection cube should be rusty, but other than that this is looking great. I can't wait.
The lighting seems a little off, and are 3 chairs needed for one subject? Other than that, looks interesting.
To fix the problem with the Xs, make sure you're using the right signage texture (signage/signage_doorstate) and that it is a brush with the same name as the overlays.
I lol'd. I made these textures in about 2 days at most.
I'd rather have an ugly toy than a Mona Lisa; at least I can play with the toy. But then again, I could sell the Mona Lisa and buy myself a nice computer.