I love Portal 2 and Source SDK <3
Check Portal 1 version. All walls are metal tiles so you can't skip the energy ball puzzle (except dropping from ceiling to platform). In this image you can see white wall surfaces near the exit. Image > https://dl.dropboxusercontent.com/u/6027747/****/this_different.jpg
Edit: Also ball launcher should be two tiles closer to catcher :d
Skipping is even more easier in this, but I don't know do you have to solve the puzzle anyway to open door.
Maybe these wip uploads are for those who give feedback what to do better. And "there will be nothing new to see when the mod be done". Don't play the wips then and wait for finished version.
Looking good. Looking back at your first posted screenshots and now new ones, you've improved at mapping ALOT !
Imo older is better. Just needs more fine tuning. New one is just a circle which I find boring.
Valve has officially said, that you are allowed to use any assets freely from Valve games AS LONG AS you use them in Valve game. So you're allowed to port models and textures from L4D to HL2, because they both are Valve games.
look from a distance, it'll look more sharp then :D
I think it's "released" already, since it's said in description of this video, but it takes short time to be accepted by moddb authors first.
you could make those darker areas more bright and warmer projected texture. also are there any observation rooms?
Ceiling looks bit empty, maybe add beams or change texture to dirty ceiling panels(like in cs_office). And what Rapsis already said, do something to the lights. Less of them and maybe one or two of them flickering or completely dark. Overall looks neat though!
this is ****
You can see vacuum tubes just clipping through wall. Add tube entrance model so it looks more natura, I don't remember models name exactly, but I'm sure you'll find it. Skybox is empty. Add something there, nature, wherever that facility exists. Floor could use different texture, or just white tiles if player doesn't have portalgun yet.
I can tell you shortly succinctly: Quality of your level design is **** and I mean it. Lighting, architecture, environment and layout is boring and uninteresting and needs A LOT OF WORK.
If I were you, I would work on little things, smaller projects and focus on things that needs work. If detail is low, map doesn't attract anyone and I can see this mod / mappack uninteresting, because it's lacking these simple things.
Looks so beautiful. BTS areas like these with wide visibility with high detail are gold !
Looks pretty neat.
Walls could use bit more destruction/missing panels and more bright lighting.
+ I can see on the light cast by projected texture near the ceiling there is soft edge between light and shade. To fix it change FOV values more higher or try to move entity farther to make sharp edges like on the floor and right wall.
And it would be even more boring if same kind of boss battles would repeat themselves. If dodging that field is too hard, delete Portal 2
Good work. At least you've added "tideline" overlay on the walls near the goo! :)
edit: platforms over goo needs more tough looking pistons. At this moment they look so weak that when you step on them, they'll crack.
For them who stopped tracking this: Was it wise decision after all? Because we're really getting into this **** real soon !!
Looks pretty damn huge town. If I got it right, you are able to choose alternate routes to the goal, right?
I think its better on brighter, even it looks almost same.
Looking good! I like how you mixed cave theme with destroyed textures.
You got it right, Cyber!
If that blue thing is water, then it looks quite strange, and edges of it looks bit "spiky". Maybe make them smoother and change water texture?
Rest of it is looking greatt!
Shame that you're not in charge here. In my opinion it looks awesome, even it may look like little bit from P2, at least from this angle. And who knows whats inside there.
Then he must have damn big glasses compared to amount of shards. I think shards are from computers on wall or a ceiling lamp(s).
Agree with Ruby, also, good you've added extra detail to the button! It looks way more interesting now.
That has been in our minds once, but we're staying with Hammer, because of In-Game editor restricts only to 128x128 brushes, entities can't be extra details, like in buttons we currently have nice lighting effect and Editors .vmf file is so messy that it makes my head hurt when I look at the grid.
My jaw just fell on the floor.
I like that light coming into that room making door shape.
Haha ! That would've been strange though.