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This mappack is based around the theme of using the same test chamber, but in different and more challenging ways.
Q:will this mod be SAV based?
A:no. it will be on the Perpetual Testing Initiative, and edited with the in-game map editor, and, later in development, refined with Hammer.
Q:does this mean P:AAA is dead?
A:due to several team-based and fundamental mod issues, P:AAA is 100% dead. While the developer is willing to do mapping for it, due to the vast scale of the project, as well as many inactive team members, that mod has collapsed.
Q:omfg, just stop making these pathetic maps and leave portal to die!
A:no
More regular update are going to be posted on the Steam community group.
9 comments by Kizzycocoa on May 21st, 2012
I am seeing a lot of hostility to the Perpetual Testing Initiative, ever since relaunching this project.
I personally see it as a huge shame that some people still hold near-elitist views to mapping. I experienced that on Thinking With Portals, where their only advice was "quit mapping".
the PTi is less advanced, yes. but can you really say it is bad? because of it, we have a way to download community maps, to create our own easier, to allow others to dip their toes into level design, and it's all rated so you can find the cream of the crop.
Yet, the PTI is bad? this is a mind-boggling situation.
I want to make it clear, I will be using Hammer eventually for Chamber One.
The key word here is, "eventually". I plan to continue editing/creating in the PTI, and then, once fully released, refine it in Hammer.
There is a way to use the PTI, while still retaining the use of Hammer. While the move is purely one-way, it is there non-the-less, so puzzles MUST be near-perfect for a smooth transferral.
To do so, simply type "puzzlemaker_export map_name", where "map_name" is the name of the exported map's file. It will export the last edited file.
So, even the whole "PTI maps are bad" cannot hold water, as PTI maps could create the basic framework of a Hammer map, without needing to tirelessly edit in Hammer. PTI can provide a solid base for puzzles. a way to easily test maps, before exporting them into another application. It even takes care of all the complex stuff, like aerial faith plate configuration.
So, don't judge the PTI by it's "mainstream-ness". see it as a potential to RAPIDLY speed up your own mapping, for editing later on. It does not have to be this kiddie-map editor that everyone hates because it creates diversity and more creative/intricate maps that, for many users, would have been much harder in Hammer.
Chamber One is being developed through the PTI. But it will be edited in Hammer, once all maps are complete to their barest. which is a pretty high standard for me.
--Kizzycocoa
This looks interesting; I do love the page's design, great job.
Wtf how did you do this full customisation? Of moddb page
Custom CSS, obtained from the admins, then re-submitted to them. contact ModDB for more information.
Thx
Platforms: Linux?! o_0
isn't portal 2 on linux?
I thought it was O.o
removed.
Why not?
I think it'd suit the mod a lot better. yes, some features are not included, but they will be added soon. VALVe has said so.
I'd say, as Chamber One relies on a LOT of chamber customisation, it would be unfeasable to do lots of updates quickly using Hammer. so much brush editing and re-editing.
with the PTI, these changes are instant. sure, they aren't the classiest maps in the world. But they'd be of a lot higher quality, and more numerous.
That is what's driven this. and let's be honest, the mod isn't getting developed either way. at least this way, you'll have some form of mod/mappack.
He has a point, one of the dumbest things you can do is to make a mod with the PeTI and then refine it in Hammer. Creating a puzzle in the PeTI and then making it from the ground up in Hammer is fine, but not this.
You can do TONS more with hammer than you ever can with the crappy PTI. That thing is ruining Portal 2 mapping, I swear...
completely disagree on it being crappy.
While I admit, it is a limited height of quality, the effort to move things around is minimal, hence, better quality.
They can also be exported to hammer, which I plan to test. but for now, I'm trying to make the maps as well as I can in the editor, and see where to progress from there.