Not much to put. I am a decent portal mapper, and soon-to-be portal 2 mapper.

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Groxkiller585
Groxkiller585 @ The Doors DEMO

This map refused to work for both me and a friend, it kept crashing. IDK why, it might have been connection issues, but it didn't work when both me and him loaded it.

Reply Good karma+3 votes
Groxkiller585
Groxkiller585 @ Alive & Kicking

The pictures should suffice, although we've done more than that now.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Chamber 15

Tip: The fizzlers in P2 are split so that each pair of fizzlers is seperated. It's not required, but it's something more like portal 2. It looks nice regardless. :)

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal 1.5: Still Alive and Kicking

Nice job! I like the bumpmaps in this room. :D

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ Portal 1.5

Just for the record I am pretty sure people had the idea to make P1 in P2 from the get-go, so it's not really a "you-did-it-first" thing since pretty much EVERYONE who maps thought of it at one point.

We can have 1.5 AND AAK. The styles will be different, and so will the mapping. You don't like one you can play the other. I don't see why everyone thinks AAK is bad because his came first. :/

Yohoat9, great job with the maps! keep up the good work. :)

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Alive & Kicking

That's the point of a remake, to honor the original. Trust me, the engine might not look like it has had many changes but dynamic lighting and how elements function HAS changed. Plus we're doing it from scratch and not just a direct port like reep said. More work is needed for this than you'd think.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Chamber 13

Yes, hammer doesn't utilize Detail or Bump textures and only displays the base texture, so it can look a bit flat.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Alive & Kicking

As Cave would put it, "When it's good and damn ready!" (supposed to be answer andiatus's comment, no idea why it didn't go under it.)

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ Chamber 13

It actually is ceiling tile. It's "tile/white_ceiling_tile_002a".

But if you feel that's not enough for definition, you can use "tile/white_wall_tile003f".

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Alive & Kicking

This has already been brought up, he/she has agreed to either mod his alongside us or cancel his mod. (I hope it's the first one)

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ Alive & Kicking

Actually i'm not sure why colossal put it under educational. :/

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Groxkiller585
Groxkiller585 @ Chamber 13

It's one of the white ceilings. (search "white" and look for ones with ceiling and floor.)

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Chamber_09 Part 1

there's no texture variatian, most of the metal is the big metal texture and all the white walls are the same texture as well. Try breaking that up. Speaking of the white walls, you placed them only in spots required to beat the chamber, maing it feel very directed and less of a puzzle. To remedy this, add more white spots.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Post-Engine change - WIP chamber

To put it simply, the chamber's half done.

Any more would spoil.

Reply Good karma+6 votes
Groxkiller585
Groxkiller585 @ GDC screens

this wasn't in the game, so it is probably concept art.

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ An apology and more.

If I knew how to unbury it I would, I honestly don't know why it's buried. Or why it has -25 votes o.O

Reply Good karma-1 votes
Groxkiller585
Groxkiller585 @ concept mapping

The displacement on the bottom right looks misalligned with the other displacement, although you probably knew that juding from the description. Apart from that, good work on the bulding! :)

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Unnamed Ep2 Project

Looks nice, if a tad bit dark.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Cradle of Civilization

I like the wall detail combined with the lighting, good work! The curved ceiling adds a nice touch. :)

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ This Shall Be Consumed

I like :D

Reply Good karma+2 votes
Groxkiller585
Groxkiller585 @ Portal: Awakening Screenshot

They are, if you look closely. Some props still need to be reskinned though.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Welcome to Kore Test Facility

that overlay looks ugly, it is more suited to concrete than metal. also it has a wierd line above it.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal: Awakening Screenshot

I try hard to make my maps both eye pleasing (within reason) and fun, I would not worry about the gameplay. :)

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Preview Image

I like the recoloration, though now with everything reskinned/retextured the turret looks out of place with it's red eye/laser. You planning on reskinning the turret?

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal: Awakening Screenshot

I wanted to add Color Correction, but we couldn't make one that fit all the maps. (CC is a risky buisness in some case because to enhance color on one side of the spectrum the other end is weakened. I tried better contrast but it didn't come out too well.)

In terms of the darkness, I think your edit is too dark. I like a more see-able enviorment.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal: Awakening Screenshot

Thanks! Thanks to you too vova. :D

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal: Awakening Screenshot

The logo is not in the map btw, but you probably figured that out :P

Reply Good karma+9 votes
Groxkiller585
Groxkiller585 @ Groxkiller585

hi scott :D

Reply Good karma+5 votes
Groxkiller585
Groxkiller585 @ Testing Element: High Energy Pellet Storage Cube

For the most part the energy ball stays in the cube forever.

Reply Good karma+1 vote
Groxkiller585
Groxkiller585 @ Portal: Unity

Here's a tut:

Once you get to the boss room, go to every switch under every giant screen, exept the one over the entrance you just came from. Turn all these on, then go back to the entrance and flip the switch next to the stairs. Watch as the energy balls his the glass. Do it twice, then fling to the center and use the Manual Override. After this I got trapped so you need to noclip back to the floor, then get back to the elevator. Get in, get out, look up in the shaft, there's a hole. Portal there and continue on :)

Reply Good karma+2 votes
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