Portal/TF2 Mapping
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Re: Portal/TF2 Mapping
Posted by Gwil on Sat Oct 27th at 12:31am 2007


Simple question really image If your option isn't listed, please feel free to add and expand your ideas.

After initial wariness I'm now really enjoying TF2. In all honesty, I played Portal for about 3 minutes and switched off - perhaps I will try again this weeked, but needless to say I don't intend to map for it. TF2 however, I would like to revive (and lol, maybe even finish!) a Cold War themed map for the game I originally intended as HL TDM. It seems to encourage better teamplay and the absence of grenade spam is refreshing.

So, post away, my filth pots.




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Re: Portal/TF2 Mapping
Posted by Yak_Fighter on Sat Oct 27th at 12:37am 2007


I'm gonna try my hand at an ep2 single player map, but Portal and TF2 are both interesting to try mapping for.



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Re: Portal/TF2 Mapping
Posted by Crono on Sat Oct 27th at 12:44am 2007


I'd intend to do a bunch of mapping ... some day. (Possibly early February after I'm done with this godamned infernal pain in the ass degree ... dammit son of a bitch)

Doing some stuff for Portal would be really interesting. It'd be even MORE interesting to see some Portal CTF with crazy puzzles to get to team's flags. Would disallowing the use of portals while carrying a flag be too much? Nevermind, that's a horrible idea, it'd be way too easy to just make a gateway between the two flag areas. You'd have crazy Football scores instead of more realistic Futbol scores.

I voted #3.



Blame it on Microsoft, God does.



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Re: Portal/TF2 Mapping
Posted by Natus on Sat Oct 27th at 1:31am 2007


I already made a single map for portal, just to for s**ts and giggles, it wasn't much fun, since you have to put a brush over surfaces you don't want to be portal-able, and that was pretty boring, and you have to put a lot of thinking into the design, at least if you want it to be remotely fun, but then again it's like that with every other form of mapping.

Now, if there was a portal multiplayer mod i would try mapping for that, I doubt many computers can handle so many portals though, from what I've heard the way the game renders through portals is pretty weird.




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Re: Portal/TF2 Mapping
Posted by fishy on Sat Oct 27th at 3:29am 2007


portal looks like too much effort to map for. unique and interesting puzzles that make good use of portals will, i dare say, be few and far between.

i'd think about mapping for tf2 if they got rid of the spies' invisibility cloak. it may be part of the game, and some people no doubt love it, but it just feels like a cheap hack when some invisible turd stabs me in the back of the neck. there's a few other small niggles i have with tf2, but the spy is the main reason i don't like playing it.




i eat paint



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Re: Portal/TF2 Mapping
Posted by RedWood on Sat Oct 27th at 3:57am 2007


Making a quality portal map will be hard, but the time spent actually building in hammer would be short. Assuming you have your idea plotted out before you start.
I opted for 1 because i couldn't chose 1 and 6.



Reality has become a commodity.



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Re: Portal/TF2 Mapping
Posted by G.Ballblue on Sat Oct 27th at 6:24am 2007


I'd love to make some stuff for portal -- I'd love to make a really abstract themed map and try whip up a good puzzle to go with it <img src=" SRC="images/smiles/icon_smile.gif">


Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Portal/TF2 Mapping
Posted by Naklajat on Sat Oct 27th at 10:42am 2007


I'll definitely play around with Portal, but at this point I don't have plans to make anything for TF2. I'm tossing around some ideas for a single-player 'mod' using Ep2 for the base (map pack really), but I've got two HL2DM maps in the works on top of school projects, so it'll probably stay in the primordial stage for a while yet. Voted 6.


=o



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Re: Portal/TF2 Mapping
Posted by reaper47 on Sun Oct 28th at 12:15pm 2007


TF2 looks very mappable.

Portal, too, but as much as I love the gameplay, I expect a lot of fullbright, killbox style maps because of the rather simplistic texturing and lighting. And I'm afraid those kind of maps could get more popular than ever before.

Would be interesting to see the Portal maps that use different themes. I'm quite curious how that will work out.






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Re: Portal/TF2 Mapping
Posted by satchmo on Sun Oct 28th at 8:01pm 2007


? quote:
I expect a lot of fullbright, killbox style maps because of the rather simplistic texturing and lighting.

Those maps already exist in large numbers for HL2DM and CSS. They will always be there, because being a good mapper takes a lot of time and effort.

Regardless, making a really exceptional custom Portal map would be a big challenge.



"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: Portal/TF2 Mapping
Posted by fishy on Sun Oct 28th at 9:11pm 2007


anyone that wants a head start on tf2 (and ep2 apparently) needs to fix the texture format, or they'll see a lot of purple checkerbox in hammer.

http://www.interlopers.net/forum/viewtopic.php?t=20195

has links to a 'fixer', that, surprisingly, goes by the name of fixvtf.




i eat paint



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Re: Portal/TF2 Mapping
Posted by FatStrings on Sun Oct 28th at 9:22pm 2007


sometime around summer when i actually have free time from school i will probably start working on some projects



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Re: Portal/TF2 Mapping
Posted by Gwil on Mon Oct 29th at 7:19pm 2007


? quote:
TF2 looks very mappable.

Portal, too, but as much as I love the gameplay, I expect a lot of fullbright, killbox style maps because of the rather simplistic texturing and lighting. And I'm afraid those kind of maps could get more popular than ever before.

Would be interesting to see the Portal maps that use different themes. I'm quite curious how that will work out.


I agree with TF2 looking very mappable - the "cartoon" esque look to it all can enable some entertaining concepts which would be easily fufilled with the engine and funky props etc.




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Re: Portal/TF2 Mapping
Posted by fishy on Mon Oct 29th at 10:13pm 2007


? quoting fishy
anyone that wants a head start on tf2 (and ep2 apparently) needs to fix the texture format, or they'll see a lot of purple checkerbox in hammer.

http://www.interlopers.net/forum/viewtopic.php?t=20195

has links to a 'fixer', that, surprisingly, goes by the name of fixvtf.

I tried this out, and it works to a certain extent. All of the textures from the concrete folder still appear to be knackered though, as well as a few more randoms. I'm guessing it has something to do with some strange vmt parameters that I've not seen before.




i eat paint




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