kiwieee

Somewhat Threatening Sniper
Mapper
I updated trade_portal2_v4 to:
-open up the sky
-new bridges so grappling hooks arent required
-new lights for teleporters
-added and updated healthkits and ammo boxes
-new rooms and tunnels
-simplified geometry in some areas where it wasnt needed and should have been func-detailed. would have just func-detailed if they werent super ugly
-refracted glass added back
-window between spawn rooms is now an invisible wall
The map can be found on gamebanana (it wont let me link it, a google search should suffice)
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
Are you the original mapper behind it? Did you get permission to modify and distribute?

Also, without a link, your suggestion is highly unlikely to be accepted
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
Lighting is all over the place and very inconsistent
Halloween music??
The changes to the light_env and the skybox don't mix well with the map at all, it is too bright.
the cubemaps are all over the map, it's excessive to the point of being an eyesore combined with the problem mentioned above.
Completely random decision to separate the spawns by an invisible wall, the original wall was fine as is.
Missing texture
How do you expect players to get from where my crosshair is aiming to the top section here?
Random tree?
Random pockets of water?
One of the staircases you added needs a proper playerclip brush around it so players can climb them correctly without having to jump at every individual step.

What is your intended goal or direction? These changes are all over the place.
 

kiwieee

Somewhat Threatening Sniper
Mapper
I'll get rid of the music, but the missing texture isn't there on my end. I have no clue.
I'll also get rid of the cubemaps if they're that bad.
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I'll get rid of the music, but the missing texture isn't there on my end. I have no clue.
The missing texture isn't a problem only on my end. You didn't pack a texture while packing the assets. You need to find and pack the following texture

FRACT/PORTAL2_CREDIT
 
  • Like
Reactions: HowIMetYourMother

kiwieee

Somewhat Threatening Sniper
Mapper
The missing texture isn't a problem only on my end. You didn't pack a texture while packing the assets. You need to find and pack the following texture

FRACT/PORTAL2_CREDIT
Alright. And the invisible wall was done to make it easier to see cosmetics on the other team if they're in the spawn.
 

kiwieee

Somewhat Threatening Sniper
Mapper
Gamebanana download updated. I got rid of the cubemaps and turned down the brightness of the light_environment.
 
Last edited:

Jermaphobe

Moderator
Contributor
Legendary Mapper
Removing the texture doesn't solve the problem. It was explicitly a texture stating credit to the person/people who made the map. Depending on how you look at it, it could be considered theft. Keep the credit in the map instead of removing it and calling it a day

Now you've changed the spawn windows to invisible as well??? It looks horrible, not to mention you left both small spawn windows using the refracted textures.

Unless you do some major work here, I'm not supporting this for trade. What's on offer, while the upper walkway is a neat addition, everything else is far too abstract and unnecessary.

-1
 

kiwieee

Somewhat Threatening Sniper
Mapper
Removing the texture doesn't solve the problem. It was explicitly a texture stating credit to the person/people who made the map. Depending on how you look at it, it could be considered theft. Keep the credit in the map instead of removing it and calling it a day

Now you've changed the spawn windows to invisible as well??? It looks horrible, not to mention you left both small spawn windows using the refracted textures.

Unless you do some major work here, I'm not supporting this for trade. What's on offer, while the upper walkway is a neat addition, everything else is far too abstract and unnecessary.

-1
I didn't have access to the texture for the credits so I had to get rid of it, and trade maps aren't supposed to look amazing. The invisible windows are to make it easier to see peoples cosmetics inside of spawn rooms. These maps are for trading, not to look super fancy.
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I didn't have access to the texture for the credits so I had to get rid of it, and trade maps aren't supposed to look amazing. The invisible windows are to make it easier to see peoples cosmetics inside of spawn rooms. These maps are for trading, not to look super fancy.
The texture is found in v4 and can be extracted using VIDE or BSPSource, at some point you had the texture and just lost it, or don't intend on including the texture intentionally.

Looking super fancy is irrelevant, if the map isn't easy to look at, it will drive players away. The map's lighting is still all over the place, it is either too bright, too bleak, or a mix of both.

You say these maps are not to look super fancy, but there is obvious evidence you've gone out of your way to make it look super fancy, with the multi-colored lighting placed sporadically across the map and the complete change in skybox and light_env to attest to this. The argument that removing the glass windows and opting for invisible walls so players can see each others' cosmetics can only work If they are not inside of a frame that obviously implies there is supposed to be glass there. Besides, what is stopping them from viewing their cosmetics outside spawn? Spawn camping? There is more than one exit. And it's more than easy to escape it if both exits are being camped.
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I've made the following changes

  • Reduced brightness of light entities in some locations to reduce the strength of white being so strong it was painful on the eyes
  • Reduced brightness of light_environment alongside above
  • Exterior Spawn windows have refracted glass re-applied
  • Re-added a way to get from middle area to top area in area mentioned above
  • Added a full health and ammo kit on the very top walkway where all catwalks meet
  • Removed the tree.
  • Changed the expensive 2Fort water texture to the normal 2Fort water texture.
Bottiger, if you consider accepting this update, please download the version I've posted below.
 
Last edited:

kiwieee

Somewhat Threatening Sniper
Mapper
I've made the following changes


  • Reduced brightness of light entities in some locations to reduce the strength of white being so strong it was painful on the eyes
    Reduced brightness of light_environment alongside above
    Exterior Spawn windows have refracted glass re-applied
    Re-added a way to get from middle area to top area in area mentioned above
    Added a full health and ammo kit on the very top walkway where all catwalks meet
    Removed the tree.
    Changed the expensive 2Fort water texture to the normal 2Fort water texture.
Bottiger, if you consider accepting this update, please download the version I've posted here.
The hdr you compiled with hurts my eyes a little bit, I turned it off in my version.
Nt1oQX4.jpg

That is really bright.
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I adjusted best I could without completely changing the light_environment.

It looked worse before I edited it
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I've made the following changes


  • Reduced brightness of light entities in some locations to reduce the strength of white being so strong it was painful on the eyes
    Reduced brightness of light_environment alongside above
    Exterior Spawn windows have refracted glass re-applied
    Re-added a way to get from middle area to top area in area mentioned above
    Added a full health and ammo kit on the very top walkway where all catwalks meet
    Removed the tree.
    Changed the expensive 2Fort water texture to the normal 2Fort water texture.
Bottiger, if you consider accepting this update, please download the version I've posted below.

Recompiled without HDR, can be downloaded here