Bethesda designer makes Portal level

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Salmon Ninja Pirate Gayer
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Bethesda designer makes Portal level

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Image Bethesda designer makes Portal level
Filed under: PC, Action
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It's no secret that the hearts of Joystiq are almost exclusively the property of Portal. Sure, we have dalliances with other games, but we always know on which side our digi-bread is buttered. So it's a comfort any time we hear we're in good company, like today when we learned that Bethesda level designer Daryl Brigner had cranked out his own custom map for the game called "Ren Test 2." You can download the files here and see the download instructions here.

After spending a few minutes with the map, we can report that it is pretty difficult. It's also pretty brilliant, with a few mechanics not used in Valve's game that we don't even want to ruin for you here. If you're a Portal junkie who's hard up for a fix, you need to download this now.Read | Permalink | Email this | Comments

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Author: Justin McElroy
Category: bethesdaorangeboxportal
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Source: Joystiq
Description: Joystiq
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FatherJack
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Post by FatherJack »

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Dr. kitteny berk
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Post by Dr. kitteny berk »

First 2 parts are easy enough, last one is a fucking cupcake.
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Post by Dog Pants »

I'm working on the second.
Lateralus
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Post by Lateralus »

Going to try this now.

For those too lazy to look themselves, download the map here and then do this:

- Extract the zip contents to your
“Steam\steamapps\’username’\portal\portal\maps” folder.

-In Portal click on “Bonus Maps” and you should now have a new
category called “maps/RenTests”. This is where you’ll find all your
Ren_Test maps.
FatherJack
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Post by FatherJack »

Bit hard this one, and rather frustrating and less forgiving than the stock levels. Mostly because the portalable walls are not as distinguishable, but also because even the correct ones seem a bit fussy. Death seems to restart the level, too.
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Post by Stoat »

Yay! I did it.
I still don't know why I had to do that second angle-jump upsidedown for it to work, but never mind.
A good map; I enjoyed it even though, as FJ said, it was a little picky about portal positions.
Baliame
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Post by Baliame »

I would make a portal level if Valve could do anything fucking right.. They're still late with that SDK.
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Post by MrGreen »

Baliame wrote: if Valve could do anything fucking right
:?
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Post by Mr. Johnson »

haven't managed to solve it so far. i'll have to play longer than 10 minutes to do so i think.
HereComesPete
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Post by HereComesPete »

MrGreen wrote:
Baliame wrote:if Valve could do anything fucking right
:?
:? From me too. I think TeeF and Portal are rather good examples of valve getting things 'fucking right'! :P
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Post by FatherJack »

Baliame wrote:I would make a portal level if Valve could do anything fucking right.. They're still late with that SDK.
You just need Hammer (already in the SDK) and the Portal FGD, a text file containing the entities and materials required:

http://www.valve-erc.com/srcsdk/Hammer/ ... ammer.html
http://developer.valvesoftware.com/wiki ... ork-Around

In addition, http://oify4.com/~files/prefabsandfgd.rar contains the FGDs for Portal and TF2, as well as a bunch of tasty prefabs, like the elevator and the box-dropper.
MIkkyo
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Post by MIkkyo »

nice one jack, I might have a wee play with the Teef stuff.
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Post by Dr. kitteny berk »

HereComesPete wrote: :? From me too. I think TeeF and Portal are rather good examples of valve getting things 'fucking right'! :P
But the painfully late SDK and the Completely wankered server updater are great examples at them not getting it right. :lol:
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Post by Baliame »

FatherJack wrote: You just need Hammer (already in the SDK) and the Portal FGD, a text file containing the entities and materials required:

http://www.valve-erc.com/srcsdk/Hammer/ ... ammer.html
http://developer.valvesoftware.com/wiki ... ork-Around

In addition, http://oify4.com/~files/prefabsandfgd.rar contains the FGDs for Portal and TF2, as well as a bunch of tasty prefabs, like the elevator and the box-dropper.
I know but Episode Two engine has multiple new additions to the SDK - one of this includes that you can set a property for certain materials if they can be portalled or not. (And this method is fairly buggy.)
I'm already working with the TF2 workaround (hey, I was the one who mentioned it on developer.valvesoftware.com in the first place), but there's still much to do with that map.

Just for fun by the way:
http://developer.valvesoftware.com/wiki/Valve_Time



On topic: this->portalLevels = System::Baliame::FunFactor::Fun;
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Post by spoodie »

Baliame wrote:On topic: this->portalLevels = System::Baliame::FunFactor::Fun;

Code: Select all

.-----..-..-..-. .--.   .-. .--.    .--.    .--.  .--. .---.  .--. 
`-. .-': :; :: :: .--'  : :: .--'  : .; :  : .--': ,. :: .  :: .--'
  : :  :    :: :`. `.   : :`. `.   :    :  : :   : :: :: :: :: `;  
  : :  : :: :: : _`, :  : : _`, :  : :: :  : :__ : :; :: :; :: :__ 
  :_;  :_;:_;:_;`.__.'  :_;`.__.'  :_;:_;  `.__.'`.__.':___.'`.__.'
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