Page 1 of 1
Bethesda designer makes Portal level
Posted: November 5th, 2007, 17:00
by News Reader
Bethesda designer makes Portal level
Filed under:
PC,
Action
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
SPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/
Author: Justin McElroy
Category: bethesdaorangeboxportal
Read more...
Source: Joystiq
Description: Joystiq

Posted: November 5th, 2007, 17:12
by FatherJack
Posted: November 5th, 2007, 17:48
by Dr. kitteny berk
First 2 parts are easy enough, last one is a fucking cupcake.
Posted: November 5th, 2007, 18:07
by Dog Pants
I'm working on the second.
Posted: November 6th, 2007, 18:39
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.
Posted: November 6th, 2007, 18:49
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.
Posted: November 6th, 2007, 21:10
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.
Posted: November 6th, 2007, 22:26
by Baliame
I would make a portal level if Valve could do anything fucking right.. They're still late with that SDK.
Posted: November 6th, 2007, 22:43
by MrGreen
Baliame wrote: if Valve could do anything fucking right

Posted: November 6th, 2007, 22:47
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.
Posted: November 6th, 2007, 23:09
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'!

Posted: November 7th, 2007, 0:17
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.
Posted: November 7th, 2007, 11:09
by MIkkyo
nice one jack, I might have a wee play with the Teef stuff.
Posted: November 7th, 2007, 11:11
by Dr. kitteny berk
HereComesPete wrote: 
From me too. I think TeeF and Portal are rather good examples of valve getting things 'fucking right'!

But the painfully late SDK and the Completely wankered server updater are great examples at them not getting it right.

Posted: November 7th, 2007, 15:50
by Baliame
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;
Posted: November 7th, 2007, 16:27
by spoodie
Baliame wrote:On topic: this->portalLevels = System::Baliame::FunFactor::Fun;
Code: Select all
.-----..-..-..-. .--. .-. .--. .--. .--. .--. .---. .--.
`-. .-': :; :: :: .--' : :: .--' : .; : : .--': ,. :: . :: .--'
: : : :: :`. `. : :`. `. : : : : : :: :: :: :: `;
: : : :: :: : _`, : : : _`, : : :: : : :__ : :; :: :; :: :__
:_; :_;:_;:_;`.__.' :_;`.__.' :_;:_; `.__.'`.__.':___.'`.__.'