Portal 2

Portal 2

Subject X Reconstructed Act 1 Chp 0 Part 1
26 Comments
Asger_ 21 May, 2021 @ 11:50pm 
ack i hate the voice i hope i fix it
Konclan 9 Nov, 2016 @ 3:43pm 
nock 8 Oct, 2016 @ 3:41pm 
nock 7 Oct, 2016 @ 7:19am 
Look at the end of the day everyone has to start somewhere. I'm pretty much in the same boat where I'm learning hammer and still have a very looooooooong way to go. Just take on board the comments and feedback from people, try not to take it to heart and learn from the comments.

You'll only get better by practising and mapping more
GamerXD54 Labs  [author] 7 Oct, 2016 @ 7:16am 
@nockscitney I actually was trying to figure out how to do that for a long time lol, thank you for that, I actuually learned the Impulse 100 code from when you played aidos labs lol, I'll abolutly will remember that in the future, also I kind of have an idea on the feedback on the video for later, probably on the lines of voice and probably the vents, as far as the vents, I could've done a better methoud other than the vent, and for the voice, I think its just scripting and breaking id down better. other then that, I think its a matter of teaching myself better. But as always thanks for you video/feedback Nock :)
nock 7 Oct, 2016 @ 7:06am 
I've recorded this part today, which will be on my channel today. I've left some feedback on the video, but one thing I wanted to post here was about the start of the map. You turn SV_Cheats on, which I guess is to allow the use of impulse 100 for the flashlight, but it's quite ugly on the screen. You can hide the fact you just enabled it to the user by calling the command "hud_saytext_time 0", which says display text on the hud for zero seconds.

So to use it on a logic Auto, send "hud_saytext_time 0" to your Point_clientCommand first, followed by "sv_cheats 1" which is delayed by 0.1 seconds.

Hope that helps and be all means I don't mean to insult your intelligence if you already knew this
GamerXD54 Labs  [author] 29 Sep, 2016 @ 4:41pm 
I think I'll restrain fromusing the red field texture in the future, I belive its part of beemod, hence why it doesn't seem to work. I do hope that you continue this series in the future, you don't have to though, I do want to learn how to make this series better, which by the way, this series has a learning curve like difficulty range, it'll get harder as the series goes, chapters 1 and maybe 2, will be too easy for most players, But I'll take your advice for everything and use them in the future... Thank You :)
GamerXD54 Labs  [author] 29 Sep, 2016 @ 4:41pm 
@TheScopedFanatic, you are actualy one step ahead of me with the vents, I even amit that the voice isn't as interesting as I could of had made it, but I think it's just my scripting skills, I'll imporve him as i go, actually, if you or anyone have any jokes I can include in someway to his script, then that'll be great. This is going to be a bit of a learning experience for me and everyone that plays this, so I'm going to take in as much as the communities help with this. Also, the yellow textures at the end, yeah thats a bug, they are suppost to be the red fizzer fields, but show the yellow guidde texture instead,
Sp3cial1st 29 Sep, 2016 @ 1:05pm 
Now about the vent maze. I feel like, it's a little boring. You walk super slow and there isnt much detail. Like if there was some moments where you could walk (with like pipes on the sides and other details) and some where you had to do a parkour to get up to a second vent. And also have lights instead of just darkness, that would of been much more interesting to go trough than just darkness.

I was also able to get to the end of the chapter while he was still talking, like he never stopped, even when i finished the map. It's also wierd how you can go in those shutes at the end but the moment you go trough the training, it's then a end. Its the most anti climatic ending ever.

Just so you know, those yellow barriers was never in the overview tutorial and so i tought they where doors but they killed me even though there was NO info about them whatsoever.

I do still want to see where this goes but there's so much about this that i just dont like honestly.
Sp3cial1st 29 Sep, 2016 @ 1:04pm 
This map wasnt very interesting so to speak. first of, in the last episode, you where falling at the end downwards right? but when the next episode starts, then there was never any falling as there isnt a shaft on the roof and the portal gun is suddenly super far away even though it should of been close to you.

Then there's the vent problem. The first small vents you go through to get to the portal gun have a little unusual textures and you get slowed down at the top of them taking forever to get through them. And when you've got the portal gun and put the portal on the other side of the wall, you need to go through the same vent and again wait the time it takes to get there.

There's also the narrator. I understand you want like a glados sort of AI but like he keeps talking, and it doesnt seem to stop. You never really get a chance to think. There's no funny jokes or anything either. He gives out info yes but most is just filler.
Gawdzilla 22 Sep, 2016 @ 6:02am 
Remember the old saying; "less is more". Unless you plan to make AiDoS or anything he says funny or interesting (or pleasant to listen to), keep his dialog to a minimum. Stick to only vital information immediately relevant to the current situation. That way the actually important stuff doesn't get lost amid unnecessary exposition dumps that no one's paying attention to. Write it into the story that the intercom isn't working if you have to in order to keep AiDoS from talking when it's not necessary. And please, no more filler. We did not need 3 maps including an overly long relaxation suite ride and vent maze to get us to this point. If you want to make a giant vent maze to test your skills or something, knock yourself out, but don't attach that to your map series as if that's something players ought to enjoy or appreciate. That's like giving someone a plate of pancakes with your burnt mistakes stacked on top of the actual edible ones.
Gawdzilla 22 Sep, 2016 @ 5:10am 
Why couldn't I have just gone straight to the hub after getting my portal gun instead of going in circles through vents for 3 solid minutes? And is it necessary for AiDoS to talk SO MUCH? He's not even funny like GLaDOS or Wheatley. He just drones FOREVER. I stop paying attention after the first 10 seconds because it all runs together. But I can't tune him out because his voice is so deep and bassy it feels like a set of bagpipes blaring directly into my brain. And nothing he said was even necessary to understand the plot or my current objective. It was all stuff I could've figured out on my own or stuff that didn't require any explanation in the first place. Like, why does AiDoS need to explain to me that I have a flashlight? Even if this were the first custom map I played that had that feature, what about that demands and explanation?
GamerXD54 Labs  [author] 20 Sep, 2016 @ 12:16pm 
Cause at the end of the day, I want to Make Subject X together because, it'll be a learning experince for all of us. Again, I do apploigise what I said earlier, it won't happen again. But, I do need help which some of my mistakes. the pointlines do work most of the time for me, but even if there are no holes, and there are no draws in the right place, the map still leaks, it's not a func_detail, maybe I'm just doing it wrong.
GamerXD54 Labs  [author] 20 Sep, 2016 @ 12:16pm 
I do appoligize to anyone that I responded like that to, I've been dealing with a loss from a close friend, cancer realated, it's not my main self to respond like that. I do appoligize, but I just want you guys to understand that when it comes to hammer for me, if i have missalined textures, and a hollowed out level, its due to my lack of Hammer skills and knowledge, I wish I could comprehend hammer quickly, but saddly I can't, I can only learn through just trying, now if some of you wish to educate me a little on how to fix my down falls, then I'll appretieate it :)
TG 20 Sep, 2016 @ 3:54am 
It's a big map, quite a big map with quite a bit of effort spent on it, however,,, most of that effort, went to the wrong way. First of all, the design of the first area (the one until the big facility), doesn't look good, to be completely frank, it's quite ugly, misaligned textures, and misused details almost in every place. Why on this planet do you use a hollowed block to cover the chamber in order to fix a leak?? use pointlines!! They're so helpful! And wow,,, if you see someone say rude comments you don't need to explain to them by writing a novel that you didn't appreciate it, first of all, if they are rude, it means something is wrong in the map, very wrong that annoyed the player, and instead of responding like that, how about:"Hey, I appreciate the comment but I don't appreciate the rude comment, please don't comment like that... I will try to do better, thanks."
The facility looked quite good, I liked that.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 10:01pm 
4. So The next time you see/play a map, and there’s a long vent maze, custom textures, custom voices, or a segment where a ball goes through a map like a Marble-Blast game, remember this, if you want to say that the voice, textures, or a part of a map is terrible, remember that care and work has been put into it, and if there was work involved, that hard work Deserves Constructive criticism, not Rude Assumptions. That’s all I’m going to say about this, Again, I respect the criticism, but not the rude assumptions.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 10:00pm 
Still Continued from 3. …Which is why I’m proud for the textures, voices, and story I have created thus far, why ? Because I have learned much more than I did 2 years ago when I said to myself, “I’ll never learn Hammer” Now Players like BatCat, they do the same thing, but quicker, he likes what I do, and I usually ask him for help with things. He makes concept tests so he can show his learning to the community, because the community loves it when someone is trying the best they can.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 10:00pm 
Continued from 3. … All of that sir was rube assumption making. To me that implies someone saying, “you do not put care, time or hard work in your maps ” and if this is not what you imply, then I do apologize, but I’m not the only one who would assume that implement. If you see a map that has custom textures, custom voices, and tries to make some sort of story with it, I consider that someone trying their best they can do, also I would even consider that person learning how to use hammer, That’s how you learn hammer, by just “Doing”. I know I’m going to make mistakes on the way, and I know what I do sometimes I’ll look back and say, “I could’ve done better with that” but I also say, I’m glad that I “Did” do it. Cause now I know how to do that one thing better.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 10:00pm 
Still Continued from 2. …Even then, still won’t be perfect.
3. But this Quote --- > however, horrendous visuals, even the crap text to speech WillBadGuy voiceacting,
, I’m not Valve, I do not have a $100 budget to work with, so if a (“WillBadGuy” text to speech strategy is what I’m able to use) then that’s what I’ll use. and the visuals, I’m not an artist, and I assume I don’t need to be one to do so, those crappy visuals were the best I can do at the moment, and I was proud of them (I’ll explain why later).
GamerXD54 Labs  [author] 19 Sep, 2016 @ 10:00pm 
Continued from 2. … There’s a reason why there aren’t that many hammer map makers. And I shouldn’t have to mention it, but It’s not an easy program to use, for some, yes, but that doesn’t mean that it’s easy for me. Just because I know how to use it, does not imply that I know how to make maps out of hammer “correctly”, I only know how to make maps with hammer with the help of beemod and the knowledge I’ve learned thus far. But I’m still learning hammer. So my maps will not be perfect, as of right now.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 9:59pm 
List starting from 1.
1. It is up to you to like or dislike the maps I make, I understand that not everyone will enjoy the maps I create. This is fine…
2. Now, this quote you made however, (speaker breakingly loud noises and horrendous visuals, even the crap text to speech WillBadGuy voiceacting and generic story) was part criticism and part rude assumptions. The one thing you need to understand about the portal 2 community is, there are always more and more players making maps, some use peti, some use peti with beemod, some use hammer with beemod, some even just use just hammer, whatever the case, no matter how many players there are, not all of them can create maps the same way.
GamerXD54 Labs  [author] 19 Sep, 2016 @ 9:59pm 
@Camßεn, I just want to make this clear before I post my reply to you, first off, I respect your opinion, you are allowed to criticize me on my work, that’s fair and you have the right to do it, However, that also gives me the right to inform you on what was criticism. And what was just you making rude assumptions. Now again, I respect your opinion.
Valla-Challa 19 Sep, 2016 @ 7:07pm 
nope, screw this map series. i just crawled through a giant vent maze, only to get out, shoot a couple portls, then go right back in. I can igore the speaker breakingly loud noises and horrendous visuals, even the crap text to speech WillBadGuy voiceacting and generic story, but the vent crawling is ensuring I will not finish this map nor this series.
dven1 14 Sep, 2016 @ 12:18pm 
I ended up wandering around in circles, taking painfully long trips through vents only to have to go back because there was no way out. I give up.
LPChip 14 Sep, 2016 @ 12:03pm 
This map didn't feel like a good portal experience. The biggest problem I had with this map was the voice. It almost made me fall asleep so at some point when I died and the voice was gone, I was so happy. If that happens, its a really bad thing. One must never be happy when they died.

Visually the map was okay, although there were doors that were unlocked vs doors that were locked, and there was no visual clue. The crawling through the vents even though they were scripted was slow and dreadful. Yeah, conclusion is obvious: I played way better puzzles than this. I hope you learn from the mistakes so your next puzzle will be awesome.
frxyja 11 Sep, 2016 @ 12:25pm 
map design could be more clean, visually appealing, and realistic. right now it just feels like a maze, not an abandoned test facility. also, the use of dark rooms w/ flashlights should be used sparingly, as well as toning down the amount of vents one must climb through