Portal 2: Repercussions

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Re: Portal 2: Repercussions

Postby Armageddon on Sun Jul 21, 2013 12:28 am

Lamarr wrote:I have quite some plans for the mod so it's a bit too early to estimate,
Anyway here's the intro updated and more fleshed out:


Everything looks very sloppy and hacked together. So many lights that turn on and off it's making your radiosity look very inconsistent. The intro animation is a lot better though, the water randomly turning off is weird though. And then when it breaks water pops out so... I think the main problem is a lot of things either have no sound or the wrong sound or the sound is just too quiet.
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Re: Portal 2: Repercussions

Postby Lamarr on Sun Jul 21, 2013 12:56 am

I'm not sure what water you mean.
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Re: Portal 2: Repercussions

Postby Armageddon on Sun Jul 21, 2013 1:18 am

In the tank you are in, the water effects and green light disappears instantly.
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Re: Portal 2: Repercussions

Postby stoopdapoop on Sun Jul 21, 2013 3:24 am

Nuts, just fuckin' nuts.

Good work man, your production quality is a head,neck, and ballsack above anything else I've seen in the community.
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Re: Portal 2: Repercussions

Postby Stormy on Sun Jul 21, 2013 3:28 am

I suggest that when you press the button for the elevator you give the player some feedback that the elevator is coming up. I was confused as to why you were standing there. Since everything is breaking it makes perfect sense that an elevator button doesn't work so you should make sure that there is a reason for the player to think that elevator is coming up.
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Re: Portal 2: Repercussions

Postby Lamarr on Sun Jul 21, 2013 7:22 am

Black_Stormy wrote:I suggest that when you press the button for the elevator you give the player some feedback that the elevator is coming up. I was confused as to why you were standing there. Since everything is breaking it makes perfect sense that an elevator button doesn't work so you should make sure that there is a reason for the player to think that elevator is coming up.


Noted,I'll come up with something.Thanks!
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Re: Portal 2: Repercussions

Postby Lamarr on Sun Jul 21, 2013 7:35 am

Armageddon wrote:In the tank you are in, the water effects and green light disappears instantly.


I just noticed since the effect is quite subtle,looks like the the timing is a bit off on disabling the overlay.
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Re: Portal 2: Repercussions

Postby Lamarr on Fri Nov 08, 2013 12:17 pm

There's been an update!
http://www.moddb.com/mods/repercussions ... a-60-bucks
Some media from it :

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Re: Portal 2: Repercussions

Postby ErikKiller on Fri Nov 08, 2013 1:16 pm

Maximum serial numbers have varied over time: Until late in Series 1974, each block ran from 00000001 to 99999999. From late in Series 1974 to Series 1981, each block stopped at 99840000

I have too much time.
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Re: Portal 2: Repercussions

Postby Lamarr on Fri Nov 08, 2013 1:29 pm

ErikKiller wrote:
Maximum serial numbers have varied over time: Until late in Series 1974, each block ran from 00000001 to 99999999. From late in Series 1974 to Series 1981, each block stopped at 99840000

I have too much time.


I have no idea what you're talking about.
If you mean the number on the screen though,that's a nice little detail and I'm gonna change it according to it.
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Re: Portal 2: Repercussions

Postby nub on Fri Nov 08, 2013 7:06 pm

Wow, that intro was absolutely stunning. The rope dangling segment is insane, if a little awkward. It looks like you used generic rope entities and stuff, which makes it look strange when it connects to the hands. But for doing all that in Hammer...that's god damn impressive.

Have you considered maybe using a model in place of rope entities to make it look better? It would definitely take a lot more work, but the result would probably be ten times more awesome.

Also, the shake effect causing the arms to clip through the screen looks a bit strange, but I imagine that's very hard to avoid. Regardless, fantastic work. The opening cinematic transitions in to the game very well.
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Re: Portal 2: Repercussions

Postby Lamarr on Fri Nov 08, 2013 10:53 pm

Thanks a lot for your feedback.I was indeed thinking about replacing the rope with a model and will probably do so now that I acquired some animation skill.And I'll try to reduce the occasional hand clipping.
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Re: Portal 2: Repercussions

Postby ErikKiller on Sat Nov 09, 2013 7:32 pm

Yeah, I was talking about the serials on the money.
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Re: Portal 2: Repercussions

Postby Lamarr on Mon Dec 30, 2013 2:38 am

70's portalgun wip:
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Re: Portal 2: Repercussions

Postby shadowmancer471 on Mon Dec 30, 2013 3:45 am

Love the sounds, especially the "warmup" noises.
Only issue I have is with the cube-carrying sound. The harsh electric buzz might begin to grate after an hour of hearing it looped whilst solving puzzles
I want to get off Mr.Bones Wild Ride
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