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Also I have reviewed other Portal maps on TWP, you can check them out here, in the [http://www.thinkingwithportals.com/reviews.php Review section].
Also I have reviewed other Portal maps on TWP, you can check them out here, in the [http://www.thinkingwithportals.com/reviews.php Review section].
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Revision as of 19:32, 24 December 2007

LEAVE A NEW MESSAGE

--Gear 17:39, 14 Dec 2007 (PST)- Last Edited.



Sort of getting there!

Hey there I'm Cory De La Torre and im currently working on my project with GEAR on City 17 (mod)

I've had over 1 year and 11 months under my somewhat tiny belt with Hammer, and a bit of a few other things in the source engine, but most of my knowledge is really in Hammer.

So far I have been working on other things. Mainly the mod, and of course TF2 and Portal. Also I tend to find the Xbox 360 really troublesome for a developer hmmmm..... perhaps the lack of architecture?

For right now I am going to use this as a portfolio.


Currently I work for Gear, a bit of a small team in the rising I suppose, yet through time it's been getting better, and so far I've been having fun. Currently im Lead designer there, as well as a Level Designer.

Contact

If you would like to contact me try my email at * Gear.dev@gmail.com

Also These two links go straight to my Steam Community page, and the GEAR Group.

My Page

Gear Group


And last my ModB Page:

Company

Content

So far this is what me and my team have made, not too much but it is a Portal map that we had quite alot of fun with. And hopefully anyone that plays it will enjoy it as well, so here it is, the three sites to download it off of:

Gear_portal_01

Gear_GravTech


We're working on the next version currently, and hopefully people will enjoy that too.

Major Contributions

Pages Created by me.

Entity Work

Lighting

NPC AI

Team Fortress 2

Portal

Contributions

Pages I've helped out. Only including major changes, not tiny ones.

Portal


And some big time organization to the main Level Design Page.

Also i re-edited Ts2do's last FGD and plan to re edit some in the ep2 stage, For now here is the download of it, Oh and i asked permission as well to publish it: Geardev base FGD, and: Geardev ep1 FGD. Once you Download both of these use them and replace them with your current FGD's. Whether its the older versions or regular HL2 FGD's.

If you aren't to sure on how to add in the new files, give this a check!

FGD's

Geardev ep1 FGD.
Geardev base FGD

Current Work

Working on City17: Episode 1 at the moment. On top of that I'm going to finish the trilogy with a three part mod game all the way to Half Life 2: Episode 3. Yeah so that means im gonna be ultra busy for the next three years perhaps, until then I will be pretty busy. Right now work is going good. And the Orange box is awesome!

EMBRACE the Logo TF.gif!!!!

Steam Community

I Recently put up this little Steam community for the company. Here is the link i belive: Gear. You can use the search feature in steam to find it and join it if you would like, so far around 157 some members in it, and i keep it with media updates of everything pc and as well as the mod itself. We also joined up with the Steam Podcast and Civil Protection, along with this little clan called HaVoK for SourceForts the mod.

So GEAR is getting darn huge, alot more huger than I ever had imagined! So that really makes me happy that alot of people, along with friends have joined to bring alot of good news and fun to everyone, so give it a check and have fun. Oh and a little person called Interlopers is in the wagon too!

Current help and whatsnots

Yeah im on the VDC everyday, so yeah, I'm here to help and clean up till literally someone fits me with a dashing maid outfit, just not the sexual kinds.......... yeah that was a bit odd but i think i made that point very, very solid. Here was one idea that I organized of late: Mrwtoidea.

So far: 1310 edits total to the wiki.

My Experiments

Yeah thats right, a little experiment page for me, just for what ever. I have noticed that a very few users tend to have two or three extra pages that they use for information for them, and for others that might be helpful. However for today and probably the next few weeks ahead: MrTwo/TF2 Ideas

My Reviews

I sort of made this all together to officially rate and review games. You might ask why to even bother or why even trust my reviews. Well from a dev stand point, I see things, alot more than i used to. Not saying that I'm special, but I like to give my thoughts. I don't bash, don't flame, and above all never make fun of, unless the game is horrible. So sit back and enjoy. My goals are to tell you how awesome each and every game is, and why it's cool as well as why it is not ;_).

Portal

One of the most notable things about Portal is the fact that it is different. In fact a lot more different than a normal FPS. Portal brings in one of the most greatest game mechanics of all time, and that is the 4th dimension. Before you go off saying that I favor portal more than other games, you might want to play the game for your self. In fact portal visibly has nothing to complain about. Nothing thats annoying, nothing thats badly designed. To be honest, nothing is wrong with portal. In fact the game has so much constant cool factors and effects that the experience becomes very involving. Shooting a entrance portal while in midair to allow your momentum to be continuous. All of this goes so cleverly well into the gameplay. To really kick things off however, we at GEAR have a new rating system where we talk about some of the aspects of each part of a game. Whether it be sound, gameplay, or just graphics, it's all here. So sit back and relax, and read how awesome this game is.

Story:

Along with our new review critique, we promise not to spoil anything in the game whatsoever. In fact we promise not to ruin anything at all! So with that said let's dive straight into why portal is so interesting. The game starts off with the player in a so called "punishment chamber" or other words dubbed the "Refresh Chamber". Right from the begging you meet a friendly person, or rather computer voice named Glados. And yeah its not Gladys! Right after continuing throughout the game more and more is reviled. How Portal ties in to the Half Life Universe and so on. One of the most notable things about the story is the main facility where the entire game takes place. The Aperture Science Facility. The area much like black mesa in the old days, has this feel to it, which is reviled much more later in the game. As said, no spoilers.

Game Play:

Right off the bat, the game hands you the basic Valve tutorial. A nice learning curve to how portals are made and how to re-act to them. At first the game only lets you create one portal at a time, until later you have the control to make two. A entrance and a Exit. Yet color does not represent which is which, as that is your option. One of the main gameplay characteristics, is the basic, "how do i reach that ledge or go over this gap?". Yet the most interesting thing about portal is, the process becomes more advanced. So overtime it changes from a "how do I get up to that ledge?" to a "how do i activate this lift and then power this door, to allow me to get that ledge?" Many of the puzzles use the same basics. Whether it be a basic entrance or exit, to flinging your body over 30 feet in the air to reach a ledge, all of the game makes all this type of gameplay not repetitive, by adding more and more spice into it each and every time. Right away you learn something, then its back to re-tracing your thoughts and applying a bit more to them. The gameplay is fantastic all the way throughout the game, and becomes more and more harder by the end of the game, Until all together it becomes very much like knowing how to ride a bicycle. Continuously the game adds more and more things that make you think. Like "what angle do i need to place my portal at?" or "how far must I propel myself, just top reach that turret?". All in all you wont be bored in this area of the game!

Level Design:

This is a major factor in all games, and in fact at any time. Why, because it effects how fun a game is. How much of a roll you are on and how well the game plays above the rest. Also what puts it aside from the rest! In Portal right away, you realize you are a test subject, that's in a facility built and created for testing purposes. The level design shows that well. The well lit areas, to the streamlined areas, and even the implementation of detail to each and every room. Mainly one of the neatest things, is the "watch room". For some reason this acts later in the game to be more sinister than what it really was. Also including the fact that it acts as one of the main lighting sources in the room, or chamber.

As the player you go through a series of test chambers, each connected by elevators that allow as the 'progress feel' to the game. Right there and then, is the true architecture in the game. All simply built and plain one after another, but mainly for the purpose of game play. One of the most reasonable tricks in the book, is "dont place detail where youre not going to see it." Portal listens to that rule very well, and ultimately captures your view onto the most important aspects of the chamber.

Through each and every chamber is very unique design. Using walls and textures alike to sort out and aid the gameplay. Mainly Portal doesn't have maps that are just beautiful. Instead they have a different purpose. Rather than barricade that player with walls, each and every part of the chamber or area is part of the puzzle. It can affect how fast you can zoom through a chamber or not. This is why Portal is so awesome, and very hard to explain at the moment. The areas, or really the maps, are extremely well thought out. Some so difficult in thought that eventually the level design becomes strict. Very strict.

Another nice thing about Portal is that the color effect stays the same. Portal tends to have a white and blue teal to most of its innards, leaving you to feel uncompromisable in each room. As if you are going to be safe only to feel in danger again, which is why cold blue works so well with the game itself. Also lighting is streamed nicely on the ceilings of chamber rooms, and halls. Making for another nice effect within the game.

Making the puzzles all the more harder. The funny thing is i could rant on about this for days. Thats how much the mapping strikes gold, but sadly I can't. All together each and every map has its own feel, and sense of thought.


Sound:

One of the major nails of Portal is the computer voice Glados. Playing without her talking seems to make portal very, blank. Glados constantly reminds you of the way you are doing, and how hard a puzzle might be to the point where it becomes very funny rather then annoying. Theres a lot of sarcasm in her voice (Voiced by Ellen McClain) and sometimes relief, and wittiness. The greatest thing is having her talking. She does love cake quite alot, and thats the great thing. Shes constantly saying things that make her interesting. Besides that her voice gives ambiance towards some of the chambers, and even other areas, Glados seems to sound at times very involved. And later, it becomes a lot more apparent.

These are the three main things that make a game. The main three important that matter most! So with that said Here comes the final scoring!

Story: 10/10

Gameplay: 10/10

Level Design: 10/10

Sound: 10/10


Round that up and this game comes out with a ten out of a ten. A perfect game, and on a streak to maybe even better sequel.

Overall Score: 10/10

Also I have reviewed other Portal maps on TWP, you can check them out here, in the Review section.