Portal 2 Getting Map Editor 26
Valve Software is working on a second helping of downloadable content for Portal 2, and they've revealed that it will include an in-game map editor. It's planned for early next year, and it will allow players to create both single-player and co-op maps. The maps can be shared with others, and there will be a system to view and vote on other people's maps. In other Portal-related news, a reader sent in a video of his efforts to get GLaDOS running on his home computer. He writes, "I used Microsoft's Kinect technology as the platform and sound files from my copy of Portal 2 to create my own GLaDOS. My plan is to make the source code (but not the audio files) open source once it gets farther along. The technology has already been useful to my parents in helping them more easily navigate a computer."
For a second I thought that said Postal 2 (Score:3, Funny)
Then I wondered why this was news in 2011. Then I wondered "Whatever happened to Postal 3, anyway?". Then I got kind of sleepy. Then back to wondering about Postal 3.
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A+++++++++
WOULD READ AGAIN
Klein bottle (Score:4, Funny)
Should the map editor reach the PC, it would only be fitting to make such a thing. Use the portals to make up for the collisions.
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There already is a map editor, it's called Hammer. The title is misleading, it should read Portal 2 getting In-Game Map Editor.
How would GLaDOS help? (Score:3)
This next dialog will ask you if you would like to release deadly neurotoxins. 38.2% of all test subjects clicked Yes.
Re:How would GLaDOS help? (Score:4, Funny)
38.2% of all test subjects clicked Yes
Coincidentally, 98.6% of these were subjects who had been testing for more than 40 days in a row. 40...that's also the number of pounds I would say you've put on since you first came here.
Another map editor. (Score:5, Insightful)
Another map editor, you mean. It's already GOT one. It's just hard to use and not built into the game.
This one looks like a dumbed down version of it that anyone should be able to use. (Honestly, the real one needed dumbing down, but this looks a bit much.)
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I haven't bought portal 2 yet but I remember for the original portal mapping was a MAJOR PITA not because of any problem with hammer itself but because many of the immovable items in the game (emmitters, targets etc) needed to be built up manually in the map rather than being items that could simply be placed.
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What I mean is that for things like the "pellet launcher" and "pellet target" rather than placing a single object you have to build it up out of many peices in the map editor.
http://developer.valvesoftware.com/wiki/Creating_an_energy_ball_launcher_and_catcher [valvesoftware.com]
9 steps to built a launcher and 25 steps to build a target!
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Hard to use? I assumed it just used Hammer. If that's the case, then I can't really see it being too difficult to use. Certainly more so than something like Radiant, but I'm probably biased in that regard.
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Hammer itself isn't hard to use. The problem is a lot of stuff in Hammer didn't mesh well with Portal (and by proxy Portal 2). It's just overly complicated than it needs to be, which is why I assume they're coming out with a more targeted editor.
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Ah, that makes sense. Though I wonder why they don't just update Hammer? Editors like Radiant and UnrealEd have sometimes wildly different setups based on the game profile. The way I read the article, it sounds as if they're shooting for a fairly simplistic editor to be included in game. While something along the lines of Halo's Forge may be alright for a basic series of rooms, I doubt it'd be flexible enough to accommodate the extremes of the community.
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I've used Hammer for Source engine stuff before, and as far as map editors go it's pretty easy to use. The main things lacking for stuff like Portal are proper entities. You can make a map that would run in Portal, but it would be missing the game-specific code elements like whether a portal surface could work on a certain wall and whatnot.
The only major issue with Hammer and the Source engine is that it's really, really bad at running big, open areas. The Unreal engines are better at this, but the Unreal m
I await (Score:1)
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This is /. of course I clicked on it.
And this is why you use a HOSTS file - no clue what the link take one to, I can only imagine and shudder.
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Did goat.cx not give you a clue?
Anyone who clicks on that link must either like goatse, or not have been on the net for the last 10 years.
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Of course I didn't read the trailer, just not used to them; only noticed when
Opera complained it couldn't access and listed the address.
BTW I would imagine much longer than 10 years, it's a rite of passage in a way for the net.
Dissapointed (Score:2)