The V3Ryan Test - Pt. 4 Episode 2/2
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Petutski Nov 13, 2014 @ 2:56pm 
Darn, I almost thought I was going to get outside! Nice, but short.
Unverified Umbra  [author] Jul 7, 2014 @ 4:19pm 
Yeah, who needs a map ending with Exile Vilify playing? That's cheesy.
Goh Glohw Jul 7, 2014 @ 2:18pm 
(ending) I'm sorry, I did not know why that went off. XD
Unverified Umbra  [author] Apr 25, 2014 @ 6:38pm 
スタイル Apr 25, 2014 @ 9:48am 
Best map i ever played! also, /)!
[Very Clever Name] Feb 28, 2014 @ 5:28pm 
oh i see, nice work!
popaiden100 Jan 18, 2014 @ 8:30pm 
Glebro101 Jan 3, 2014 @ 10:01am 
And this is final?FFFUUU
grim1 Oct 21, 2013 @ 10:39am 
ok cool I look forward to playing them!
Unverified Umbra  [author] Oct 20, 2013 @ 11:48am 
I've got two big maps in the works, so sit tight!
grim1 Oct 20, 2013 @ 8:17am 
cool! I luv your maps ALLOS please make more!
Unverified Umbra  [author] Jul 23, 2013 @ 11:39am 
Uh, what? GLaDOS is the one most in control here.
Intense [] Last Jul 23, 2013 @ 8:27am 
Can you let lights off and power off for each chamber when a employee enters it's office?
Unverified Umbra  [author] Jul 15, 2013 @ 4:09pm 
You tried to escape, but alas, GLaDOS prevented you from doing so.
Intense [] Last Jul 15, 2013 @ 3:53pm 
Why do you return back to office six in the ending and start there in the beginning of V3Ryan?
catsit51 Jun 24, 2013 @ 12:20pm 
@zomgies59: you've right, unfortunately...
catsit51 Jun 24, 2013 @ 12:20pm 
Mildmanners_ Jun 11, 2013 @ 2:25pm 
Sound kinda like my life, lol!
Unverified Umbra  [author] Jun 10, 2013 @ 4:14pm 
This IS the conclusion. You're stuck back in your office, forced to work this boring office job for the rest of your life.
Mildmanners_ Jun 10, 2013 @ 12:54pm 
Are you going to conclude this?
Unverified Umbra  [author] Jun 5, 2013 @ 4:09pm 
Well, I knew that was there when testing the map. Why I didn't resolve it? Well, my mind always misses something in the process of doing things, in general.
[Ps:Mel] Lpfreaky90 Jun 5, 2013 @ 5:17am 
I ran into a stuckage issue; I put a portal in the first room and a portal after the big dramatic door; portalled down again and shot the portal I had upstairs there; couldn't go back.
Lord Binary Jun 4, 2013 @ 2:21pm 
Just to tell you, you may want to work on your texturing for some of the map.
Unverified Umbra  [author] Jun 3, 2013 @ 4:29pm 
Still, it also involves a slight twist ending where GLaDOS implies she's going to revive Rattmann. There was a cut piece of the final ending that still exists in the map.
Lord Binary Jun 3, 2013 @ 12:05pm 
I also just noticed, the last line GLaDOS says,"And there's nothing to stop us from testing, for the rest of your life." is the same ending line as used in Designed for Danger's end.
Unverified Umbra  [author] Jun 2, 2013 @ 1:50pm 
Ultiman9711 Jun 2, 2013 @ 1:36pm 
As long as those brushes don't contain the map [as I said, unless it's a visible skybox, don't contain the map in a massive box], they should be detail. Not necessarily 1 func_detail, but multiple func_details. Group all the detail brushes similarily [eg. make 1 wall 1 func_detail, make a complex pillar another one, etc.]. I would highly reccomend visiting the VDC Wiki page on func_details, as that goes into 1000% more depth than I just did. If you aren't already, consider joining so that you can ask questions if you get stuck. And don't hesistate to add me as a friend if you want, I love the concepts of your maps but I want to help you make them better.
Unverified Umbra  [author] Jun 2, 2013 @ 1:21pm 
Thank you for the advice. I don't always think of func_details, because there's still probably a lot of crucial tips about Hammer in general that I'm missing. So, say if I make all the non-entity brushes in a single chamber into a single func_detail. That would help performance?
Ultiman9711 Jun 2, 2013 @ 9:37am 
Relating to the actual level: Not bad. No real puzzles, but still not bad. But I'm not done yet. Your mapping skill leaves a little to be desired. First off, your visleafs aren't too hot. I looked and almost nothing is func_detail. Combined with you "sealing" the level by enclosing it in a large box, makes for bad performance/slow compile time. Another point to address: The hallways are, as a whole, quite bland. Try adding some neat things to look at, maybe a little missing chunk of wall that reveals cubes whizzing through a tube. As well, the "outside" portion looked funny. Maybe try making it bigger, and add an env_fog_controller so that you can't see the boundaries of the space. I thank you for creating this map, and I hope I can see great tests from you in the future!
Lord Binary May 28, 2013 @ 4:16pm 
It did not bother me, actually I liked it, because I also like the Designed for Danger series.
Unverified Umbra  [author] May 28, 2013 @ 3:42pm 
Well, that's somewhat true. In Designed For Danger, the Announcer reactivates GLaDOS spontaneously, while here the player reactivates her themselves, fully knowing of it. And that exit was the true exit right to outside, but there was a security grate left there by the other employees back before the neurotoxin party. In truth, the ending WAS indeed influenced by Designed For Danger. But, you can only do so much with vanilla game content. So, you have me there; I slightly copied Designed for Danger. But, I'm still learning here. In the future, I may come up with more original plotlines, while at other times I have to slightly copy others. Things happen as they do, and what can you do about it? - So, sorry if that bothered you. The whole 'copying' thing.
Lord Binary May 28, 2013 @ 1:14pm 
Good, but the ending is coppied from the final part of Designed for Danger, or at least partly so.
(ƦAWƦaRFS) CatchÆS-07 May 27, 2013 @ 2:28pm 
o yea
Unverified Umbra  [author] May 27, 2013 @ 1:01pm 
Part 4 doesn't really have person-specific easter eggs. Namely, it has an easter egg in Episode 1 relating to the beginning half of the map.
(ƦAWƦaRFS) CatchÆS-07 May 27, 2013 @ 11:41am 
One thing is you forgot to say the people's easter eggs.
(ƦAWƦaRFS) CatchÆS-07 May 27, 2013 @ 11:41am 
That was so awesome!
(ƦAWƦaRFS) CatchÆS-07 May 27, 2013 @ 11:41am 
True Beauty.