The ThinkingWithPortals Map Showcasing Thread

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Dreey
78 Posts
Posted May 07, 2014
Replied 1 hour later
Don't worry, the screenshot was taken with noclip, you won't find it hard to notice the funnel and other objects ingame.
And Cosmogony is the name of the map pack.
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CamBen
973 Posts
Posted May 07, 2014
Replied 1 hour later
IMO the first pic looks strange, it shouldn't be so foggy in a small closed office.
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lord_blex
96 Posts
Posted May 07, 2014
Replied 2 hours later

Arachnaphob wrote:
The hard part will be finding someone/something to create GLaDOS' voice.

haven't tried it, but this one sounds pretty convincing.

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Arachnaphob
412 Posts
Posted May 07, 2014
Replied 11 minutes later

lord_blex wrote:
haven't tried it, but this one sounds pretty convincing.

It does indeed. The only problem is that I would probably need that program for more than 30 days to account for the demo and the entire project, and also make revisions. I can do the same thing in cubase, but the pitch modifier actually maintains your voice, so I'll need some way to disable that. Thanks for the suggestion!

Dreey wrote:
The good stuff. Our last bag.

Looking amazing! I really really like the blueness of it all. It gives it a mysterious and creepy look. The 3rd picture really sticks out for me. Can't wait to play!

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srs bsnss
552 Posts
Posted May 08, 2014
Replied 16 hours later

Dreey wrote:
The good stuff. Our last bag.

soon




Wow, that looks awesome! I love the isolation-feel of the place. I especially love those offices, they look eerily empty but are still well detailed. And those windows overlooking the open area in the last pic look beautiful - really well executed. Nice work

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tile
380 Posts
Posted May 08, 2014
Replied 2 hours later
i'm getting an awsome portal 1 feel from this.
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Dreey
78 Posts
Posted May 08, 2014
Replied 2 hours later

tile wrote:
i'm getting an awsome portal 1 feel from this.

Good! Because it's set before Portal 1!
**

PARTS 1 AND 2 ARE NOW AVAILABLE!**
You can click my signature to go to the topic and download it, or you can just click here to go to the workshop page.

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CamBen
973 Posts
Posted May 18, 2014
Replied 9 days later

Mod screenies:

http://steamcommunity.com/sharedfiles/f ... =260979821

http://steamcommunity.com/sharedfiles/f ... =260813400

http://steamcommunity.com/sharedfiles/f ... =260843579

http://steamcommunity.com/sharedfiles/f ... =260979783

http://steamcommunity.com/sharedfiles/f ... =260979809

Also, these are slightly outdated. The part near the orange tubes area has been made less pitch black. I'm still in need of some detailing here and there I think... But it isn't supposed to look like portal 2.

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FelixGriffin
2,680 Posts
Posted May 18, 2014
Replied 2 hours later
I'm intrigued by the TRON lines and the new fizzlery thing.
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Dafflewoctor
415 Posts
Posted May 18, 2014
Replied 45 minutes later

CamBen wrote:
Mod screenies:
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809

It looks very interesting, very much like a cross between Half Life and Portal styles. I especially like the office areas. However, some of the lighting looks a little like you've turned on mat_fullbright; I didn't notice any env_projectedtextures. Like you said, the last few areas need more detail.

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CamBen
973 Posts
Posted May 18, 2014
Replied 6 hours later
Yea, I was going to be adding in a projected texture frm behind the waterfall type thing, but it caused some really weird errors in the console and glitched out the water. I'll probably be adding it back in near the other lab area not shown, or the orange tube area.

And yes, it is a crossover between portal and half life. Hopefully it is better than that horrible "portal life" mod where they just stuck random npcs into the level. I have a group on steam called portal:combined technologies, anyone is free to join.

Also, more screenshots ive taken: http://steamcommunity.com/id/CamBen/scr ... =imagewall

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tile
380 Posts
Posted May 18, 2014
Replied 3 hours later
those look amazing!
I really like the waterfall and beta style catwalks, very nice.
...accept chell. what were you thinking?

Also, i have some updates for my mod. It's 12 pictures of a story area, though, so dont click unless you dont care about spoilers.

and here they are
http://h2fgamedev.blogspot.com/ sorry, the pics are too big to put here.

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FelixGriffin
2,680 Posts
Posted May 19, 2014
Replied 18 hours later
I don't know what, but something's very wrong with the lighting in the room with the dome.
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Caden
174 Posts
Posted May 19, 2014
Replied 5 hours later

CamBen wrote:
Mod screenies:
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809

Really not liking the use of Portal and Half-Life 2 textures there.

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tile
380 Posts
Posted May 19, 2014
Replied 3 hours later

FelixGriffin wrote:
I don't know what, but something's very wrong with the lighting in the room with the dome.

let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!

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FelixGriffin
2,680 Posts
Posted May 19, 2014
Replied 1 hour later

tile wrote:
FelixGriffin wrote:

I don't know what, but something's very wrong with the lighting in the room with the dome.

let me know when you figure it out. "wrong lighting" isnt a problem. "That glass area where light bleeds through the roof" is a problem. thanks though!

Look at the underside of the dome. Something doesn't seem right to me about how it's lit. Are you using staticproppolys?

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tile
380 Posts
Posted May 19, 2014
Replied 50 minutes later
staticproppolys?

well, the dome is 2 static props, so maybe. how do i fix that?

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CamBen
973 Posts
Posted May 20, 2014
Replied 3 hours later

Caden wrote:
CamBen wrote:

Mod screenies:
http://steamcommunity.com/sharedfiles/f ... =260979821
http://steamcommunity.com/sharedfiles/f ... =260813400
http://steamcommunity.com/sharedfiles/f ... =260843579
http://steamcommunity.com/sharedfiles/f ... =260979783
http://steamcommunity.com/sharedfiles/f ... =260979809

Really not liking the use of Portal and Half-Life 2 textures there.

What wrong with using those?

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josepezdj
2,386 Posts
Posted May 20, 2014
Replied 23 minutes later

tile wrote:
staticproppolys?
well, the dome is 2 static props, so maybe. how do i fix that?

Felix meant a compile option... Read this.

What I think about that weird dome is that:

  1. You have a 'selfillum 1' texture with too brigthness information on the alpha channel
  2. You used a too bright light entity under it, or a wrong light colour, try using a darker/brownish one.
  3. You are using a custom texture that needs less brightness.

Other than that, interesting mapping there

@Camben: I sincerely think there are many interesting aesthetical concepts there. However certain bits seem to not match properly with some others; for example, I'm not sure about those weird stairs; and the handrails you used are great, but don't match much in certain areas, like in the screenshot 4... where, by the way, there're too many texture styles mixing, to my opinion. My favourite things are the slanted window frames, and the player model.

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CamBen
973 Posts
Posted May 20, 2014
Replied 6 hours later
Alright, I'll see what I can do about some bits of the screenshots. Also note that the blue floor shown to the left of screenie 4 has since been removed. Also that duct will probably be swapped over to using a model instead of a brush.