I suggest creating some lighting-contrast in your map because atm everything looks similar or the same.
The ThinkingWithPortals Map Showcasing Thread
chickenmobile wrote:
Looking good cobra, but the lighting atm looks a little uninteresting.I suggest creating some lighting-contrast in your map because atm everything looks similar or the same.
I'll try to mess about with the lighting. It does look very bland.

Pitkakorvaa wrote:
I updated one map I had before, someones may remember this.
snip
Wow! Lotsa destruction! Maybe a little too much, it looks a bit cluttered...still it looks amazing!
Also the laser relay pistons reminds me of one of my older maps:
I like how someone else thought of it! 
@groxkiller585 I remember that map! It was a hell of a lot of fun to play, I tend to over think the solutions too which only hindered me in my quest to reach the exit. 
@spongylover123 I look forward to seeing it in use! I love testing new elements. 
RubyCarbuncIe wrote:
@spongylover123 I look forward to seeing it in use! I love testing new elements.
Well, you can
!
spongylover123 wrote:
RubyCarbuncIe wrote:@spongylover123 I look forward to seeing it in use! I love testing new elements.
Well, you can
!
Video
Wow, that looks really interesting to use. To be honest it reminds me a lot of the light cubes in Blue Portals, don't get me wrong that isn't a bad thing.
I look forward to your mod! Maps are always more fun to play when you have some new toys to play around with. 
On an unrelated note, I see that your Portals produce light when they land on a surface. Is that just because you have good PC specs or is there a way to make them do that through the console?
Also by the look of it your going back to using stuff from Portal 2's Beta. I like the use of the old stuff.
RubyCarbuncIe wrote:
Wow, that looks really interesting to use. To be honest it reminds me a lot of the light cubes in Blue Portals, don't get me wrong that isn't a bad thing.
I look forward to your mod! Maps are always more fun to play when you have some new toys to play around with.
On an unrelated note, I see that your Portals produce light when they land on a surface. Is that just because you have good PC specs or is there a way to make them do that through the console?
Both actually, you need very high shaders for it to work.
command's r_portal_use_dlights 1
josepezdj wrote:
Wow spongylover! That's amazing! Good job! Those batteries on top of the cube reminds of a Portal map with custom cubes as well that could be rechargable... but I can't remember that map name.
Thank You! 
spongylover123 wrote:
Both actually, you need very high shaders for it to work.
command's r_portal_use_dlights 1
Thanks! I have pretty high PC specs so it works without problems for me. It just occurred to me I haven't started tracking your mod yet. Which is odd seeing as how I thought I already did. :/ I am now though so I'll be able to see the latest updates from now on.
Thanks again, I've searched everywhere for that command.
josepezdj wrote:
Wow spongylover! That's amazing! Good job! Those batteries on top of the cube reminds of a Portal map with custom cubes as well that could be rechargable... but I can't remember that map name.
I think it was in "Blue Portals: Extended Play"

Paradoxic R3mix wrote:
Just a quick showcase of this Wheatly themed map i've been working on for about thirty minutes.
I recommend making th chamber bigger, since wheatley chambers are more wide open
Pitkakorvaa wrote:
I think it was in "Blue Portals: Extended Play"
Well, I remember Blue Portals Extended Play clearly because it was relatively recent... hmmm... but not, I was referring to another custom map much older. There was a white light coming from a square on the floor (maybe with a glass on it). Then you recharged the cube (that looked like a reflector one) and used it somewhere alse...
spongylover123 wrote:
Paradoxic R3mix wrote:Just a quick showcase of this Wheatly themed map i've been working on for about thirty minutes.
Cool image
I recommend making th chamber bigger, since wheatley chambers are more wide open
I think Wheatley theme is not about how large chamber is, but how it looks. It's supposed to have missing panels to emptyness, bottomless pits and vacuum tubes crushed into chamber (+maybe some demolition). Also in Portal 2 Wheatley chambers were so wide probably because of used testing elements (faith plates, funnels, gels, bridges).
R3mix, in my opinion it looks great even it's in early stage. ![]()
SpAM_CAN wrote:
I'll just leave this here.
Are those particles resizeable? (ie they autoresize thier spawning bounding box to go as far as the wall)
Regardless it looks awesome! Some kind of funnel? For physics stuff only, maybe?
The textures are almost all custom designed, and this is actually the first public showing of them in this state.
Oh, and one fun thing is that the beam drains the water :3
Have another screenshot (I want to get a better emitter model soon, one that isn't Propper based and doesn't look like a poor-mans excursion funnel)