The ThinkingWithPortals Map Showcasing Thread

Avatar
ChickenMobile
2,460 Posts
Posted May 20, 2012
Replied 1 minutes later
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.

Advertisement
Registered users don't see ads! Register now!
Avatar
UsCobra11
272 Posts
Posted May 20, 2012
Replied 6 minutes later

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.

Avatar
Pitkakorvaa
200 Posts
Posted May 24, 2012
Replied 3 days later
I updated one map I had before, someones may remember this.

Avatar
Groxkiller585
652 Posts
Posted May 24, 2012
Replied 1 hour later

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!

Avatar
spongylover123
944 Posts
Posted May 25, 2012
Replied 1 day later
I'm working on a new element which makes a laser in a cube.
Avatar
RubyCarbuncIe
303 Posts
Posted May 25, 2012
Replied 1 hour later
@pitkakrovaa Wow! Thanks looks great. In my opinion I like the ton of destruction. I think it looks so cluttered is because it's such a small chamber. In my personal opinion it's absolutely stunning.

@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.

Avatar
spongylover123
944 Posts
Posted May 27, 2012
Replied 1 day later

RubyCarbuncIe wrote:
@spongylover123 I look forward to seeing it in use! I love testing new elements.

Well, you can !

1GZ04UimyKw

Avatar
RubyCarbuncIe
303 Posts
Posted May 27, 2012
Replied 8 minutes later

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.

Avatar
josepezdj
2,386 Posts
Posted May 27, 2012
Replied 3 minutes later
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.
Avatar
spongylover123
944 Posts
Posted May 27, 2012
Replied 1 minute later

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!

Avatar
RubyCarbuncIe
303 Posts
Posted May 27, 2012
Replied 7 minutes later

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.

Avatar
Pitkakorvaa
200 Posts
Posted May 27, 2012
Replied 9 minutes later

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"

Avatar
Paradoxic R3mix
87 Posts
Posted May 27, 2012
Replied 15 minutes later
Just a quick showcase of this Wheatly themed map i've been working on for about thirty minutes.

Avatar
spongylover123
944 Posts
Posted May 27, 2012
Replied 8 minutes later

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

Avatar
Paradoxic R3mix
87 Posts
Posted May 27, 2012
Replied 14 minutes later
Okay, thanks for the tip Spongylover! I'll work on it and then post a screenshot sometime this week. (I'm working on another project besides hammer.)
Avatar
josepezdj
2,386 Posts
Posted May 28, 2012
Replied 13 hours later

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...

Avatar
Pitkakorvaa
200 Posts
Posted May 28, 2012
Replied 6 hours later

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.

Avatar
SpAM_CAN
103 Posts
Posted Jun 02, 2012
Replied 4 days later
I'll just leave this here.
Avatar
Groxkiller585
652 Posts
Posted Jun 02, 2012
Replied 2 hours later

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?

Advertisement
Registered users don't see ads! Register now!
Avatar
SpAM_CAN
103 Posts
Posted Jun 02, 2012
Replied 8 hours later
They are kinda resizeable (The particles get thinner as they go further away from the portal) and they collide with the wall. They have a burn effect on the wall, and leave marks (though because of this everything has to be hard coded for distance, and its pretty damn awkward). Learning from ReepBlues old stuff with spawning things at the origin of a portal, i've got a plasma beam that fires from a portal (though i'm still having issues with detecting when a portal is placed on the emitter, it sometimes doesn't work. I'll get it working properly eventually). Its messy, and I wouldn't recommend anyone else do it the way I have, but I've got no other way to do it in the Portal 1 engine. (This is a Plasma Beam, basically a Physics Trap that goes through Portals)

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)