The ThinkingWithPortals Map Showcasing Thread

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Jade2k8
25 Posts
Posted Jun 04, 2012
Replied 1 day later

Released Test 04 on Workshop

http://steamcommunity.com/sharedfiles/f ... d=75061305

As well, i have updated my other 3 maps with minor bug fixes.

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Logic
298 Posts
Posted Jun 04, 2012
Replied 4 hours later
Trying to create some basic corridors for something I'm working on. Is this detailed enough?

The tiles doesn't really fit here from a logical perspective, but it fits as a decoration.

Awkward shadows in the down/right corner. Ignore it for now x)

NOTE: The lighting is shit. I know...

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josepezdj
2,386 Posts
Posted Jun 04, 2012
Replied 50 minutes later

Logic wrote:
Awkward shadows in the down/right corner. Ignore it for now x)

NOTE: The lighting is shit. I know...

Hehe... OK! then the rest is good! looks like some kind of an awesome escape part!

@SpAM_CAN: wow dude, that plasma beam looks like a really intereting new element! I wonder what kind of puzzles have you thought for that! Will stay tuned!

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SpAM_CAN
103 Posts
Posted Jun 04, 2012
Replied 2 hours later
Thanks! I've got a few puzzles planned but due to the hideous nature of the code used to get the thing working in Portal 1, it is only gonna show up in about 5 chambers (though it'll appear much more in Volume 2, which uses the Portal 2 engine, allowing me to use the OnEndTouchLinkedPortal output)
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ChickenMobile
2,460 Posts
Posted Jun 04, 2012
Replied 9 hours later

Logic wrote:
The tiles doesn't really fit here from a logical perspective, but it fits as a decoration.

I was gonna say, if there are tiles on the floor, tiles should be missing from the roof. Looks good; just needs a pump from the lights -> they are on after all.

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Logic
298 Posts
Posted Jun 05, 2012
Replied 5 hours later

chickenmobile wrote:
I was gonna say, if there are tiles on the floor, tiles should be missing from the roof. Looks good; just needs a pump from the lights -> they are on after all.

Yeah. I might replace the tiles or just remove them completely.

When you say "needs a pump", what exactly do you mean?

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ChickenMobile
2,460 Posts
Posted Jun 06, 2012
Replied 22 hours later

Logic wrote:
chickenmobile wrote:

I was gonna say, if there are tiles on the floor, tiles should be missing from the roof. Looks good; just needs a pump from the lights -> they are on after all.

Yeah. I might replace the tiles or just remove them completely.

When you say "needs a pump", what exactly do you mean?

PUMP UP THE VOLUME DUUUDE.

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Groxkiller585
652 Posts
Posted Jun 06, 2012
Replied 6 hours later

chickenmobile wrote:
Logic wrote:

chickenmobile wrote:

I was gonna say, if there are tiles on the floor, tiles should be missing from the roof. Looks good; just needs a pump from the lights -> they are on after all.

Yeah. I might replace the tiles or just remove them completely.

When you say "needs a pump", what exactly do you mean?

PUMP UP THE VOLUME DUUUDE.

In other words, maor contrast.

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Totors
8 Posts
Posted Jun 06, 2012
Replied 9 minutes later
How come nobody ever makes maps in the reconstructing theme?





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Groxkiller585
652 Posts
Posted Jun 06, 2012
Replied 21 minutes later
Often the two reasons are either:

A. they don't like the style.

B. it takes too much time and effort to detail properly.

But personally I still love and map the style, even if it takes forever to finish :3

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josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 1 minutes later

Totors wrote:
How come nobody ever makes maps in the reconstructing theme?

Wow Totors, I think those pics look really amazing! I can see a certain taste for simetry even into all that destruction, and I really like it, dude! I also like the scale of the water texture. Good job!

I see it's a coop, right? Has it been already released? If not, expected release date?

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Totors
8 Posts
Posted Jun 06, 2012
Replied 2 hours later

josepezdj wrote:
I see it's a coop, right? Has it been already released? If not, expected release date?

It's part of a co-op map pack which will never be released because I'm lazy

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RubyCarbuncIe
303 Posts
Posted Jun 06, 2012
Replied 15 minutes later

Totors wrote:
josepezdj wrote:

I see it's a coop, right? Has it been already released? If not, expected release date?

It's part of a co-op map pack which will never be released because I'm lazy

Well you could release what you have completed of the mappack can't you? Your map looks amazing! It would be a shame never to play it.

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josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 1 minute later

RubyCarbuncIe wrote:
Well you could release what you have completed of the mappack can't you? Your map looks amazing! It would be a shame never to play it.

I agree!

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Pitkakorvaa
200 Posts
Posted Jun 08, 2012
Replied 2 days later
This map includes full gravity manipulation in specific areas(inside white boxes)

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Lpfreaky90
2,842 Posts
Posted Jun 08, 2012
Replied 40 minutes later
Good looking Pitkakorvaa, though the clean white lines for the inverse-gravity look a bit too clean for the destroyed theme, but still like it
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RubyCarbuncIe
303 Posts
Posted Jun 08, 2012
Replied 3 hours later
Nice looking map Pitkakorvaa I love gravity manipulation puzzles. I agree with Lpfreaky90 though the white lines seem off and they don't really blend to well as a testing element. But that's just my opinion, either way it the puzzle that really matters. I'm looking forward to your mod more and more every day.
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Idolon
417 Posts
Posted Jun 11, 2012
Replied 2 days later

Because outdoor maps, that's why.
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RubyCarbuncIe
303 Posts
Posted Jun 11, 2012
Replied 3 hours later
I love outdoor maps! It's a great change of scenery after testing all day. I hope to see some news on what type of environment you go for. Good luck!
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RubyCarbuncIe
303 Posts
Posted Jun 12, 2012
Replied 17 hours later
Testing out some prefabs Grox let me use.

Larger image: http://steamcommunity.com/id/RubyCarbun ... 3189160787

Any thoughts?

EDIT: The Surface Division Field (The green Fizzler) texture and idea was made up by FourthReaper. It is not one of the prefabs I am talking about.