The ThinkingWithPortals Map Showcasing Thread

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Lpfreaky90
2,842 Posts
Posted Jun 18, 2012
Replied 38 minutes later
@Jepp, you're free to use them, can't wait for more of your awesomeness!
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MasterLagger
1,695 Posts
Posted Jun 18, 2012
Replied 47 minutes later
I'm back mapping with Hammer and here are some pictures of my new map: Aperture Offices

2012-06-18_00001.jpg

Some computers have interesting screensavers.

2012-06-18_00002.jpg

A proper view of the office cubicles.

2012-06-18_00003.jpg

A room that links to other rooms. Now that I observe closer, I can see "it" though the door window.

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RubyCarbuncIe
303 Posts
Posted Jun 18, 2012
Replied 4 hours later
The map looks interesting MasterLagger I always loved roaming the halls of Aperture.

I was hoping to get back into the habit of making Wheatley styled chambers. So I found one of my old maps that was never released (because it's too simple) and edited the environment.

Larger image: http://steamcommunity.com/id/RubyCarbun ... 5695457591

Any thoughts? I'd really like to start getting back into this style, and I;m hoping to make some more Secondary Fire maps with it as well.

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Another Bad Pun
516 Posts
Posted Jun 18, 2012
Replied 20 minutes later

WIP

https://dl.dropbox.com/u/59442409/Baxterbts.png

Also, looking good RubyCarbuncle.

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RubyCarbuncIe
303 Posts
Posted Jun 18, 2012
Replied 1 hour later
Wow! That looks great! I love that image! It looks amazing! I love the detail that map has. Good luck with it I really look forward to it.
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MasterLagger
1,695 Posts
Posted Jun 19, 2012
Replied 2 hours later
Nice pictures RubyCarbuncIe and Another Bad Pun. Oh, and if anyone was wondering what was behind the right door in my last picture, here it is:

2012-06-18_00004.jpg

You're looking at my personal version of a scrapped idea called a Hover Turret. It floats and rotates to track the player. However, I'm trying to figure out how to make a prop_dynamic continuously looking at the player similar to how GLaDOS and Wheatley (Boss) do in-game.

It consists of two turrets connected to an "angry bomb" personality core with two cameras tracking the player and a portal gun that may become a "laser gun." The laser gun could be used against the Hover Turret using portals to destroy the turrets, although I still haven't worked out all the kinks which is why it is still in a glass casing.
This is an enemy that players would not want to take lightly compared to the regular turrets.

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Sprowl
97 Posts
Posted Jun 19, 2012
Replied 3 hours later
I seriously don't want to meet that in the game...

Anyway, some screenies from my next release
Room #1
Room #2
Room #4
Only three more to do! woohoo

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RubyCarbuncIe
303 Posts
Posted Jun 19, 2012
Replied 5 hours later
@MasterLagger Wow, that actually looks like it could be deadly. Congrats, you've succeeded in making a new enemy actually look threatening. Not very many people can pull that off.

@Sprowl those look interesting, that first one looks like another map I've played before revolving around Reflection Gel. Can't wait to see them.

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Sprowl
97 Posts
Posted Jun 19, 2012
Replied 2 minutes later

RubyCarbuncIe wrote:
@Sprowl those look interesting, that first one looks like another map I've played before revolving around Reflection Gel. Can't wait to see them.

It's the same. Because of the positive feedback I'm making a longer version.

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RubyCarbuncIe
303 Posts
Posted Jun 19, 2012
Replied 2 minutes later
Lol, yeah after I typed that up I realized you were the one who created that map. So are all of the test chambers going to revolve around Reflection Gel? Or will it just be the one chamber?
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Sprowl
97 Posts
Posted Jun 19, 2012
Replied 3 minutes later
The first three are about the gel. Chamber 4,5 and 6 are about a completely different new element.
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FourthReaper
356 Posts
Posted Jun 19, 2012
Replied 1 minute later
USCobra11 wrote


Man, antequated Portal 1 is looking pretty good, too bad you stopped. Though I don't suppose I can blame ya'.

RubyCarbuncIe wrote

Any thoughts? I'd really like to start getting back into this style, and I;m hoping to make some more Secondary Fire maps with it as well.

Okay RC, this is getting rediculous. I am not even slightly exaggerating when I say I am really really yealous of your artstyle and aesthetic design skills. Sure, a lot of things look a lot better with warm lighting, partly because it seems more cheerfull, but the work you do, especially on Secondary Fire, is amazing. I don't even care if the tests are simple, I wish I could pull that off.

Keep it up!

Another Bad Pun wrote

Hard to follow up that last screenshot but this is also looking really neat. The rails with the custom Personality Construct look cool. If those are fully functional that would be great!

MasterLagger wrote

You're looking at my personal version of a scrapped idea called a Hover Turret. It floats and rotates to track the player. However, I'm trying to figure out how to make a prop_dynamic continuously looking at the player similar to how GLaDOS and Wheatley (Boss) do in-game.

Damn, that shit is creepy ML! About looking at the player, though, I thought there was something like the func_tank, but that appears to not be the thing I thought it was, and only available in HL2... There is something for it, though it doesn't quite work like Glados and Wheatly I think. Good luck with that monster.

Sprowl wrote
Room #1
Room #2
Room #4

Cool, I didn't know Reflective Gel was even remotely manageable or working. I'll look out for that, haven't played the original. But in that last screenshot, how exactly did you make those semi-broken turrets? Maybe a noob question, but I never did know how to do that. Manually configure the model?

Well, that was a long post. Okay, off to work people, finish those artpieces.

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RubyCarbuncIe
303 Posts
Posted Jun 19, 2012
Replied 11 minutes later

Sprowl wrote:
The first three are about the gel. Chamber 4,5 and 6 are about a completely different new element.

Completely new element huh? I love new testing elements! I'm getting excited just thinking about it.

FourthReaper wrote:

RubyCarbuncIe wrote

Any thoughts? I'd really like to start getting back into this style, and I;m hoping to make some more Secondary Fire maps with it as well.

Okay RC, this is getting rediculous. I am not even slightly exaggerating when I say I am really really yealous of your artstyle and aesthetic design skills. Sure, a lot of things look a lot better with warm lighting, partly because it seems more cheerfull, but the work you do, especially on Secondary Fire, is amazing. I don't even care if the tests are simple, I wish I could pull that off.

Keep it up!

Thanks for the input! I'm glad you like the design of the chambers even if they are simple. I hope to release this map with a more "advanced" Conversion Gel chamber following it up. Conversion Gel is just so difficult to make test chambers with, especially when making them with one Portal only available.

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FelixGriffin
2,680 Posts
Posted Jun 19, 2012
Replied 1 hour later
About the semi-broken turrets: isn't that Skin 1 of the original model? Try ent_fire npc_portal_turret_floor skin 1 and see if it looks the same. I don't know if that's ever used in the original campaign, but it has a functional bounce skin and gibs.
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Sprowl
97 Posts
Posted Jun 19, 2012
Replied 3 minutes later
It's just an option within the turrets. Play around with it.
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MasterLagger
1,695 Posts
Posted Jun 19, 2012
Replied 1 minute later

RubyCarbuncIe wrote:
@MasterLagger Wow, that actually looks like it could be deadly. Congrats, you've succeeded in making a new enemy actually look threatening. Not very many people can pull that off.

Maybe I should post pictures of other enemies I've made. If I can get this this working properly, I'll try to make it into an instance and upload it to this site so other people can use it.

Edit: So far so good. I got the laser to work and I was able to burn the turrets off the angry core. Getting the core to track the player is the final step, although the turrets will remain stationary while the core rotates (I don't want to make this too difficult for players and I learn that turrets can't have parents, sad isn't it?).

sp_ml_offices0000.jpg I changed the model shooting the laser to make it look like the device was part of the angry core. I think it's the device Wheatley was on when traveling on the rails.
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CamBen
973 Posts
Posted Jun 19, 2012
Replied 10 hours later
unbelievably epic. The player tracking:

1a you make use a func_tanc to rotate the core around and also look up and down.
1b name it tank_core
1c parent the core model to tank_core.
2a make a func_tank that rotates only around.
2b name it tank_body
2c Parent everything else onto it.

also, Cant you use a logic_auto to: [OnMapSpawn (turrets) SetParent tank_body] ?

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Groxkiller585
652 Posts
Posted Jun 19, 2012
Replied 48 minutes later

CamBen wrote:
unbelievably epic. The player tracking:

1a you make use a func_tanc to rotate the core around and also look up and down.
1b name it tank_core
1c parent the core model to tank_core.
2a make a func_tank that rotates only around.
2b name it tank_body
2c Parent everything else onto it.

also, Cant you use a logic_auto to: [OnMapSpawn (turrets) SetParent tank_body] ?

Turrets won't parent to anything, but he CAN make them stop by telling them to stop physics motions (it's a prop_physics input but it works for turrets). This would keep them in place and make them still function.

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FelixGriffin
2,680 Posts
Posted Jun 19, 2012
Replied 18 minutes later
Phys_constraints, maybe? Do those work with turrets? Or would it require a thinkscript?

Also, how can I parent something like a game_ui? I want to use the field-of-view tracking, but it needs to move with a cube. And it needs to be co-op compatible, so I can't use trigger_looks.

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ChickenMobile
2,460 Posts
Posted Jun 19, 2012
Replied 8 minutes later
You don't need to parent a game_ui in order to activate it. Use an output.