The ThinkingWithPortals Map Showcasing Thread

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FelixGriffin
2,680 Posts
Posted Jun 27, 2012
Replied 51 minutes later
Presumably. I'm mostly excited about all the nature textures, personally. And more NPC models.
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DaMaGepy
361 Posts
Posted Jun 29, 2012
Replied 1 day later
I only asked about tree/rock models and some texture
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Moth
225 Posts
Posted Jun 30, 2012
Replied 1 day later

Too many screenshots, so won't post them here. Here's a workshop link instead:

http://steamcommunity.com/sharedfiles/f ... d=79496765

My first Workshop release!

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UsCobra11
272 Posts
Posted Jul 01, 2012
Replied 2 hours later
Here are 2 screens from a map I just started working on today.


It involves a new testing element. It's in the screenshot. Look closer and it'll hit you in the face.
NOTE: No heavy crits please, like I said I just made this map TODAY.

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Aicxe
69 Posts
Posted Jul 01, 2012
Replied 22 minutes later
A WIP map. Not really a showcase, just... showing my progress. My first made-from-scratch map in Hammer. And yes, those are flying glass gibs.



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Moth
225 Posts
Posted Jul 01, 2012
Replied 4 hours later

UsCobra11 wrote:
Here are 2 screens from a map I just started working on today...

Wait a second.... Two blues and two oranges?!

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FelixGriffin
2,680 Posts
Posted Jul 01, 2012
Replied 1 hour later
How will you switch linkages? An in-game button?
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FourthReaper
356 Posts
Posted Jul 01, 2012
Replied 31 minutes later
Oh lol Cobra, didn't notice that until Moth said it. Could be pretty awesome, like playing coop by yourself. Still, try to edit the color scheme of the portals if you can, that would make it much easier to not get confused too much.

@Aicxe: I like the third one a lot, the lighting looks pretty good there, but the second screensthot is just a bit dull in my opinion. That may require a lot more work.

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UsCobra11
272 Posts
Posted Jul 01, 2012
Replied 13 hours later
Moth; Yes indeed, It's the introduction map to a new series, Multiportal.
FelixGriffin; Linkages will be switched with an in game button.
FourthReaper; I have been scouting around trying to find out how to change the color of portals, but haven't found anything yet. I really want to. I'm pretty sure it's possible if you edit the file of the portal ring, but I don't do that kind of stuff unfortunately...
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FelixGriffin
2,680 Posts
Posted Jul 01, 2012
Replied 31 minutes later
I can help with model hexing. And you could have all four portals active offscreen at the beginning before being logic_auto closed (so you can name them), then use a script to SetModel two of them (the different-linkage ones).
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UsCobra11
272 Posts
Posted Jul 01, 2012
Replied 37 minutes later

FelixGriffin wrote:
I can help with model hexing. And you could have all four portals active offscreen at the beginning before being logic_auto closed (so you can name them), then use a script to SetModel two of them (the different-linkage ones).

That'd be great! Perhaps you should add me on steam to discuss? Steam name is uscobra11.

Edit: Actually, I'm not sure it's possible at all. The color of portals depends on the player. The 2nd set of portals is actually the Blue Bot's portals, but as you see, they aren't blue and purple. Portal color depends strictly on the player, therefore the 1st and 2nd set of portals use the same model. Not sure how we would change that...

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FelixGriffin
2,680 Posts
Posted Jul 02, 2012
Replied 9 hours later
You know how you can use a script to SetModel a cube or turret? You can do that with literally anything. So if both sets of portals were open at the beginning, you could name them. Then a script could change the color of two of them.

I'll add you on Steam and we can continue discussing this there.

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CamBen
973 Posts
Posted Jul 03, 2012
Replied 1 day later
I tried hexing portals to be purple and yellow/green, they came out black. I think I used the wrong model.
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Jepp
134 Posts
Posted Jul 03, 2012
Replied 7 hours later

http://gamebanana.com/portal2/tuts/10499
This might be helpful in one way or the other! Or not, I don't much about scripts.. Sounds like a really cool idea!:)

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FelixGriffin
2,680 Posts
Posted Jul 03, 2012
Replied 38 minutes later
"Open pak01_dir.vpk in Notepad++." PFFF...

But unfortunately that's co-op only. I'm working on a method for arbitrary linkages.

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josepezdj
2,386 Posts
Posted Jul 04, 2012
Replied 7 hours later

FelixGriffin wrote:
"Open pak01_dir.vpk in Notepad++." PFFF...

Yeah... I know what you mean... but have you checked that image in the picture on top of the window?? It really looks like that guy opened the pak01_dir.vpk with notepad++. I will try it when I arrive home just out of curiosity!

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FelixGriffin
2,680 Posts
Posted Jul 04, 2012
Replied 3 hours later
He did. So he has all the files there, separated by a few bytes (for the name and metadata). But if you change the length of anything (add or delete) I think it would corrupt the whole VPK.
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UsCobra11
272 Posts
Posted Jul 04, 2012
Replied 14 hours later
Argh. Some of you have told me you are really excited for the map, but unfortunately, it won't be finished for another 2 months. I'm here visiting my dad for a month, and the only computer available is a 32-bit laptop. Games won't run at all, and Hammer gets 2 or 3 frames per second. Plus, it'll probably take around a month when I get back, since I'm starting school again. I wish it wasn't like this, but at least I can spend some time working out the puzzles of the map to assure they are most enjoyable!
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DaMaGepy
361 Posts
Posted Jul 05, 2012
Replied 21 hours later
atm creating the environment, will add the puzzles after
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Groxkiller585
652 Posts
Posted Jul 06, 2012
Replied 3 hours later

DaMaGepy wrote:
atm creating the environment, will add the puzzles after

I am liking the displacement work! The ground looks a bit flat, but I assume this is because there will be elements or something that needs it?

That cave looks interesting. Is there gonna be a cavern puzzle?